Posts Tagged ‘comscore’

Proof Positive: Massive’s IGA works for Microsoft

Friday, May 21st, 2010

In-game advertising provider, and wholly owned subsidiary of Microsoft, Massive Inc., together in concert with leading metrics provider comScore, has recently released a case study that spotlights IGA campaign results for Bing, Microsofts’s “decision engine”. Utilizing their AdEffx Action Lift for Gaming, comScore has generated a digital advertising measurement methodology specifically targeted at console in-game advertising,

224x168_Small_NBA2010The results of this case study clearly indicate that IGA works … and worked quite well for Microsoft. Massive ran an in-game advertising campaign centered around Microsoft’s “other” Google, aka – Bing. The comScore/Massive results accurately measured what impact these ads had on consumer behavior, including site traffic and searches. The study results also verify Massive’s (and presumably most other IGA providers) ability to generate a strong ROI just as effectively as other ‘traditional’ forms of advertising, including digital marketing, i.e. banners, and/or video advertising. Interpret LLC was also utilized in the study, indicating that users that were exposed to the advertising campaign showed higher ad recall, as well as an increased brand engagement.

Selected highlights:

  • After exposure to the Bing ads in-game, the percentage of gamers visiting and searching on Bing.com increased up to 108 percent — two-thirds of whom were new Bing users.
  • 71 percent of gamers recalled seeing the Bing ads.
  • 60 percent of gamers had a more positive opinion of Bing after seeing the brand advertised in their games.

The Massive campaign under review was run in several top Xbox 360 titles including DJ Hero and NBA 2K10, from November 2009 to December 2009. comScore’s AdEffx technology effectively matches as serving data from Massive with comScore’s own data to track and measure IGA effectiveness via online activity before and after ad exposure. This tracking method falls in line with other established online media tracking and analytics measures. And like these other forms of measurement, consumers’ anonymity was protected.

“The gaming community embraced the in-game ads and interacted with the brand,” said Kirsten Ward, director of digital advertising for Bing and MSN at Microsoft. “The campaign exceeded our expectations across the board. The fact that we’re able to measure that kind of ad effectiveness is truly compelling for brand marketers.”

The full Massive/comScore report is available directly from Microsoft.

 

Massive and comScore partner to put real numbers behind in-game advertisements

Friday, November 13th, 2009

In game advertising is still a relatively new medium, but until now, both providers and purchasers of the medium had no concrete measurement tools to gauge effectiveness. There have been a number of one-off studies done, with positive results, but nothing done on a (pardon the pun) Massive scale. Partnering with leading internet metrics and market research firm comScore, Massive Inc., a wholly owned subsidiary of Microsoft Corp., will not be able to measure the firect impact that in-game advertising has on consumer online behavior. Call this a win for advertisers everywhere.

It’s no secret that there’s a very viable market in the gaming market, and Massive is one of the big three providers of IGA. They insert (in most cases) non-intrusive ads on billboards in urban landscapes for example, or slide up ads just above the scoreboard display in Madden – something very similar to what a user would see in this environment, or television broadcast. However, while the ads have shown to be popular and consumer motivators, due to the lack of solid data, and their relative newness, advertisers have still been weary to pull the trigger on launching campaigns.

“We know from 85-plus independently verified post-campaign studies that in-game advertising increases brand engagement,” said JJ Richards, general manager of Massive. “But what we didn’t know was the correlation between in-game ads and consumer action. Through this collaboration with comScore, we will also now be able to measure those consumer actions that result from in-game ads. We think this has the potential to literally ‘change the game’ for both advertisers and publishers who want to improve the effectiveness of their in-game ad efforts.”

The Massive/comScore partnership will now connect the dots between ads that users view vs. the actions they take after seeing said ad. Essentially, the two companies have managed a route that will give an overall picture of action and response from a viewer, without violating end user privacy policies.

