Posts Tagged ‘wildtanget’

WildTanget releases BrandBoost in the UK – Cadbury and Namco Bandai take full advantage

Thursday, March 31st, 2011

WildTangent has recently announced the arrival of their BrandBoost advertising platform on UK shores.  With this initial market entrance, WildTangent is making a big splash, offering both Cadbury and Namco Bandai “campaign firsts” on Facebook.  The two also now carry the distinction of being the first brands to use the platform outside of North America.

Cadbury

The long standing Chocolatier is board offering users a number of virtual goods within, appropriately targeted, Cupcake Corner, Happy Aquarium, and Mall World.  The mechanism for eligibility?  Simply play a round or two of branded, “Race Season” mini-games.  Cadbury will reward players with a free virtual gift directly tied to the company’s offerings: in-game desserts that can be served to customers.  The ROI for Cadbury is increased engagement with the brand, as well as providing a uniquely positive experience.

Namco Bandai

As a digital world product, Namco Bandai is taking a different route via BrandBoost.  With their UK campaign, the company is promoting <em>Dr. Kawashima’s Body And Brain Exercises</em> for Xbox Kinect.  The campaign is slated to run across a multitude of social games, but no specific titles were mentioned.  Again a “do something in exchange for something else,” campaign, Namco Bandai will reward players with in-game items to those who watch a video ad about the Kinect game.

“We are always looking to combine innovation with effectiveness, and we’ve been delighted with how BrandBoost has performed,” said Mary Bond, Head of Digital for Target Media, Namco Bandai’s agency in a press statement. “As well as being a UK media first, it reached the target audience en masse in an engaging Facebook environment.”

You’ll remember that WildTangent’s BrainBoost made <a href=”http://www.fatfoogoo.com/2010/10/wildtangent-and-crowdstar-partner-to-bring-branded-sponsorships-in-game/”>waves</a> just before Halloween last year when they partnered with CrowdStar to offer most of the same as mentioned above.  In this article I pointed out the demise of Microsoft’s Massive in-game advertising unit.  For the longest time, IGA was a sensitive and controversial topic, with many citing the method as a distraction to their gameplay.  Fast forward 10 years, and it would appear as though the in-game advertising model in itself was/is not flawed, but rather the “how” “when” and “why” seems to have been addressed and solved.  The jury is still out on the ROI and effectiveness of the BrandBoost (and similar) methods, but from what my radar is picking up, there’s not but much, if any resistance to the program.  And clearly, WildTangent’s expansion into the UK market is a sign that they’re on to something good.

 

WildTangent and Crowdstar partner to bring branded sponsorships in-game

Thursday, October 28th, 2010

The world of advertising and video games has recently suffered a setback with the announcement of the closing down of Microsoft’s Massive, but on the other hand, we have Sony reporting a 60 percent increase in advertising revenues. Clearly, it seems as though more and more firms are moving away from in-game advertising to an in-game branded item/virtual goods solution. Such is the case for social games maker CrowdStar who recently announced a partnership with WildTanget to bring a similar solution to their titles.

crowdstarFacebook’s second largest game developer, CrowdStar will soon feature WildTangent’s BrandBoost advertising technology in it’s top social games including Happy Pets, Happy Aquarium, and It Girl. Players of these games will have the opportunity to be rewarded with virtual goods and premium content in exchange for watching a video or rich media ad, all from the comfort of their favorite title.

“We created BrandBoost to allow brands to build a beneficial dialogue with social game players, and we’re thrilled to work with CrowdStar to provide this solution,” said Dave Madden, executive vice president at WildTangent. “By aligning the dramatic growth in social gaming with a scalable, engagement based advertising model, we are approaching an inflection point where social games can rival TV for marketers’ budgets.”

Part of the reasoning behind WildTanget’s BrandBoost technology stems from various papers and data that points out that although virtual goods sales are projected to reach $2.1 billion in 2011, a large number of players are not making ecommerce transactions. WildTangent wants to fill this void with their BrandBoost technology, offering brands an opportunity to play a much more active part in cashing in on online gaming. Through BrandBoost, WildTangent is able to offer advertisers the ability to support access to virtual goods or additional play time – both items that would otherwise be paid for in real-world cash.

“Branded virtual goods are a hit with CrowdStar’s gaming audience,” said Niren Hiro, CEO of CrowdStar, the leading provider of social games in the U.S. and Japanese markets. “Such items are a win-win for consumers and brands as the virtual items play a central role in engaging and addictive game experiences that create affinity way beyond traditional web advertising.”

According to WildTangent, the BrandBoost platform is gaining significant ground across the social gaming space, and can deliver ads to an audience of over 100 million monthly Facebook players. Not only sponsoring virtual goods or extra play time, BrandBoost can also deliver custom branded virtual items, and supports third party ad serving and reporting. Topping off the sundae, the ad platform also supports long-form video and social engagement activities.

With CrowdStar’s reach and sheer volume on Facebook, it should be interesting to see not only how the firm implements it’s first WildTangent based campaigns, but also how gamers will react to it.