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Comprehensive In Game Experience

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Presentation on theme: "Comprehensive In Game Experience"— Presentation transcript:

1 Comprehensive In Game Experience

2 Gaming is a Serious Opportunity
Background 108M people in the US play video games More than 4 in 10 Internet users visit a gaming site every month (44% Reach) Gamers are avid Internet users overall: They spend over 48 hours per month on the Internet … twice as much time as the average Internet user. They consume 55% more pages on the Web than the average Internet user. Sources: Yankee Group, comScore

3 The Casual Game Segment
Booming Industry Every one of us has played a casual game – fun and easy to learn, but very hard to master Games are usually played as a download, in-browser, on cell phone or on a console Famous titles: Tetris, Bejeweled, Super Collapse, Mahjong, Sudoku, Free Cell & Solitaire Internationally accepted form of entertainment $2B+ industry by 2008 with an estimated 40% coming from advertising and sponsorships Big players in the industry: Real, MSN, Pogo, Shockwave, Yahoo

4 The Casual Game Market Challenge
The Industry Problem We Are Solving 720M game downloads in 2006 Only 14M purchased 706M cost producers 42,360,000,000 Minutes 80,693 Years 806 Centuries .8 Millenniums This is the opportunity Purchase of Downloads 14M 720M Total

5 Online Video Advertising
Effective and Accountable Video ads combine television's sight, sound and motion with the Internet's immediacy and accountability to reach and engage online audiences. Consumer Response to Seeing an Online Video Ad Brand Metrics for Video/Audio vs. Rich Media vs. GIF/JPEG 100% 40% 90% Video/audio Rich media GIF/JPG 80% 30% 70% 60% 20% 50% 40% 30% 10% 20% 10% 0% 0% Visited site Requested info Visited store Forwarded to friend Made purchase Ordered a subscription Aided brand awareness Online ad awareness Message association Brand favorability Purchase intent Source: eMarketer, November 2005 *as a % of respondents Source: Dynamic Logic MarketNorms, DoubleClick, May 2005 *as a % of lift

6 Online Video Advertising
Growing Demand & High CPM “[Video] is the fastest-growing major segment of Internet advertising. And all of that is money that would have been spent on traditional advertising.” Lee Westerfield, media analyst, Harris Nesbitt Online Video Ad Spending Online Video Advertising 2005, By Vertical $1,600 2.6% 2.5% 1.6% 3.1% $1,400 Entertainment $1,200 Automotive 4.2% B2B $1,000 5.1% In millions Financial Services $800 Consumer Goods 6.4% 49.6% $600 Software 6.7% Hardware/Electronics $400 Travel 7.9% $200 Web Media 9.4% Telecom $0 2005 2006 2007 2008 2009 Retail Source: eMarketer, 2005 Source: AdRelevance 2005 YTD

7 License + Subscription
Increasing Casual Game Revenues In Game Streaming Video Advertising is Working! + In-Game Advertising Revenue per Game Download License + Subscription Time

8 Increasing Casual Game Revenues
Average Revenue Increase of 300% Game developers & Game distributors increase revenues while gamers gain extra free game play Revenue per download Jewel Quest Revenue per download Mahjong Medley

9 Eyeblaster in-game Eyeblaster enabled game can be distributed on any destination site Ads are sold by destination sites Current Position: Top Developers 40 games GameHouse Sandlot Popcap MumboJumbo Iwin Zylom Spintop PlayFirst

10 Developer Partner Network
In Game Streaming Video Advertisers Top Tier Advertisers and Partners Complete video play rate 0% 20% 40% 60% 80% 100% 77% Automotive 80% Entertainment 80% Pharmaceutical 74% CPG Developer Partner Network Best Casual Games Titles are now Ad Enabled

11 Demographics Casual Games – a Woman’s World! Gender: 68% Female
Age: 80% between years old Family: 60% Married, 50% have children Education: 78% College Educated Income: 50% have HHI over $50k Internet: 95% use internet daily, 90% from home, 84% broadband Usage: 6.5 hours per week Nielsen//NetRatings and RealArcade 2005 Annual User Survey

12 In Game Ads Targeted streaming in-game video ads in casual games Innovative new opportunity powered by Eyeblaster to deliver targeted streaming in-game video ads in casual games. Format: Strong Performances: 70% full video play rate 9% of video played in full screen mode (Avg. of 6 sec) 8% CTR 15 sec video, full screen option + reminder 30 sec video, full screen option + reminder Full screen video on user initiation Clickable Adjustable skip option In Game Reminder Clickable Adjustable Duration