The method works as such: Microsoft has a set of gamertags for users on their Xbox Live service. These tags provide game identifications and Microsoft knows the exact campaigns that are running within these games. Likewise, under the same umbrella, Microsoft also has Windows Live login data for Hotmail users. Combine these two together, and Microsoft now has a (more or less) complete picture about any given gamers’ preferences, and which ads they’ve seen and haven’t seen. By utilizing their Anonymous ID technology, Microsoft can then strip away any personal information and assign each user with a unique number.

But that’s only one half of the story. On the other side of the fence, comScore has around two million volunteers that offer up their web habits. If and when these users log into Hotmail or Xbox Live, the path between adding up the dots between what ads these users have seen, and what they do on the web within a specified time period is relatively short. To add an additional level of data security, the anonymous data communications between Microsoft and comScore are in an encrypted environment.

comScore’s preliminary research data using this method indicates that those who were exposed to in-game ads vs. those that had not are 280 percent more likely to visit a TV channel’s web site. The study also showed a 125 percent increase in search queries for a movie rental brand and a 57 percent increase in visits to its website.

The announcement coincides with the second annual Microsoft Advertising Gaming Upfront event in New York City — the only event of its kind that showcases new video game titles from leading game publishers available for brands to connect and engage audiences on the Massive in-game advertising network.

comScore and Massive have submitted this new methodology to the Advertising Research Foundation for validation.

 

Nexon America strikes deal with Integri

Thursday, April 2nd, 2009

Free-to-play pioneer Nexon announced yesterday that they’ve struck an exclusive advertising deal with Integri, a leading video game and entertainment advertising representation company.  This is a first for Nexon, as up until now all advertising was done in house.  Under the terms of the agreement, Integri will represent and supply advertising opportunities for Nexon’s portfolio of games including MapleStory, Combat Arms, and Mabinogi.  This new partnership also obviously opens the doors for in-game advertising opportunities for Nexon as well.

nexon_logoAccording to the latest comScore reports, Integri offers advertisers and marketers an unparalleled edge in today’s online gaming and digital entertainment industry.  Nexon now finds itself in ‘heavy hitter’ territory as Integri currently has relationships with both Activision Vivendi and Sony Online Entertainment in their client list.  Targeting the coveted male (18 – 24) and female (25-54) consumer base, Integri creates customized, site specific and channel-wide opportunities designed to help each advertiser deploy tailored, integrated advertising campaigns, including banner ads, takeovers and in-game opportunities, across entertainment and specialized gaming categories including massively multiplayer online (MMO) and first person s hooter (FPS) genres.

“Nexon has always been a pioneer and leader in the free-to-play category,” said Jayson Dubin, president of Intergi. “Intergi’s exclusive and proprietary partnerships with a collection of today’s hottest online gaming and entertainment sites, offers one of the best point of entries to connecting with the coveted demographic of males 18-34 years old. Add our reach to Nexon’s market position and the possibilities for reaching gaming enthusiasts are endless.”

Nexon America, who by now should be a household name when it comes to free-to-play titles, has been cranking out hit after hit since arriving in Los Angeles 4 years ago.  Their breakthrough hit, MapleStory is still running strong today, and they’ve recently introduced a new fantasy inspired title named Mabinogi.  Nexon also operates Combat Arms, a fully free-to-play first person shooter that’s been a big hit with fans of the genre.

“Advertising is going to help Nexon America improve our services as a leader in free-to-play gaming,” said Min Kim, vice president of marketing for Nexon America. “Our user base is enthusiastic and growing, which makes us a great opportunity for marketers. And this partnership is going to allow us to improve the entire free-to-play experience for all Nexon gamers.”

Reblog this post [with Zemanta]
 

Disney’s free-to-play Pixie Hollow drives online growth

Tuesday, February 17th, 2009

Along with launching DisneyXD last week, the big mouse also announced that recent ComScore data reveals that Disney Games takes third place among all online gaming destinations with 13.4M visitors in December 2008, a 13% increase yoy.  Reaching one further, ComScore’s January 2009 data sees Disney leapfrogging EA Games and grabbing the number 2 spot.

Disney’s not-so-secret ingredient?  Their free-to-play, virtual world Pixie Hollow.  According to Virtualworldsnews.com, a Disney representative explains the surge in traffic as, “largely driven by our virtual worlds, and specifically by the popularity of the new Disney Fairies Pixie hollow virtual world.”

