Posts Tagged ‘in-game advertising’

Microsoft officially pulls the plug on in-game advertising unit Massive

Thursday, October 21st, 2010

Officially announced in New York yesterday, Microsoft has decided to shutter it’s in-game advertising unit, Massive. According to Microsoft, the technologies developed for/at Massive will be redeployed to their first party ad business, with an initial focus targeted at gaming. Redmond will wind down Massive’s operations, with the brand disappearing by years’ end.

massive_incThe future of the now closed company will eventually expand it’s offerings and technology to other Microsoft opportunities, but the decision comes in the wake of Microsoft’s decision to work closely with the Interactive Entertainment Business (IEB) and continue developing and expanding the technology employed under the Massive banner. This development will seek to meet the needs of first-party gaming advertisers on Microsoft properties such as Xbox LIVE and MSN Games.

The news of Massive’s impending sunset arrived at the beginning of this month, with Adweek breaking an exclusive reporting the news, with sources coming from inside the company. According to author Mike Shields, Massive general manager J.J. Richards had already started looking for a new job, and that the reassignment of Massive employees had already begun.

According to Shelds’ sources, it’s rumored that Microsoft had been shopping Massive around to potential buyers, least of which included competing in-game advertising firm Double Fusion. Microsoft had been seeking a high six, low seven figure deal – a deal Double Fusion obviously passed on. To put this figure into perspective, when Microsoft acquired the ad agency in 2006, they paid anywhere between $200 – $400 million according to estimates.

Noted above, Microsoft already has an Interactive Entertainment Business unit, and while Massive held it’s own niche specialty, at the end of the day, it appears as though Microsoft was unnecessarily duplicating it’s efforts. Meaning, in 2006 when they purchased Massive, the topic and industry were red hot, with then Massive CEO Mitch Davis prediction that the in-game advertising industry would be a $2 billion market by 2010, a figure that’s never been realized. The rise in popularity with both gamers and advertisers of central “Hubs” such as Xbox LIVE for Microsoft and Home for Sony have contributed to Massive’s demise. Add to this the fact that via Xbox LIVE, Microsoft can keep the entire advertising dollars pie, while via Massive, they’re contractually obligated to share some of this pie with advertisers, the decision to close down shop at Massive was only a matter of time.

While it’s sad to see any firm close it’s doors, it should be interesting to see what the now re-deployed Massive team can do for Microsoft’s Interactive Entertainment Business. Surely, years worth of know-how and experience are sure to trickle their way into new Microsoft offerings.

 

EA: in game ads raise real world sales

Monday, September 20th, 2010

EA has recently announced the results of a study conducted by The Nielsen Company which demonstrates the effectiveness of in-game advertising. More specifically, the study illustrates just how effective in game ads can be at raising real world sales. Commissioned by EA on behalf of Gatorade, an in game advertising client, the study found that households that were exposed to in-game adverts of Gatorade increased their spending on said product by 24%, or an ROI of $3.11.

285240-ea_sports_logo_largeAnd this isn’t pre/post roll ads were talking about here. Gatorade’s ads ran as arena signs, player’s water bottles, score updates and other call outs (verbal) – actions that only mirror a real-world sporting event. The Nielsen study targeted NHL ’09 and’10, NBA Live ’07, ’08. ’09, and NBA Street Homecourt, all EA titles.

“Video games are a deeply engaging consumer experience,” added Gerardo Guzman, Director, Media Product Leadership for The Nielsen Company. “Bringing our industry accepted ad effectiveness understanding to video games is another way to help marketers understand how consumers respond to advertising across different environments. This should help optimize the impact of and derive a return on media investments. In this case the story is simple — dollars put into video game product placement result in more retail dollars.”

100,000 households were surveyed, accessed by Nielsen’s US Homescan panel. The Homescan panel represents the average US population, and this study included homes that scanned video game UPC barcodes. These barcodes were then in turn cross references with a database of over 14,000 video game titles, thus ensuring accuracy. Nielsen then compared this data with homes that purchased on of the selected titles both before and after the Gatorade ads were inserted – vs. the households that hadn’t purchased one of the titles, i.e. the control group.

