Posts Tagged ‘value chain’

New data suggests In-Game Advertising spend will reach $1 bn by 2014

Wednesday, May 27th, 2009

A new report released by Screen Digest suggests that the growing gaming market is “impossible for brands to ignore.” The study, titled “In-Game Advertising: Market Assessment and Forecasts to 2014,” makes the claim that the relevance of gaming as a medium will make it an attractive commodity to ad buyers.

“Dynamic in-game advertising offers brands the same accountability as other digital platforms but in a more controlled environment than social display media and through a more standardized value chain than mobile advertising,” says Vincent Letang, Screen Digest Senior Analyst for Advertising. “Like online video pre-rolls, in-game advertising fills a gap in online branding, bringing familiar formats such as virtual billboards and TV ads into the gaming experience.”

To be fair, the report does acknowledge a recent “softness” in the in game advertising spend, but goes on to list a number of advantages the medium has over other delivery systems, concentrating on the increased opportunity to communicate with varied demographic groups that are increasingly hard to reach via other media (I’m looking at you TV).  The Screen Digest report points to key examples from eBay, Nike, and naturally includes the Barack Obama campaign.

The data for this report was mined from a number of clients from a leading global media investment management firm GroupM.

“Games are proven recession-beaters,” opened Adam Smith, Futures Director at GroupM. “There are many ways in which advertising can help evolve business models for video games and we have only just begun to explore that potential. Given gaming is now a mainstream leisure interest, in-game deserves the same consideration as mobile and social media.”

And the icing on this ‘ooo…good news cake?’ – the Screen Digest Report concludes, “a combination of audience media habits and the unique advantages of dynamic in-game advertising” will drive this spending spree. It is estimated that by 2014 dynamic in-game ads will represent about 1.5 per cent of all global spending on digital advertising.”

So the question begs to be asked, who’s got it right here?  With predictions like this, one would think that In-game advertising is THE spot to be right now, but let’s not forget about Microsoft’s recent slash and burn of their own Massive Inc. (ok, it wasn’t quite as bad as initial reports….but still), and IGA’s plea for either an injection of cash, or a buyer.  We haven’t heard much from Double Fusion lately, the other, other white meat, but remember, back around the beginning of the year they added Media and Advertising vet Jana Friedman to the staff, and moved Monika Madrid up to the VP of Biz Dev chair.  If Screen Digest has got it right, has Microsoft made a terrible mistake?  Will we see a ramp up of smaller independent in-game advertising firms that specifically target helping similar independent game firms increase their monetization via the medium?  Only time will tell, but obviously, there are two very differing opinions here.

 

A little about Project Darkstar

Friday, September 12th, 2008

fatfoogoo’s been making waves again with the official announcement of our joint venture with Sun Microsystem’s Project Darkstar.  While this news alone is excitement enough, I’d like to take a step back and talk about who and what Project Darkstar is, and why fatfoogoo’s contributions are groundbreaking.

In a simple phrase, Project Darkstar is relatively simple: Harness the power of an open source community and avoid/tackle common problems facing all gaming developers and operators.  The goal of the infrastructure is to simplify the development and operation of massively scalable online games, virtual worlds, and social networking applications.

Some of the typical challenges that developers and operators face include zone overloading, data corruption, and server under-utilization.  While tackling these challenges, another goal for the Project Darkstar gameserver is to support new dimensions in game play such as evolving virtual worlds and massive scale battlefields.

Ok, so you’ve probably got the basic idea here, Project Darkstar is an open source development tool for gaming, virtual worlds, and social networking applications.  Check.  So what’s the big deal about fatfoogoo being involved?

Glad you asked friend, glad you asked.  Ok, let’s have a look at the Project Darkstar Online Game Value Chain:

Got all that?  Right.  Let’s break it down into a more understandable language.  In the gaming/virtual world space, we’ve got three major players; the Developers, the Publishers, and the growing space of Operators.  Each has their own unique and special function in bringing your favorite pixilated love to your LCD.  Let’s think of Operators as facilitators to markets that either the publisher or developer could not, or had no interest in reaching at the time of launch of said game.  Operators are often the ones that take on little to no risks that the publishers and developers have already taken, but seek to capitalize on the title via distribution and montetization methods.  Up until now, Operators have been piecing together microtransaction monetization models via a hodge podge method.  A bit of this, a bit of that…let’s hope it all works nicely together.

Enter stage left, fatfoogoo.  By providing a standardized monetization software package, any developer, publisher, and/or operator can now all work from the same set of ‘rules’ to ensure 100% compatibility across the entire gaming/virtual world experience.   The fatfoogoo software package allows operators to monetize their game, while giving them unparalleled flexibility in how they’d like to do it:  including but not limited to, Subscriptions, gWallet, Primary Marketplay, or Player-to-Player trading.

The real benefit here is obviously to the gaming/virtual world community.  With the addition of the fatfoogoo software to the overall Project Darkstar gameserver development process, designers, developers, and publishers have one less thing to worry about, and can focus on what they do best: make great games.