And while Disney’s corporate policy dictates that no concrete numbers could be released, the rep also adds that Club Penguin has been a consistent driver for Disney, “but that the recent spike in Fairies traffic helped boost Disney last month.”

These numbers might seem large and impressive, but keep in mind that back in October Senior Vice President of Disney Online Steve Parkis stated, “More than 7 and a half million Fairies have already been created and, until now, have been all dressed up with no place to go. Now, in Pixie Hollow, Fairies can join their friends, take flight and live their very own Fairy adventures.”

To this end, it’s fair to say that Disney did they due diligence in ‘pre-loading’ the site with over 7.5M players that were ready and waiting for the magical world of Pixie Hollow to roll out the welcome mat.

The game itself is free-to-play, but similar to Disney’s Club Penguin, players may buy into a $5.99/month membership fee that gives them exclusive access to a number of game features.  Also noteworthy is Disney’s ‘real-world’ tie-ins to the online virtual world.  When played in the real-world, the companies’ Clickables Fairy collection rewards players with a number of special content unlocks that allow them to add unique clothing, accessories, and décor to their virtual world collection.

Disney may have taken the number two spot in online gaming destinations, but not all is well at Disney’s Interactive Studios.  Earlier this month in an earnings call, DIS made it quite clear that they’re in a similar bind as a number of other games publishers: falling prices.  Disney CFO Tom Staggs says that DIS sold more units last quarter, but ended up with less coinage in the bank due to, “a competitive and difficult market put pressure on pricing.”

Despite recent DIS layoffs, Staggs says that Disney expects to “continue to invest in… videogames, websites and virtual worlds.”

Given the problem facing the folks at DIS, combined with the massive growth in their free-to-play Pixie Hollow, I’d be interested in the revenue numbers Disney’s virtual world product sales are generating.  Is it time for Disney to seriously rethink how they’re monetizing the online and/or gaming space?

Reblog this post [with Zemanta]
 

Online gaming titles saw 27 percent increase in visitors in 2008

Thursday, January 29th, 2009

According to a new comScore report, 2008 saw a massive surge in online games.  The US market for online gaming grew to a healthy 86 million visitors in December ’08, compared to 67 just a year earlier.  Due to this jump in activity, the total time spent playing online games has risen 42 percent, with Americans’ time spent playing online games grew from 3.7 percent in December ’07 to 4.9 percent in December ’08.

The big winner in ’08 was Yahoo! Games taking the number 1 spot with 19.5 million visitors, a notable 20 percent rise from ’07 figures.  Powerhouse EA took the silver medal with 15.4 million visitors, up 21 percent.  Walt Disney’s legacy continues with Disney Games ranking 3rd with 13.4 million, a 13 percent gain.  Fourth place belongs to Wild Tangent with 13.3 million visitors, rising 74 percent yoy, and Addictinggames.com rounding out the top 5, with 11.3 million visitors, a 17 percent increase.  Most notable is the number 10 position, Spill Games which say only 6.7 million visitors, but a massive 269 percent increase over ‘07’s numbers.

“It appears that online, ad-supported gaming is one of the activities that has benefited during this economic downturn,” said Edward Hunter, comScore director of gaming solutions. “Not only have consumers turned to outlets such as gaming to take their minds off the economy, but as they curtail their discretionary gaming-related purchases they are turning to free alternatives.”

More eyeballs means more display ads

While most ‘traditional’ forms of online advertising are seeing some pretty slim pickins at the moment, the online gaming category is bucking the trend, and has seen some remarkably positive numbers.  From November 2007 to November 2008, the total number of display ads in the online gaming sector rose to 8.6 billion, a 29 percent increase.  Given the increase in more eyeballs, more and more display ads are being served, but players’ frequency of exposure remained relatively the same at 127 ad views/person.  Another positive for the end consumer is that the number of ads per page, a measure of “ad clutter” actually declined 17 percent.

