5. Here Are Some Facts
Web
“Only 1% - 5% of a social game’s audience purchase
virtual items.”
- Casual Games Association; Social Network Games Report; 2012
Mobile
“The number of people that spend money on in-game
items in free-to-play games ranges from 0.5% to 6%,
depending on a game's quality and mechanics.”
- Flurry July 7, 2011
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6. Here Are Some Facts
King.com’s advertising revenue from social games has
increased tenfold over 2012 and currently accounts for
15% of total annual revenue.
- Inside Social Games, Nov. 12, 2012
Angry Birds reported between $1M-$6M per month of
ad based revenue .
- Casual Games Sector Report: Mobile Games; 2012
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7. Here Are Some Facts
Casual Games Association; Social
Network Games Report; 2012 ;
Inside Network; Inside Social Gold 2010
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8. Popular Myths
Advertising is going to f*ck up
my game!
Ads take users out of the
“experience”
I don’t want to cannibalize my
paying users
The revenue is not meaningful
enough
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9. Advertising is going to f*ck up my game!
Chose the right ad product
Display Ads
Interstitials
“Achievement” Ads
Offerwall
Rewards-based Video
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10. Advertising is going to f*ck up my game!
Avoid these pitfalls:
Interruption
Distraction, Annoyance
Wrong ad, not relevant
Clicking on ads by mistake while playing
Gamer feels exploited
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11. Advertising is going to f*ck up my game!
Interruption- No, it is opt-in
Distraction/Annoyance – subtle ad unit, not intrusive to gameplay
Wrong ad, not relevant: Mighty Pirates => The Pirates movie
Clicking on ads by mistake: Good Design
Gamer not feeling exploited
Rewarded for their actions
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12. Ads take gamers out of the experience
Ads act as “enablers” in the game
Users engage on their terms!
Ads can be a utility, a service in the game;
similar to other utilities you create
Ads are “friends” of non-paying users
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15. I Don’t Want To Cannibalize Paying Users
Treat different users differently!
Example Datapoint: 95% of users who do not buy
anything after playing for 30 days, never buy anything
throughout their lifetime.
Time to treat them to a delicious ad!
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16. I Don’t Want To Cannibalize Paying Users
Integrating ads results in:
Increased engagement
Increased retention
Reduces churn
Increased traffic (word of mouth, friends start playing)
Increased ARPU (one “P”)
Increased conversion from non-paying to paying users
Remember, free players are essential to your game’s
success, so keep them happy!
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17. The revenue is not meaningful enough
Advertisers love the social gaming audience!
80% Re-booking rate
Increased spend after first buy
Audience engagement rates 3x as high as TV (IAB 2011)
Positive Brand Association
Post video view click rates are typically 15 - 30%
CPV is preferable to CPM
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18. The revenue is not meaningful enough
A well thought out ad strategy is yeilding $10,000+ a day for
publishers
Branded video is yielding $.04 to $.06 CPV (Cost per view) which is
equivalent to $40 to $60 CPM
Click through rates on this engagement are as high as 20%
Completion rates are 80%
Be strategic in selecting your ad network partners to achieve 100%
fill rate.
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20. Mobile Examples
Gamer is presented BrandConnect player Once the video is
User must watch
with ‘Free’ icon opens, presents 100% of the video
complete, CTA
User initiated Content brand and video message appears
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21. Concluding Slide
Games have become a new mass medium that is
scalable and targeted for advertisers
Don’t “P” on your audience
Direct payments and ad monetization can live in harmony
(not an “either/or”)
Be thoughtful about how you roll out your ad products –
one size does NOT fit all
It’s happening!!! Brands and agencies are on board, and
more are coming!
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