What makes this study noteworthy, beyond it’s factual statistics, is that it’s the first time that this form of measurement of in-game advertising’s effectiveness has been measured by these standards. We’ve all seen, thought, or heard of IGA’s reach and sales driven motivation, but until now, no one had broad reaching numbers. Obviously, part of this study was to put this stamp on the industry, but also a nice push for EA, and the video games industry as a whole, stating, ‘We’ve got the space, technology, and platform – and now the proof that the method works!’

“Nielsen’s study is a milestone for interactive entertainment,” said Elizabeth Harz, Senior Vice President of Global Media Sales at EA. “For the first time, advertisers are able to link the value of their in-game marketing or sponsorship to actual sales. Now brands can feel confident adding gaming as a core media channel for their advertising.”

 

IGA Worldwide: back in the game, guns a-blazin’

Tuesday, August 17th, 2010

The venture arm of Deutsche Telecom, T-Venture (as also in T-Mobile) has recently been added to IGA Worldwide’s list of existing investors including Kreos Capital and Easton Capital. This new influx of capital directly combats IGA’s financial position, as only a short 18 months ago, IGA put out the call that they either need more capital, or a buyer. Add to these woes, EA’s decision to move the majority of its in-game ad biz in house, and the writing was, pretty much, on the wall. Enter, zee Germans.

IGA Worldwide has undergone a major restructuring, so much so that the firm caught the eye of T-Ventures. The terms of the investment were not disclosed by IGA, however industry rumors place the sum somewhere in the seven-figure range.

“We are extremely pleased to have added T-Venture as a partner with such a high level of sophistication in the digital media space. IGA has streamlined its business model and is now poised for growth. We are aggressively focusing on expanding our advertising product lineup, game portfolio and global reach for 2010 and 2011,” said Christian Vry, CEO of IGA.

IGA chairman Justin Townsend and his team have not only done a major shift in house, but have also been out hustling, and reassuring agencies and clients that the firms’ business was in good shape, despite the financial woes. Consequently, Townsend reports that IGA has seen a renewed uptake from major brand soft drink makers, packaged goods, and lifestyle advertisers.

Fresh capital combined with renewed advertising spend behind it, IGA says that they’ve got a few fresh tricks up their sleeves, ones that are sure to make an impact.

“IGA has a host of innovative new products to bring online for the “in-game” environment over the coming months, including interactive rich media advertising formats and full screen hi-def video, giving us confidence that the in-game advertising industry will continue to make its mark as a prime offering for advertisers targeting the gaming demographic, be this via core games on platforms such as the PLAYSTATION®3 or Social Media Gaming on the PC platform, a rapidly growing sector that IGA has added to the mix due to the increased demand from our advertisers,” said Vry.

 

Social Gaming advertising spend to reach $220M this year

Thursday, August 12th, 2010

According to eMarketer, advertising budgets for social gaming will increase 20 percent this year, up to a massive $220 million. The advertisements include in-game as well as banners in social gaming titles, mobile apps not included – meaning the spend could be well over $300 million. eMarketer places the 2011 spend even higher at $293 million, with again, mobile apps spend not included.

118045eMarketer states that advertisers spent around $144 million in 2009, and the 20 percent 2010 increase is based on conservative estimates, as eMarketer themselves point out that the social games business continues it’s juggernaut growth pattern.

eMarketer reports that the U.S. market accounted for $142 of 2010’s $220 million spend, down from $144 one year prior. Non-U.S. properties will see the majority of game advertising dollars increase, up to $78 million from $39 million one year prior.

The 2011 forecast will see $192 million spent on U.S. social gaming advertising, with the rest of the world $101 million, bringing the total spend to $293 million.