“The growth in display ads in the online gaming category not only underscores the assertion that gamers are increasingly accepting of ad-supported games, but also that the advertising community is recognizing the value of this highly engaged audience,” added Hunter. “It is also likely that the advertising agency community will begin to demand more evaluations of campaign effectiveness in this space as spend and impressions continue to rise.”

Reblog this post [with Zemanta]
 

Holiday 2008 online video game sales top brick and mortar

Tuesday, January 6th, 2009

Comscore has recently released figures comparing holiday spending 2007 vs. 2008 revealing that both online sales of Sports and Fitness equipment and Video Games increased and outperformed offline sales during the holiday 2008 season.

Data compared data from comScores’s overall (online and offline) consumer e-commerce spending published by MasterCard Avisors’ SpendingPulse Unit from November 1 – December 24 of 2007.

The data doesn’t lie, with comScore showing that the top growing online product category for the holiday season was Sports and Fitness, growing 18 percent yoy, with Video Games, Consoles and Accessories growing a close 14 percent.  Naturally, the top grossing platforms include the big three: Nintendo Wii, Microsoft xbox 360, and Sony’s Playstation 3.  The only other positive growth segment was apparel and accessories, which generated higher sales as a result of retailers’ price slashing and promotions, combined with bad weather across most of the country.

And while certain categories lost significant traction across the board, the silver lining is that the online component of these sales is significantly higher than their offline counterparts

  • Sales of Apparel & Accessories was up four percent online, compared with a 19-21% decline in overall sales of the category.
  • Electronics declined five percent online, while Home, Garden and Furniture declined 14% online. This compares with a 26% decline in overall sales of Electronics/ Appliances.
  • Jewelry & Watches declined 24% online, compared with a 34% decline in overall sales of Luxury Goods (including Jewelry & Watches).

“For an online holiday shopping season that recorded a disappointing three-percent decline in sales, a positive note is that e-commerce trends outperformed overall consumer spending in several product categories, which is to say that e-commerce continued to capture an increasing share of consumers’ wallet,” said Gian Fulgoni, comScore chairman.

Reblog this post [with Zemanta]
 

fatfoogoo at the Games Convention and Developers Conference

Monday, August 18th, 2008

The Games Convention which kicks off in Leipzig, Germany this Wednesday and continues through Sunday in will see two equal sides of fatfoogoo. CEO Martin Herdina will be speaking at the GCDC (Games Convention Developers Conference) about in-game economies and item trading, while Loki and DT will be scouting the floor, reporting on and talking to gamers about the newest trends in various multiplayer games.

Many publishers have expressed interest in or are currently in search of additional revenue streams for their virtual worlds. Discounting the ‘traditional’ subscription fee, thousands of developers are either already in the game or standing at the starting line with free to play titles springing up almost everyday. The problem? How do we monetize it and recoup some of (read: ideally all of) the development costs? If the already established gold and item trading system (aka Blizzard) wasn’t already the Goliath these David’s are staring down, more and more suppliers are shying away from ‘Secondary Market’ third party suppliers. fatfoogoo has comprehensive experience with developing, managing, and providing ‘ready to go’ in game ecosystems, which makes it the ideal partner for a number of these publishers. fatfoogoo can function either as the Primary Trading platform or an Add-on marketplace. Combine this functionality with Comscore’s data: 32% of all Internet users play online games – and they’re prepared to spend money on it, along with the NPD Group’s recent study stating “…more than half of the Extreme Gamers and just over a third of Avid PC Gamers said that they would definitely download a feature to enhance a specific game that they own.”

Another interesting topic being covered in at the GC is the future of specialty trading. Not exactly new, but the genre is…eSports. Could we be seeing microtransactions being applied to “coach’s hours” whereby players receive special tips and tricks on how to command in-game mastery? Stay tuned as developments continue….

Martin Herdina is scheduled to speak on Wednesday morning, delivering his talk: A New Revenue Stream – Legitimizing the Trading within a Virtual Market. fatfoogoo is in good company, as Acclaim co-founder David Perry will deliver the Keynote speech with 125 other speakers and approximately 1000 industry participants discussing the future of the gaming industry.

Reblog this post [with Zemanta]