The Future of Mobile Game Advertising
There is no doubt that mobile gaming is a hot topic that is attracting the notice of brand advertisers. Mobile gaming is growing significantly due to three key trends:
Growth in smartphone and tablet usage (according to the IAB Mobile Center research, as of January 2014, 57% of all US adults owned a smartphone and 44% owned a tablet) Increasing sophistication in mobile app ecosystem Growing willingness among consumers to pay for virtual goods and accept mobile advertising
Mobile game monetization comes from:
Virtual goods Paid apps and downloads Advertising
Per eMarketer, mobile game monetization is projected to increase significantly over the next four years. All three of the primary monetization models-downloads, in-game/virtual goods, and ad-supported-will grow, but the mix will shift in favor of in-game/virtual goods.
For these reasons, the IAB Games and Mobile Committees convened a Town Hall discussion titled "The Future of Mobile Game Advertising." Susan Borst, Director of Industry Initiatives and the IAB lead for the Games Committee stated that interest in game advertising has never been higher and bringing these two committees together is important given that nearly a third of all time spent on mobile is on games. Joe Lazlo, Senior Director of the IAB Mobile Marketing Center of Excellence added that successful game advertising has much to teach the rest of the mobile ecosystem.
Following a welcome and some perspective on the state of mobile games advertising from event host, Jeff Colen, Ad Sales & Marketing at Zynga, Lewis Ward, Research Director of Gaming at IDC, shared some background information on smartphone growth and share, consumer spending on games and consumer sentiment for game play by device.
Lewis noted the growth of the tablet for game play, and in particular the iPad as gamer's favorite iOS devices. He went on to say that significant demographic differences exist across the various mobile platforms, notably HH income and gender, which have obvious implications for game developers and advertisers. For instance, the IDC study showed a big disposable income gap between iOS and Android, and game play on Kindle Fire skews heavily female.
Defining and sizing smartphone and tablet ads is "tricky due to technology fragmentation and the rapid pace of market innovation and evolution," said Lewis, and the audience agreed. This is an area where the IAB could work to provide some clarity.
The key takeaway from the Town Hall discussion is that there has been a significant and important shift in just the past year or so and the momentum is building.
Mobile game integration is a reality and has become industry standard for marketers. The IAB Games Committee is finalizing a white paper titled "The Games Advertising Ecosystem" report which is intended to help the industry understand today's game play, the core game types and advertising categories for marketers to reach consumers. Stay tuned!
Kym Nelson serves as an IAB Games Committee Co-Chair and is Senior Vice President of Sales at Twitch TV, the world's largest live-streaming video platform. In this role since May, 2013, she has created Twitch Media Group, launching an inside, direct-sales media group at Twitch. She is responsible for creating and leading a world-class sales organization that delivers completely new and innovative digital solutions on a platform that is spearheading digital media as we know it today.


0 komentar:
Posting Komentar