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ALL ABOUT ADS! Joe Gruender, Mochi Ads Guy Mr. Shen, Game Developer / Player & Mochi Employee JULY 26 TH , 2011
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Page 1: All About Ads

ALL ABOUT ADS! Joe Gruender, Mochi Ads Guy

Mr. Shen, Game Developer / Player & Mochi Employee

JULY 26TH, 2011

Page 2: All About Ads

“ALL I NEED TO KNOW IS I PUT MOCHI’S CODE IN MY GAME, AND I EARN MONEY.”

KNOWING HOW IT ALL WORKS WILL HELP YOU UNDERSTAND: !   WHY CERTAIN ADS ARE BEING SERVED INTO YOUR GAME !   AD TERMINOLOGY & DEFINITIONS !   WHY THE AD MARKET FLUCTUATES

WHY SHOULD YOU CARE?

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!  ADS !  SUBSCRIPTIONS !  E-COMMERCE (INCLUDING MICRO-TRANSACTIONS)

WHAT DRIVES REVENUE ON THE INTERNET?

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!  ONLINE VIDEO ADS CONTINUE TO BE THE FASTEST-GROWING FORMAT, WITH AN INCREASE OF MORE THAN 52% PREDICTED THIS YEAR. SOURCE: HTTP://WWW.EMARKETER.COM/ARTICLE.ASPX?R=1008431)

!  TO FUND ONLINE-VIDEO SPENDING, MANY PREDICT TO CANNIBALIZE DISPLAY ADVERTISING AND SOME EXPECT TO MOVE AS MUCH AS 5% OF TELEVISION BUDGETS. SOURCE: HTTP://WWW.REELSEO.COM/VIDEO-ADVERTISING-FASTER-GROWTH/

!  SOME 62% OF MARKETERS WILL MIGRATE TV AD DOLLARS TO DIGITAL VIDEO, BASED ON THE BELIEF THAT THE MEDIUM DELIVERS A MORE POSITIVE ROI, COMPARED WITH 47% OF AGENCIES AS THEY ATTEMPT TO FOLLOW THEIR TARGET AUDIENCE SOURCE: HTTP://WWW.IDGKNOWLEDGEHUB.COM/BLOGS/?P=8007

ADS DRIVING THE INTERNET

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US ADVERTISING MARKET

Source: http://www.businesswire.com/news/home/20110413006052/en/IAB-Reports-Full-Year-Internet-Ad-Revenues-2010

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DIFFERING PHILOSOPHIES AROUND ADVERTISING !  TWO CAMPS:

!  Ads are evil and should be abolished. !  Ads make me money, so I can keep building the things I love.

GETTING PHILOSOPHICAL

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TWO TYPES OF ADVERTISERS WHO WANT YOUR BUSINESS !  BRANDING !  REMNANT

ADS MAKE ME MONEY…..

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BRANDING ADVERTISERS: !  FOCUS ON EDUCATING GAME PLAYERS OF THEIR BRAND, PRODUCT

NAME ETC. !  GROWING ONLINE PRESENCE !  REPURPOSING EXISTING OFFLINE VIDEO CONTENT. !  HOST INITIATED VIDEO WITH HOST INITIATED VIDEO. !  HIGH BUDGETS AT GREAT ECPMS !  GREATER CONSUMER INTERACTIONS

! BrandBoost ! Watch&Win

WHO WANTS TO BUY YOUR INVENTORY

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!  REMNANT ADVERTISERS: !  Are looking for inexpensive, high volume opportunities !  Have growing budgets

!  Don’t have long term commitments !  Ability to self manage inventory

!  VAST (trusted partners only) !  Ad server integration !  Self-Serve Platform

WHO WANTS TO BUY YOUR INVENTORY

More on Branding & Remnant advertisers later

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MAKING A GREAT AD PLATFORM EVEN BETTER BY: !  IMPROVING AD QUALITY !  LOCALIZING SALES EFFORTS !  IMPROVING ADS REVENUE

MOCHI’S FOCUS

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IN THE LAST 24 MONTHS: !  WE’VE SHUT DOWN THE MANY TYPES OF UNDESIRABLE, BUT

LEGAL ADS.

!  WE’VE INSTITUTED BETTER QUALITY CHECKS !  Human review !  Roughly 10% of all submitted ads are denied.