The report points to major social gaming companies such as Zynga and the new Disney/Playdom venture deriving the majority of their revenues from virtual goods (80%), but notes that this drive in popularity has certainly increased the viability of said properties on advertisers’ radars.

At the Fortune Brainstorm Tech conference this past July, Zynga head Mark Pincus said, “Advertising will be an important part of the business model,” but he believes that future social game advertising will need to be “invented” rather than being the same things advertisers have already seen

 

Rumor: Sony to cut half of Liverpool staff

Tuesday, February 2nd, 2010

Late last week rumors started circulating that Sony may be cutting it’s Liverpool UK studio staff by half. Exact numbers are not official, but Sony has confirmed that the Liverpool studio will be ‘restructured’ as part of a ‘project prioritization’. Over the weekend inside information started to leak that the ‘restructuring’ could compromise up to half of the studio’s numbers. A staff member, speaking under condition of anonymity, said that the layoff restructuring process was “looking heavy,” estimating that “around half us may be gone.”

sce_logo_140905As of today, Sony has declined to comment on the Liverpool studio status, and the numbers remain an estimate/rumor. However, on Friday Sony did say that a number of active projects at the firm’s second largest development studio in Europe, will “cease immediately”.

“Our North West Studio Group has been, and will continue to be, a vital cog in the WWS family, with a history of producing genre defining games such as MotorStorm, WipEout, Formula 1 and WRC,” read a Sony statement released on Friday.

As you’ll remember, WipEout HD recently suffered a setback when Double Fusion’s in-game advertising (served at 1080p resolution) caused massive load times, thereby upsetting more than a few gamers. While this fiasco certainly didn’t help things, there’s no apparent direct connection to Sony’s decision to slash jobs at the Liverpool studios.

The restructuring rumors started surfacing just on the heels of a recent media report that indicated that Sony’s third fiscal quarter (October – December) could run as high as $1 Billion. If accurate, this projection could outdo even the most optimistic of all analysts’ predictions. Japanese news source Nikkei reports that the skyrocketing profits could have to do with “strong sales of LCD TVs and payroll cuts and consolidation of facilities.”

 

Double Fusion to deliver in-game ads on 2K Sports’ NHL and NBA 2K10 titles

Thursday, January 21st, 2010

Double Fusion and 2K Sports have recently announced a deal that will see in-game ads placed in both NBA and NHL 2K10 titles. This deal now sees Double Fusion as the exclusive in-game ad provider for the games on Sony’s PlayStation3.

Double-Fusion-logo2_qjpreviewthRepresentatives from Double Fusion say that they’ve been working closely alongside 2K Sports developers to integrate the ads in the least obtrusive manner. Double Fusion says that they’re committed to delivering in-game advertising while still maintaining the contextual relevance and realism of ad placements at real world sporting venues.

Double Fusion reps point to its “dynamic advertising engine” as the secret to success.  Through this delivery, Double Fusion owns the various placements throughout a virtual setting, and its clients can the serve advertising into it’s partnered games. With backend reporting tools provided by Double Fusion, advertising clients may then track, modify, and measure the effectiveness of their in-game advertising campaigns.

Double Fusion CEO Jonathan Epstein comments, “Extending our dynamic advertising relationship with 2K Sports is a testament to the growing importance of in-game advertising and the value Double Fusion delivers for its publishing partners.”

“The franchises included in this agreement provide a tremendous opportunity for brands to reach an enthusiastic audience of sports fans,” he continues, “much like they would try to do during actual sporting events, with the added bonus of being able to implement targeted campaigns quickly and effectively.”

And while it might simply be a coincidence, this announcement of the 2KSports and Double Fusion deal arrives only days after former EA executive Mitch Lasky lambasted his former employer on where they’re headed, and how they plan on getting there. 2KSports is EA Sports most direct competitor.