13 In Game Ads Short lead time Immersive experience
In game logo placements for a powerful branding experience Short lead time Immersive experience User is exposed even when disconnected from the internet Available games:

14 In Game Ads / Reports Detailed reports with an easy online access
In Game Integrated Images In Game Streaming Video All integrated elements in a game form one skin on game start we count 1 impression. Total brand exposure time Average brand exposure per impression Average brand exposure per unique user Impressions / clicks Video play duration (25%, 50%, 75%, 100% and average) Full screen video (Initiated and average duration in full screen) Reminder duration

15 Ad-enabled Games Top games are now ad-enabled

16 Eyeblaster In Game Ads Solution for Casual Games
Demo Download and Install a game Click for video grab of a game

17 In Game in the News Recent News “…results were phenomenal. Right now game developers are standing in line to develop using this technology” Clickz.com 2/8/2007 “Eyeblaster Ads a 'Real' Success” GameBizDaily.com 2/5/2007 “…the growing number of ad options for casual games is making game advertising more accessible to brands that once focused on traditional advertising, ad executives said” NYTimes 2/8/2007 Note: Eyeblaster in-game enabled game as displayed in NY TIMES “eb.in-games enables the choice and flexibility needed to customize brand messages for maximum impact” GameBizDaily.com 2/7/2007 “Eyeblaster launches new version of in-game ads” FierceGameBiz.com 2/7/2007

18 How it works: Enabling Inventory In Game
Events & Ad Policy Driven Game 1 Game 2 DRM Component DRM Component Notifying Event Type (1,2,3 etc) Report on Scenario in Game (Start, Level Change, Stage change) 4 5 1 Create Container per ad policy Cache on PC Internal Communication Layer Eyeblaster Client EyeblasterClient Events Manager (Timer, Counter, Ad allocation) External Communication Layer Eyeblaster Game Server 2,3

19 Business, Money Flow – And EB Touch Points
Partnership and tech integration Game Developer (e.g. Game House) Eyeblaster In Game SDK $ (%) Business Arrangement Partnership and tech integration Game Publisher (e.g.Real) Eyeblaster In Game Event Integration Business Arrangement $ (%) $1-$5 CPM Game Distributor (e.g MSN Games) Tags from RMP Business Arrangement $15 - $35 CPM Media Seller / Typically the Site Distributing the games

20 Pub Ad Server of Site Distributing the games Eyeblaster
Ask for Ad (Include info on: Game id, developer, pub, genre, sub genre, language, rating etc) Based on Event & Ad Policy – Ask for an Ad Trafficking In Game Tags Send Eyeblaster Tags Call RMP For Ad Eyeblaster Enabled Game Report Impression per flight, creative type and game ID Game Load on PC Report ID Send Ad Policy Eyeblaster Game Server

21 Use Case Game House and Pop Cap enabled each 5 games
Game House and Pop Cap signed agreement with Destination Site and submitted their Eyeblaster enabled games Destination site uses DRM technology (Trymedia, softwrap, armadilo or other) and integrate with Eyeblster Destination site distribute the games and inventory is created Destination site sales team Sell the video inventory to an agency or advertiser e.g Avenue A Avenue A traffic In Game flight on their Eyeblaster account Destination site generate code on their Eyeblaster account and submit in their Pub Ad Server 10m impression in-game streaming video ad delivered Avenue A pays Destination site $300,000 Destination site pay to Eyeblaster $30,000 rich media costs ($3CPM) Destination site take its share ($300k-$30k) * 60% = $162k and has $108k left to share with game developers Destination site review Eyeblaster report for % of impression associated to Game House and Pop cap In Eyeblaster every impression is associated with game ID –Game House have 70% and Pop cap 30% of the flight Destination site pays GH 70% x $108k = $75,600 and Pop Cap 30% x 108k =$32,400

22 Thank You!

23 Aloha Solitaire Slick and elegant integration
Card Backs: Your logo is constantly displayed in a polite manner on the back of the cards. Game Background: your logo / message is laid on the sand gradually revealed as the game progresses. Card Placements: your logo is re-exposed in the game as the card pile is empty.

24 In Game Ads / Integrated Images
Additional Examples

25 Casual Gaming 1 3 2 Female focused opportunities.
Raise awareness of online sweepstakes Demographics*: Gender: 68% Female Age: % between years old Family: 60% Married, 50% have children Education: % College Educated Income: 50% have HHI over $50k Internet: % use internet daily, 84% broadband Social: % of users refer their friends * Nielsen//NetRatings and RealArcade 2005 Annual User Survey 1 Intro message In game reminder 3 2 Between level pre-roll Branded playing space


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