Posts Tagged ‘Massive’

Startup Row Sham Bow raises $3M, Nintendo gets new VP

Tuesday, May 10th, 2011

From every gamer on the planet, we’d like to thank you EA. Not only for making great titles over the years, but for providing a solid training ground for a large number of independent startups founded by your former employees. Such is the case with new upstart, Row Sham Bow, yet another social games development house.

Founded by Philip Holt and Nick Gonzalez, both former EA vets, Row Sham Bow has recently announced a successful round of Series A funding, to the tune of $3 Million. This round of funding was provided by Intersouth Partners.

“It’s not common to find a strong team like the one leading Row Sham Bow,” said John Glushik of Intersouth Partners in a statement. “With proven experience developing for and leading gaming companies, this team is perfectly composed to lead a company that is creating innovative games and technology that will engage audiences in new ways.”

Holt was previously Vice President and Studio General Manager of EA Tiburon, while Gonzalez previously served as Chief Software Architect at the same EA studio. Oddly enough, Gonzalez was also under the employ of Massive Inc., serving as their Chief Technology Officer. Combined, Holt, who will serve as President and CEO of Row Sham Bow, and Gonzalez, who takes on the role of Chief Technology Officer, have a total of over 32 years of online technology development experience.

“We are excited to partner with Intersouth as we launch and grow our company,” said Holt in a statement. “We believe that having a highly respected venture firm like Intersouth make its first gaming investment in Row Sham Bow not only illustrates the opportunity we have, but also demonstrates the continuing value that Orlando has as an important game development center.”

Ed. note: All seriousness aside, if you’re not already familiar with the term Row Sham Bow, do yourself a favor and have a look at what the sub-text of this company moniker is. A message to EA?

Nintendo hires new EVP of Sales and Marketing

Shifting gears from startup to long-standing player, Nintendo of America has recently announced the appointment of a new Executive Vice President of Sales and Marketing, Scott Moffitt.

In a complete antithesis of the Row Sham Bow situation, Moffit arrives at Nintendo with no video game industry experience. Instead, he’s spent his 20+year career dedicated to consumer goods, as he arrives from Henkel Consumer Goods, where he was responsible for top shelf brands including Dial, Right Guard, Tone, and Pure & Natural. If you’ve noticed the complete overhaul of both the Dial and Right Guard brands and presentation, you’ve seen Moffitt’s work first hand.

“Scott Moffitt makes a marvelous addition to the Nintendo team,” said Nintendo of America President Reggie Fils-Aime in a statement. “His expertise in driving growth will be a terrific asset as we build momentum for the Nintendo 3DS system and continue to reach new audiences for the Wii console.”

An interesting move for sure from Nintendo’s side. In an industry where ‘experts’ and ‘veterans’ tend to clutch to their own industry, it should be interesting to see where a consumer goods specialist takes the company. That’s not to say that there isn’t a great deal of overlap, but Moffitt’s inexperience in the industry might be seen as a detriment. With that said, it’s precisely this outside expertise that may drive Nintendo of America to new, never-before-seen heights.

 

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.

 

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.

 

Microsoft/Massive plan launch of in-game barcodes

Friday, July 17th, 2009

IGB? Tagged, you’re it? Anyway you look at it, Microsoft is pushing the envelope with their planned release of 2-D barcodes that will be inserted into games, a replacement of in-game billboard advertising…of sorts.

According to a new report by Forbes, Microsoft is turning up the heat on now three + year old 2-D barcoding system. If you’ve been anywhere near Japan, you’ve probably already seen this technology in action. In Europe and the U.S., probably not so much. But that’s not to say that efforts to introduce and mainstream the technology haven’t already been attempted. Essentially, the technology works just like it sounds. A bar code is presented to the end user, which they then ‘scan’ or more accurately, snap a picture of, with their mobile phone camera. Recognizing this data, the mobile phone’s browser will then launch and head directly to a designated URL linked to that specific code.

bus-shelter-ad

Microsoft has been developing and refining the technology, first released to the public in 2006. The 2-D barcode technology was introduced in a product called Windows Live Barcode, and was/is designed to transfer information between computers, billboards and magazines, and mobile devices running its Windows Mobile software. Not quite making the splash Microsoft was hoping for, they upped in the game in 2007 by introducing the HCCB (High Capacity Color Barcode). This new format used colored triangles and geometric patterns, effectively allowing the size of the code to be reduced, while at the same time, increasing data storage capacity. Strike two, as apparently marketers couldn’t make heads or tails of triangles and patterns. Further developing, Microsoft debuted the “Microsoft Tag” at this years CES. Unlike previous versions, these new barcodes contain no information, other than links back to data stored on MS’s servers. This format allows marketers to track tag activity. Better, but still not great. April of this year saw Microsoft further revamp the system to ditch the triangles and replace them with circles. The tiny circles now allow for pointillist like image presentations.

