Eyeblaster Casual Games / Downloadable Try and Buy Model.

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Presentation transcript:

Eyeblaster Casual Games / Downloadable Try and Buy Model

Market Overview Market Size $27.9 Billion$53.8 Billion In Game Ads $120 Million $800 M to $2 Billion In Game Ads E-Game Market In Game Ads Market E

Market Overview Players and Game Types Industry Participants –Game Developer –Game Publisher –Game Distributor Type of Games –Casual Games – easy to learn, easy to develop, low budget, short development cycle, played on PC, simple game play, small file size.Casual Games –Core Games – long learning curve, long development cycle, high budget, played on PC or Consul, large file size. PC Games – core game played on PC Consul Games – core game played on consul MMOG e.g. – multiplayer core gameMMOGe.g. –Mobile Games – games played on mobile platforms

Market Overview Types of Ads TypeDescriptionEB SolutionMarket Size 2004 Market Size 2009 In BrowserPre-game ads for games played in browser AvailableMiniclip alone has in one month 40m pre game impression in the US ? WrapperPre-game ads for downloadable games Available?? In GameRotating ads integrated in game play In Development$10 Million$534 Million AdvergameTailored gameN/A$110 Million$266 Million

Market Overview In Game Ads Competition CompanyGeneralFocusMarket Position MassivePrivate, 2004, ~$15m in funding, offices in NY, LA, SF, Ontario, London, Paris and Australia Core GamesLeader – landed several deals and launched live campaigns in 2005 Double FusionPrivate, founded in 2004, ~$13m in funding offices in Israel, London and NY Core GamesPlayer IGNUnit of Fox Interactive, destination web site for gamers – 31m unique a month Core GamesPlayer – low profile, high potential IGAOffices in NY London and Berlin, available technology – low profile ?Player – low profile ShockwavePart of Atomshockwave, private, Leading destination for online games. Offices in SF. In Browser – Casual GamesNew Player – Leading destination Game GlanceSmall, Founded in 2005Asia Market

Suggested Focus Casual Games - Downloadable Try & Buy Model Real Need – (business models) Immediate Opportunity Reach Standardization Easier Integration Easier Business Path Complete Solution Overlooked by competitors In Browser Downloadable / Try & BuyDownloadable

Value Chain Casual Games Ads Solution Interested in ad supported model Possible. In Development Content OwnersTechnologyMedia BuyersMedia Sellers General Input Business Model Who Interested Charge for Inventory Charge for Tech Cut from Inventory sellCharge Advertisers WT, Idigicon, Popcap, Game House, Playfirst EB EYENET? Current EB Customers Third Party? ? Money Flow Pay 100% $10 - $50 CPM Cut 30% - 45% $3 - $22.5 CPM Charge 10%-20% $1-$5 CPM Charge 40% - 60% $4 - $30 CPM

In Game Ads Timeline Q4 05Q1 06Q2 06Q3 06Q4 06 ProductClient Demo PRD Management tools and RMP Integration Integration with 10 – 20 games SDK Offline model Client Live Update Video ads caching Client side serving logic BusinessGet game source code First Commercial implementation Media sale partner Sign on developers and publishers ? SalesInitiate Sales

Use Cases Create Inventory – Sell Inventory – Deliver & Track Create Inventory –Game Developer integrate with EB In Game Client –Game Developer submit enabled game to store enabler –Media Owner Set Ads Rules Based on standard available options Sell Inventory –Agency review available inventory –Agency buy media from EYENET or Third Party –Flight level info loaded on RMP Deliver & Track –EB Client ask for plan and publisher server tag –Publisher server call RMP –EB deliver and track

Client Server Exchange Minimum Setting On Client Side Game 1 EB Client Game 2 EB Client User PC User open the game > client send log in message with: User ID Game ID Distributor ID Publisher ID Developer ID Previous session report List of available assets is cache Server respond with events plan Include assets to cache EB Game Server

Game > EB Client > Cache Exchange Flexible Options Game 1 Internal Communication Layer Game 2 EB Client DRM Component Notifying Event Type (1,2,3 etc) Report on Scenario in Game (Start, Level Change, Stage change) Send Ad per Scenario Events Manager (Timer, Counter, Ad allocation) External Communication Layer EB Game Server EB Client Cache on PC User Info?

Inventory Rules Management Tool Event Planning Ads Supported:YesNo If events, show several events: AlwaysEventsDrop down menu for number of events Developer Field locked by developer Publisher Field locked by publisher Distributor Field locked by publisher Ads Supported: Pre-Roll:NoYes Duration of video Up to 15 sec Up to 30 secNo duration restrictionSkip ad option (per event):YesNo Between Levels:NoYesEvery levels YesEvery stage Game Field locked by developerGame ID Developer ID Publisher ID Distributor ID If yes or tracking only: Between Stages:No Tracking only Time Based: Display ad every :minutes Option 1 Option 2 IDs are generated on the server set up During game events: YesNo For future use Events Examples : During Trial User bought the game User bought discounted version of the game

Casual Game / Downloadable Try and Buy Model End User Experience User visit web destination User download and install a casual game Game gives full screen experience After one hour of play the game is locked User is asked to pay ($19-$25) to continue and play Information: 98% of users that download a game do not buy the game 500,000,000 downloads last year Developers, publishers and distributors are interested to monetize the trial period Developer, publisher and distributors are interested to offer ad supported versions of casual games