 

Mochi Media survey reveals only 6 percent of Flash games monetized through microtransactions

Wednesday, December 9th, 2009

San Francisco based Mochi Media recently announced the results of their Flash Games Market Survey finding that only 6 percent of all Flash game developers are using microtransactions to monetize. Oddly enough, Mochi Media says that the survey was conducted prior to Flash based games having a widely available microtransactions tool kit. Bad timing, or just bad luck?

flash-games-market-survey-copyThe survey found that the most popular method of monetizing Flash games is still rooted in in-game advertising. The majority (58 percent) of respondents indicated that they use in-game advertising as their primary monetization method, with sponsorships taking second place at 43 percent. Licensing held down third place with 26 percent, and web site ads landed in forth with 20 percent. Monetization via microtransactions scored dead last in developers methods, garnering only 6 percent.

While this data might not look so hot for the Flash gaming community in terms of microtransaction monetization, it’s important to keep in mind that this community is unique amongst the greater game development population. Of those that were surveyed, the study found that only one-third of developers consider themselves ‘full time’. The survey found that the vast majority of Flash games developers are hobbyists who create games in their spare time. This same percentage also indicated that they’d only begun developing Flash games within the last two years. Matching up with these responses, it’s duly noted that approximately three-quarters of all Flash game portals are still in start-up mode, only having been founded within the past two years.

Taking a look at the numbers, it’s quite easy to deduce from the survey results that monetization within Flash cased games could use a severe shot in the arm. Only twenty percent of all 1100 Flash developers reported that they could be earning $1000+ per month from their games. When jumping to the $5000+ per month mark, the numbers drop even lower, down to five percent. And those that could support a staff and associated actual ‘business’ at $10,000+ per month are represented by a tiny 2 percent slice of the entire industry.

Conducted in partnership with Adobe, Newgrounds, Casual Gameplay and FlashGameLicense.com, the Mochi Media survey was conducted over a three month period. However, Mochi has yet to specify which three months the survey was conducted, begging the question – was it really conducted before microtransaction monetization tools (i.e. Mochi Coins) were made available to developers?

Not merely a coincidence, Mochi also announced their second annual Flash Gaming Summit together with the survey release. The summit will be held this coming March 8th at the UCSF Mission Bay Conference Center.

 

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.

 

fatfoogoo getting serious about social

Tuesday, September 22nd, 2009

Throughout our lifespan, fatfoogoo has created a number of monetization and payment platforms and options for a wide range of gaming companies. In 2006, when Martin Herdina and Daniel Petri set out to make a virtual marketplace for the trading and purchasing of virtual goods and services, the initial idea was to provide a marketplace for consumers to meet and trade/sell in-game virtual items and services. While this platform proved to be successful with gamers, game operators made it clear that they would rather keep a tighter hold on what was and what was not being traded within their titles. Et Viola, the modern version of today’s fatfoogoo was born with a white label services and technology model. And while there are a number of ‘traditional’ games and titles that we provide our services to, the undeniable growth and popularity of social games, as well as a number of other browser based games, has been certainly something we’ve been looking at for quite a while now.

ff_logo_whiteSpeaking to Justin Smith of insidesocialgames.com last week, Martin states, “We’ve been working with social app and game developers since the end of 2008, as the requirements are very similar to classical online game business models. The first social networking project we did was to provide store, white-label payments and virtual currencies for the avatar engine mEgo, now we are just working with Gogogic on powering Vikings of Thule – and some really exciting social apps/games projects are currently under the hood.”

As Smith states, we are based in Vienna, Austria, miles away from some of traditional games development hotbeds, we’ve also established offices in the UK and the US, with our very own Stevie Case running point on working closely with North American operators/developers.

“Our technology is purely international, so it’s capable of supporting multi-languages, multi currencies, multi-byte character-sets and different VAT-rates,” Herdina says. “However, in terms of business development we are mostly focusing on talking to potential partners in North America and Europe.”

