Monstermob is launching a mobile advertising strategy in partnership with specialist consultancy Advertising2Mobile.
Exit Games has chosen to insert Amobee's SDK into their Neutron connected multiplayer mobile gaming system. That way, games can be shown during idle time and other moments withing mobile games. At the same time, consumers can choose to anticipate on the advert that is shown.
hat “nine out of 10 people would access more mobile phone content, such as weather or news headlines and music videos, if it were free...A total of 77 per cent of respondents would accept advertising if it meant content was free, or if they could opt out or if it did not affect the performance of their phone.”
The companies claim the offer presents brands with a “new opportunity to deliver targeted and personalized advertising to a hard-to-access demographic.” However, the approach is far from game-changing, and relies on users to submit basic demographic data (such as age and gender) before they view free content for the first time. (Indeed, what level of personalization can companies achieve based on this plain-vanilla segmentation approach?)
EJL Wireless Research Announces Latin American Mobile Games Market Hits USD $195 Million in 2011
Ovum reports a steady number of 4.5 million mobile games downloads take place every month in Korea. The mobile game downloads have a value of $ 200 million a month in both the costs for the game, as well as the traffic charges. Traffic accounts for 39.7% of the revenue, which shows either how expensive data charges are, or more probable, the popularity of connected gaming in Korea. If this figure is compared with the number of consumers in the networks, it shows 12% of the consumers buys a game every month.
Ad Funding the mobile content - MEF article
And one of the ones that came up as the highest level of acceptance was that 42% of people said they would accept advertising within a game environment if it led to a reduction in the cost of the mobile game.
The value of the mobile entertainment market, including music, games, TV, sports and infotainment, gambling and adult content is forecast to increase from $17.3 billion in 2006 to nearly $77 billion by 2011, driven by mobile TV, video rich applications and a buoyant Asian market. This is rapid growth, but for this potential to be realised there are still a number of barriers to be overcome.
In early analysis of their significant mobile web page traffic, the company spotted some interesting and sometimes surprising data. “The mobile advertising industry really needs more transparency,” continued Hamoui, “as well as accurate and actionable data. For the first time, we really feel that we have sufficient scale to develop some insight on the usage of the mobile web and we’re determined to invest more time sharing this knowledge to help spur the growth of the industry as a whole.”
2007 is the year when advertisers will dive in to the mobile games world. It's already happening to some extent – this week, mobile advertising firm Greystripe announced that 1.4 million ad-supported games had been downloaded from its GameJump portal in just four months, for instance. But in 2007, there'll be a lot more publishers, and a lot more advertisers, looking to reduce the price of mobile games through some form of ads.
A recent IDC survey shows that 11% of respondents purchased at least one game for their wireless device in the third quarter of 2006. Teens and adults under 24 years of age made up the core of this gaming constituency. For 3Q06, IDC survey respondents reported spending an average of $13.00 on wireless games, with reported spending inversely correlated with the purchaser's age. IDC predicts that the price per mobile game will rise more than $2.50 by 2010 due in part to the impact of growing subscription revenues.
Verizon Wireless is taking cues from Sprint, which is doing a big mobile advertising trade campaign these days, and starting next month will allow placement of banner ads on news, weather, sports and other Internet sites on their subsribers’ mobiles.
If you've played a game in a modern setting (or a hyper modern setting) you've probably noticed a lot of in game ads. They're on billboards plastered on virtual street corners, branded vending machines and licensed cars. But with all these ads, have you connected to any of the ads in a personal, emotional way?
Namco is offering free trials of its mobile games on Sprint, based on the idea that a significant portion of gamers want to trial a few games a week to work out what they like before settling on a purchase.
The proof is in the bids, which industry insiders tell me can range between £2 - £70 ($4 and $136). On Ingenio’s system, the average advertiser bid per call is currently between $8 -$10.
By the end of 2006, advertising delivered via mobile phones will have a turnover of $1.9 billion worldwide. That sounds like a lot of money, but compared to the $60 to $70 billion spent annually on broadcast television advertising in the United States alone, it is insignificant. However the clear benefits of well-executed mobile advertising are so compelling that over the next five years this market is set to enjoy double-digit growth rates, according to a new study from ABI Research.
clicking on the ad banner running on O2’s i-mode homepage gives people the chance to win a cash prize of €10,000. To be in with a chance of scooping the loot, users must click through to the Cadbury-branded micro-site which has been created specifically to fit a mobile phone screen and then enter their details.
Vodafone will deliver ads only to customers who opt in to the service, Mr. Harper says. For those who do, Vodafone will collect details such as the mobile user's age and gender at sign-up. Then, over time, it will build a profile of customers' interests based on their activities over their phone. For instance, Vodafone could track their favorite types of music or which sports they like to watch.
"Fragmentation of the mobile gaming industry, revenue sharing issues, poor user experiences, competition from dedicated portable gaming devices, and game piracy all need to be addressed.\"
Informa Telecoms & Media has released a report which focuses on the future of the mobile market and a barometer of industry opinion based on a survey of more than 1,800 senior industry professionals. The report highlights a bullish outlook from the mobile industry as a whole, with 65% of respondents feeling more confident about prospects for 2007 than for 2006.
