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Comprehensive In Game Experience.  108M people in the US play video games  More than 4 in 10 Internet users visit a gaming site every month (44% Reach)

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Presentation on theme: "Comprehensive In Game Experience.  108M people in the US play video games  More than 4 in 10 Internet users visit a gaming site every month (44% Reach)"— Presentation transcript:

1 Comprehensive In Game Experience

2  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 Gaming is a Serious Opportunity Background

3  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 The Casual Game Segment Booming Industry

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

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 Source: eMarketer, 2005 $0 $200 $400 $600 $800 $1,000 $1,200 $1,400 $1,600 2005 2006200720082009 In millions Online Video Advertising 2005, By Vertical 49.6% 9.4% 7.9% 6.7% 6.4% 5.1% 4.2% 3.1% 2.6% 2.5% 1.6% Entertainment Automotive B2B Financial Services Consumer Goods Software Hardware/Electronics Travel Web Media Telecom Retail Source: AdRelevance 2005 YTD

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

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

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

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

11 Nielsen//NetRatings and RealArcade 2005 Annual User Survey Age: 80% between 35-64 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 Gender: 68% Female Demographics Casual Games – a Woman’s World!

12  70% full video play rate  9% of video played in full screen mode (Avg. of 6 sec)  8% CTR  Clickable  Adjustable  Duration 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: In Game Reminder  15 sec video, full screen option + reminder  30 sec video, full screen option + reminder  Full screen video on user initiation  Clickable  Adjustable skip option

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

14 In Game Ads / Reports Detailed reports with an easy online access In Game Integrated Images  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 In Game Streaming Video  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 EB In Game Ads Solution for Casual Games Demo Download and Install a game Click for video grab of a game

17 “…results were phenomenal. Right now game developers are standing in line to develop using this technology” Clickz.com 2/8/2007 “eb.in-games enables the choice and flexibility needed to customize brand messages for maximum impact” GameBizDaily.com 2/7/2007 “Eyeblaster Ads a 'Real' Success” GameBizDaily.com 2/5/2007 “Eyeblaster launches new version of in-game ads” FierceGameBiz.com 2/7/2007 In Game in the News Recent News “…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: eb.in-game enabled game as displayed in NY TIMES

18 How it works: Enabling Inventory In Game Events & Ad Policy Driven 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) Create Container per ad policy Events Manager (Timer, Counter, Ad allocation) External Communication Layer EB Game Server EB Client Cache on PC 1 4 2,3 5

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

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

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 EB enabled games Destination site uses DRM technology (Trymedia, softwrap, armadilo or other) and integrate with EB 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 EB $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 EB 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 For additional Information contact: Eyeblaster Ran Cohen Director, Emerging Media ran.cohen@eyeblaster.com ran.cohen@eyeblaster.com

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

24 In Game Ads / Integrated Images Additional Examples

25 Casual Gaming Female focused opportunities. Raise awareness of online sweepstakes Demographics*: Gender: 68% Female Age: 80% between 35-64 years old Family: 60% Married, 50% have children Education: 78% College Educated Income: 50% have HHI over $50k Internet: 95% use internet daily, 84% broadband Social: 50% of users refer their friends * Nielsen//NetRatings and RealArcade 2005 Annual User Survey 1 Intro message In game reminder 2 Branded playing space 3 Between level pre-roll


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