Ok, so far so good, but what does this have to do with in-game advertising? A test program held at Wal-Mart earlier this year in conjunction with the Halo Wars release provided ‘extras’ for some lucky participants. These consumers were asked to ‘scan’ or ‘snap’ versions of preliminary test Microsoft Tags, where then were then taken to a special website where they could pre order the game and receive goodies like ringtones. The test program revealed that 85 percent of those that snapped converted to downloading content, in one form or another, to their phones. Apparently the test was a success, as Microsoft, in conjunction with Massive will be the first U.S. videogame company to embed these tags into their product. These tags are slated to appear in most of the 10 Xbox titles that are scheduled for release this autumn. Likewise, since the tags are a simple code insertion (more or less), this tagging technology won’t be limited to new games, as Massive simply needs to flip the switch and activate the tags in any one of it’s existing stable of in-game advertising ready titles.
“Games are a natural place to put tags”, says Mark Kroese, General Manager of Entertainment and Devices Advertising for Microsoft. “You’ve got people who are really engaged, leaning on the edge of their seats … a tag campaign presents advertising in a way that lets gamers “stay in the moment.”

While this sounds cutting edge, and naturally drives the, “Ooo…new tech…let’s play with it!” voice in my head, there’s also something else nagging at me. Whether you’re pro or con in-game advertising, it is what it is, and it can be a very powerful form of communication when done right. When I’m in an urban environment and I see a sprite billboard to my right, there are two things that happen here. One, I’m visually presented with the ad, thereby strengthening brand recognition, and two, this advertisement ads a certain sense of reality, in that this is something you could very well see on any street. Again, instant brand recognition, and real world meaning. By placing one of these tags on a billboard, Microsoft is now asking the user to complete one extra step. See the disconnect here? If I’m blasting my way through said urban environment, am I really going to stop what I’m doing, find my phone (check between the cushions again, will ya?), snap an image, and then wait for the page to load, only to find a media rich ad for sprite? Perhaps the same one I saw on TV three days ago? Not so much. As a matter of fact, that might turn me off snapping anything in the future. Not to mention that we’ve also removed the ‘real world’ plausibility of the billboard ad. Perhaps if playing a futuristic title based in post-apocalyptic Tokyo I might buy it.

Obviously, only time will tell with this new initiative from Microsoft/Massive. But taking it back to the old Borg adage, “You will be assimilated. Resistance is Futile.”

 

IGA provider Massive Inc. signs Blizzard – workin’ hard for the money

Thursday, December 4th, 2008

Holy smokes is Redmond turning up the heat.  In less than a week, the relatively quiet IGA (in game advertising) arm of Microsoft: Massive Inc. has sent up two very loud and clear flares, signaling that they are indeed very real, and mean business.  Last week, THQ, this week Blizzard, next week????

Massive announced yesterday that they’ve inked a multiyear deal with Blizzard Entertainment Inc. as exclusive advertising service provider for Blizzard’s website and Battle.net game service in the US, Canada, Europe, South Korea and Australia.

Sadly, Massive wasn’t able to achieve complete and total ad world domination, BUT…to really put the icing on this chocolate slice of IGA love, they’ve also announced that they’re teaming up with Intergi Inc., the world’s largest web-based video game and interactive entertainment network and advertising representation company.  This duo will power and provide ads to the massive (yes, pun intended) Blizzard audience.  Integri is currently powered by Microsfot Atlas AdManager platform, delivering advertising across it’s 700+ sites.

“We are thrilled to work with two industry pioneers; both Massive and Blizzard are two of today’s leading names in the world of gaming, and their confidence in our network and advertising representation services is a true testament to what Intergi offers when it comes to reaching today’s gaming enthusiast,” said Jayson Dubin, CEO of Intergi.

Massive will be delivering ads to an already captive audience across Blizzards’ network of heavily trafficked sites including Battle.net.  Titles across these sites include StarCraft, Warcraft, and Diablo series of games including the upcoming StarCraft II and Diablo III.  And naturally, Massive will be serving up fresh advertising goodness across the jewel in Blizzards crown: ‘World of Warcraft’ website.

COO Paul Sams has already anticipated the questions coming from all sides, and decided to squash any rumor mills before they even ground to life, “Our decision to partner with Massive was based on several important factors, including their technical expertise, global sales presence, and willingness to work with us to ensure advertisements appear only in contexts and environments that make sense,” said Paul Sams, chief operating officer of Blizzard Entertainment. “This partnership does not include in-game advertising, as Massive understands and respects our stance against advertising that might detract from gameplay or offend our players.”

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