This strategic purchase expands Oberon in the mobile games market. According to the press release, Oberon will even try to offer casual PC games. I’m more interested though to see if Oberon will mobilise it’s flash games trough Blaze’s contracts with the operators.
Google Inc. said Wednesday that it has expanded its mobile Internet-advertising tests to cell-phone subscribers in eight additional countries, including China and several major European nations.
It will mean that consumers will only be able to watch what the operator allows them to. This is a throwback to the very early days of WAP. Independent suppliers were stifled
The business opportunity for everyone is getting operators to make off-portal work more effectively.
אז אל תהמרו נגד האינטרנט, ואל תהמרו נגד Web 2.0. בטורים הבאים נסביר למה כדאי להקשיב לציטוט של אריק שמידט: נפרט על ההשפעות על תחומי הפרסום והמדיה, כיצד מתמודדות חלק מחברות המדיה עם השינויים, היחס של גוגל להתפתחויות, מה קורה בעולם המשחקים, מה קורה בסין ועוד. השיחה רק מתחילה.
Amobee first detailed article
On–demand content enthusiasts are more than twice as willing as other shoppers to receive ads or commercials on their wireless phones in exchange for content they value, making this segment a likely candidate to test ad–supported content over the mobile phone.
We have heard a lot of news from Greystripe and their Gamejump platform, but never any results until today as QB shows us. Greystripe has sent out some interesting numbers about their ad subsidized mobile games portal.
Mobile Earth', a unique, new mapping and information service has been launched today for Vodafone Germany's mobile subscribers. The service, available on Java-enabled devices, has been created by LocatioNet Systems Ltd.
Worldwide spending on advertising targeted at mobile phones is expected to grow to $11.35 billion (6.1 billion pounds) within five years, as cell phones become the next frontier for advertisers, a research report said on Thursday.
In fact nearly four out of ten heavy games (37 percent) agreed that featuring actual products or companies in games make the games feel more realistic, while 27 percent of light/ medium gamers agreed. Moreover, half of heavy gamers believe that advergaming “is inevitable and will be in all or most games in the future,” compared to 42 percent of light/medium gamers.
The most responsive market, by some way, was Spain, with a massive 29.1% of the survey having responded at least once in the previous month . The vast majority of these (75%) were to TV campaigns.
Advertisers will spend over $11.35 billion worldwide to place ads on consumers’ mobile devices in the next five years, said a London-based research firm on Thursday.
it has not been hard to get advertisers excited about full screen mobile in-game ads. Advertisers know that it is the early days for our medium and the ones that are more cutting edge totally understand the value. Mobile CPM rates have been hovering around $35-40, so the market is used to our ad rates.
Last month it announced the appointment of ex-Fox Mobile VP Leighton Webb to take on a role in charge of content strategies, and followed that up with a partnership with Universal Studios to bring classic movie clips to handsets in the US.
Amobee Media Systems today announced the appointment of Roger Wood to the position of Senior Vice President - Americas Region, effective immediately. As Amobee expands its presence in the Americas, Wood's responsibility will be the management of the company's P&L and market launch in the region.
mobile subscribers are responding to short codes placed in advertisements or in other media, with Spain topping the list at 29.1 percent, followed by the UK at 18.5 percent, France at 10.1 percent, the United States at 7 percent and Germany at 3.4 percent.
The Internet will remain the fastest-growing advertising medium, at an 18.1 percent CAGR to $52 billion in 2010. The Internet will constitute nearly 10 percent of global advertising in 2010 compared with less than 3 percent in 2002.
מפעילות הסלולר לא צריכות להיות שחקן תוכן, קבע מרנקו, "הן יכולות אולי לקנות שחקן תוכן או שחקן מדיה - אבל בתוך 2-3 שנים הן לא יישארו במשחק הזה, שכן ענקיות כמו גוגל ויאהו נכנסות לתחום, לצד ברנדים מקומיים שמתפתחים. צריך להבין שתוכן הוא עולם מורכב, שדומה יותר להון סיכון. רק חלק מההשקעות מצליחות".
How to make money from mobile search? Figures and Statistics.
"Operators are constantly looking for the next big thing, which currently is mobile TV, so they're losing focus on games, and they also don't support publishers in their efforts to market games and drive sales," he says. "They are still keeping a very high percentage of the revenues from games and not using this revenue to promote the titles in any way."
Text messaging "provides anytime, anywhere access to the consumer because the mobile phone is always on and always available," said Laura Marriott, executive director of the Mobile Marketing Association.
Since Q3 2005, the number of subscribers who downloaded mobile games from the operator portal has increased by 15 percent. During that same time period revenues jumped 63 percent.
US ARPU percentage for years 2006-2010
בקרוב נתחיל בהליך של רישוי התכנים ונתחיל לתגמל את היוצרים שלהם. אנחנו נהיה בעלי הזכויות על ההפצה. לחברות הפרסום יהיה קל יותר לפרסם כאשר התכנים יהיו רשומים ובעלי רישיון הפצה, וזה נכון גם לגבי חברות הסלולר.
the question is not if and when mobile advertising will happen but rather how it will be implemented.

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