!  Challenges !   IP target !  Proxy servers !  Misleading landing pages

QUALITY

http://www.mochimedia.com/adv-guidelines.html 11

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MOCHI IS FOCUSED ON CREATING HIGH VALUE / HIGH REVENUE GENERATING PARTNERSHIPS IN STRATEGIC MARKETS !  CURRENT SUCCESS

!   US/UK/CA !  Western Europe !  North America / W. Europe / AU/NZ

!  CONTINUING EFFORTS !  Latin and South America !  Asia (non-Chinese) !  China

LOCALIZED SALES

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THINGS WE’RE DOING TO INCREASE DEVELOPER REVENUES: !  BETTER MONETIZE GLOBAL MARKETS (LEVERAGING NEW

PARTNERSHIPS IN W. EUROPE, TURKEY AND AUSTRALIA) !  LOOKING FOR PARTNERS IN LATIN AND SOUTH AMERICA !  EXPLORING NEW AD PRODUCTS

! Watch&Win !  BrandBoost !  ScoreAds !  Others soon in late Q3

IMPROVING REVENUE

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!  PRE-ROLL ADS / TIMED ADS !  SCORE ADS !  CLICK-AWAY ADS !  CUSTOM ADS

MOCHI ADS PRODUCTS

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PRE-ROLLS / TIMED ADS: !  CPM/CPC !  SKINNED VIDEO/VIDEO/FLASH/STATIC IMAGES !  90% OF OUR INVENTORY

MOCHI ADS PRODUCTS, CON’D

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CLICKAWAY ADS: !  CPC BASED ADS ONLY. !  NO VIDEO !  LOWER ECPM BUSINESS – SELF-SERVE PLATFORM !  10% OF INVENTORY !  PROFITABLE EXCEPTIONS – OF COURSE.

MOCHI ADS PRODUCTS, CON’D

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SCORE ADS: !  CPM/CPC !  FLASH / STATIC IMAGES !  OPT-IN !  FREQUENCY CAPPED 2 VIEWS EVERY X MINUTES !  ADDITIONAL REVENUE STREAM

MOCHI ADS PRODUCTS, CON’D

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CUSTOM ADS: !  DEVELOPER SETS A MINIMUM ECPM BENCHMARK FOR MOCHI

TO SERVE PAID ADS, OTHERWISE DEVELOPER’S OWN STATIC IMAGE RUNS.

!  NO REVENUE

MOCHI ADS PRODUCTS, CON’D

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I GET A HIGHER ECPM USING “X”…ECPM != REVENUE ! ECPM IS A METRIC, IT ISN’T SOMETHING YOU CAN SPEND.

REVENUE IS SOMETHING YOU CAN SPEND. !  ASK YOURSELF: “AT THE END OF THE DAY, WHAT’S GOING TO

MAXIMIZE YOUR REVENUE?”

ECPM V. REVENUE

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CPM? REVENUE? QUÉ? !  CPM VS CPC VS. CPA

!  CPM favors the developer (and Mochi). !  CPC is middle ground. !  CPA favors the advertiser.

ECPM != REVENUE, CON’D

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THE PLAYERS: !  GUARANTEED INVENTORY BUYERS !  REMNANT INVENTORY BUYERS

THE INFRASTRUCTURE: !  SALES (SOMEONE HAS TO DO IT) !  AD APPROVALS !  ADS ARE CALLED !  ADS ARE SERVED

BEHIND THE SCENES: ADS ECO-SYSTEM

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GUARANTEED INVENTORY BUYERS !   DEFINITION: PARTIES THAT BUY A GUARANTEED IMPRESSION GOAL

BETWEEN A START AND AN END DATE. TYPICALLY, THESE ADVERTISERS ARE INTERESTED IN SHARE OF VOICE (SOV), REACH AND FREQUENCY.

!   TYPES !   “Branders” – agencies

!  Driving consumer awareness. Think McDonalds, X-Men movie trailers !   WANTS TO REACH A TARGET AUDIENCE

!   At Mochi, we use game categories as a proxy for user demographic information. For example, we know from comScore that puzzle games skew towards mature women (e.g. Moms), while Fighting games tend to attract a more male audience.