Realizing that while social gaming might share a number of traditional facets, it also takes on it’s own brand of monetization. Specifically, in-game advertising can often be relied on as a primary means of revenues. To this end, we’ve partnered with a number of managed offer platforms in order to facilitate this monetization mechanism. “We treat offers as an alternative payment option, and therefore work with quite a few offer providers in different regions to ensure ideal coverage, like PayBuyPartner, AdParlor, GratisPay, and SponsorPay,” Herdina says.

With this particular attention turned out social games, naturally, facilitating the ease, and variety of payment options is key. We’ve partnered with a number of payment providers specifically focused on social games in order to ensure the highest levels of both client and customer satisfaction. Payment options include credit cards, direct debits, mobile payments, and prepaid cards, to name a few.

“We are expecting our ongoing and future projects in the social app/game space to contribute a significant part to our success in 2010,” Herdina says.

If you’re headed to the Browser Games Forum in Frankfurt this November, Martin will be speaking and available for questions both days.  To have a better look into who we are and what we offer, please visit our solutions section.

 

Sony/Double Fusion ad HD IGA’s to WipEoutHD – gamers cry foul

Tuesday, August 4th, 2009

In principle, this concept sounds awesome, groundbreaking, stupendous even in the boardroom. However, it looks like someone overlooked that one important step of ‘unobtrusive’ when programming the 1080p quality in-game advertising.

WipEout HDBundled into the new Fury DLC pack, Sony’s tapped IGA provider Double Fusion to retroactively fit the title with some revenue generating ads. No problems thus far, as it’s a pretty fair statement to make that 99.44% of gamers are used to seeing a billboard ad or two, and of course the blatant Coca-Cola vending machine, etc. For the most part, these in-game ads aren’t getting in anyone’s way of game enjoyment, and arguably ad a further touch of realism to the experience.

Again, Double Fusion gets credit for being the first IGA firm to implement true 1080p quality advertisements into a video game. And fittingly, the firm chose a futuristic title to kick off the HD ads campaigns in. “By introducing high-resolution dynamic video ads into WipEout HD, Double Fusion is responding to advertiser demand and offering an engaging ad format while pushing in-game ad innovation to a new level,” said Jonathan Epstein, CEO of Double Fusion. “The title is one of the most popular and visually stunning available on the PlayStation Network and a perfect vehicle to connect advertisers to a captivated audience. It comes as no surprise that advertisers have already signed up for WipEout HD even before the launch of the new video ad units in the game.”

Ok, again, so far so good. So as the classic Wendy’s advertising campaign questioned, “Where’s the Beef?” The beef comes our way via seconds. Let’s be honest: load times are a bummer. Every game under the sun has them, and it’s just the way things work. However, keeping players engaged in what they’ve paid for, mainly the game, is something that every developer shoots for. Most players would like to be spending their time shucking and jiving, rather than watching a scrolling progress bar. To that end, it looks like Double Fusion and Sony are placing advertising dollars over gamer satisfaction. As demonstrated by Ryaldeco, the standard load time for WipEout HD is around 8 seconds. Compare this load time to what now takes around 19 seconds if an ad plays.  Ouch.

Fair enough, 19 seconds isn’t go to kill anyone, but when one is used to a load time of half the current state (if an ad plays – reports range from 3 to 5 times per hour), you could see why this has caused somewhat of an uproar from a dedicated community. To add insult to injury, WipEout HD is a paid title. Perhaps if the game were free-to-play, and either microtransaction or IGA supported – well, in that case, players get the title free of charge, so a bit of monetization somewhere is to be expected. However, for players that have already laid $20 (or so) down….

Again, in principle, Double Fusion is to be commended for pushing the envelope, and utilizing previously untapped resources to push the format forward. On the other side of the coin, it’s a shame that progress comes at the cost of time, which ultimately leads to engagement.

Update: Eurogamer is reporting that Sony has pulled the offending ad.  “The ad has been removed from WipEout HD and we are investigating the situation to ensure that any in-game advertising does not affect gameplay,” said a Sony spokesperson.