THE PLAYERS: GUARANTEED INVENTORY BUYERS

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REMNANT INVENTORY BUYERS !  DEFINITION: PARTIES WHO BUY INVENTORY WITH A FOCUS ON

PRICE. START AND END DATES, DEMOGRAPHICS ARE NOT AS MUCH A FOCUS AS PERFORMANCE.

!  TYPES: !  “Arbitragers”

!  Customers who make a living on the thin margin between the buy rates and sell rates. These players need cheap inventory in huge amounts. Think Gamevance.com downloads.

!  Traffic Drivers” !  Customers, who have their own website, typically game portals or iphone apps

developers, and need to drive eyes as cheaply as possible. !  Video Ad networks

!  Ad networks who look to buy inexpensive inventory to run video banners

THE PLAYERS: REMNANT INVENTORY BUYERS

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SALES DEALS ARE DONE BY !  MOCHI SALES FOLKS !  MOCHI AUTHORIZED REPRESENTATIVES ! MOCHIADS SELF-SERVE !  PREFERRED AD NETWORK PARTNERSHIPS

INFRASTRUCTURE: SALES

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ADS ARE SERVED INTO YOUR GAMES VIA: !  MOCHI SITE SERVING !  AN XML CONNECTION TO BRANDERS’ AD SERVERS !  CUSTOM AD SERVER INTEGRATION

INFRASTRUCTURE: GETTING ADS IN YOUR GAME

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PROS: •  Great for guaranteeing an ad impression for a play of your game •  Coupled with LiveUpdates is a great technology for updating your game

across the internet as well as encrypt it for security •  Easy to implement

DIFFERENT TYPES OF ADS: PRE-LOADER AD

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CONS: •  From a player standpoint, it does force an ad impression for a play of your

game and some ads have a required time limit •  If the game is hacked in any way and LiveUpdates is removed, then the

advertisement will also be removed.

DIFFERENT TYPES OF ADS: PRE-LOADER AD

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PROS: •  Excellent alternative for Pre-Game Ad •  Unobtrusive – player is not forced to wait for anything •  Even if LiveUpdates are removed, these advertisements are not tied into the

code and will stay inside your game

DIFFERENT TYPES OF ADS: CLICK-AWAY AD

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CONS: •  300x250 ad space required that cannot be rotated, skewed or obstructed in

any way •  Lower eCPM as higher, richer media based ads are not passed through

Click-Away Ad displays

DIFFERENT TYPES OF ADS: CLICK-AWAY AD

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PROS: •  Excellent alternative for Pre-Game Ad •  Even if LiveUpdates are removed, these advertisements are not tied into the

code and will stay inside your game

DIFFERENT TYPES OF ADS: INTERLEVEL AD

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CONS: •  Player will be forced to wait a period of time (like a Pre-Game Ad) before

being able to progress with the game •  A bit more obtrusive than a Click-Away ad as it takes over the screen

DIFFERENT TYPES OF ADS: INTERLEVEL AD

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Ad  Type   PROs   CONs  

Pre-­‐Game  Ad   •  Richer  media  ads  capabili3es  (ex:  Flash,  video,  etc.)  meaning  higher  eCPM  

•  Compa3ble  with  Mochi  Media’s  LiveUpdates  Service  

•  Easy  to  implement  (one  line  of  code)  

•  Hacked  games  removing  LiveUpdates  also  removes  the  ad  

•  Forces  a  predetermined  wait  3me  for  each  3me  the  game  is  loaded  

•  Takes  over  whole  game  stage  

Click-­‐Away  Ad   •  Unobtrusive  •  Can  be  integrated  into  the  game  

stage  how  the  developer  sees  fit  •  If  LiveUpdates  are  removed,  Click-­‐

Away  Ads  will  s3ll  work  

•  Generally  lower  eCPM  than  pre-­‐game  ads  

•  300x250  minimum  space  required  for  ad  

Inter-­‐Level  Ad   •  Placed  at  natural  breaks  of  the  game;  does  not  force  an  ad  when  the  game  starts  

•  If  LiveUpdates  are  removed,  Inter-­‐Level  Ads  will  s3ll  work  

•  Forces  a  predetermined  wait  3me  for  each  3me  ad  is  shown  

•  Takes  over  whole  game  stage  

MR. SHEN’S SUMMARY

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FIN

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