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Advertising in Mobile Games is Broken

blog.betable.com

1–10 of 43 posts

Re: Advertising in Mobile Games is Broken

#3

So their only solution is to move the intrusive ads to being part of achievements, and thus cheapening them in the eyes of the players? Sorry, but in my eyes, that's actually worse.

Well, that's Kiip's solution, but I think it's an elegant one. Beats pop-over ads anyway.

Honestly, I think the game industry should be looking for other ways to monetize their content.

Re: Advertising in Mobile Games is Broken

#4

So their only solution is to move the intrusive ads to being part of achievements, and thus cheapening them in the eyes of the players? Sorry, but in my eyes, that's actually worse.

It actually seems like a clever and constructive idea. Do you mean the achievements would be cheapened, or the offers?

Re: Advertising in Mobile Games is Broken

#5
Probably the only way to really make ad-supported gameplay a reality would be to flip the model up-side down: Design the game around the ad itself.

We've seen a few of these (the Burger King Xbox games come to mind). Some of them are actually fun to play.

Unfortunately, this sort of work doesn't come cheap.

Re: Advertising in Mobile Games is Broken

#6
post #5

Probably the only way to really make ad-supported gameplay a reality would be to flip the model up-side down: Design the game around the ad itself. We've seen a few of these (the Burger King Xbox games come to mind). Some of them are actually fun to play. Unfortunately, this sort of work doesn't come cheap.

I have to disagree with this strategy. At my company we have made a few one-off games for advertisers and it is always the same story. The advertiser loves the games but the users don't.

The problem with this strategy is that if you're designing a game for an advertiser, they are the ones you have to make happy because they provide the $$$. Users will always be a second priority.

Re: Advertising in Mobile Games is Broken

#7

So their only solution is to move the intrusive ads to being part of achievements, and thus cheapening them in the eyes of the players? Sorry, but in my eyes, that's actually worse.

Well, that's Kiip's solution, but I think it's an elegant one. Beats pop-over ads anyway. Honestly, I think the game industry should be looking for other ways to monetize their content.

I'm there are much better solutions out there, the gaming industry has always been quite good at this.

Remember how we fixed pirating of games? By making levels non archievable if you are using a pirated version.

Re: Advertising in Mobile Games is Broken

#8
There's plenty of room for innovation in the mobile game ad space.

I actually do like the strategy of making the ads part of an achievement system for the game. This would work especially well for localized ads. For example, if you reach a certain level on a game, get $2 off your sandwich at Subway. This allows for brand exposure and funnels people into the physical stores.

Re: Advertising in Mobile Games is Broken

#9
post #7

Earlier quoted context omitted.

Well, that's Kiip's solution, but I think it's an elegant one. Beats pop-over ads anyway. Honestly, I think the game industry should be looking for other ways to monetize their content.

I'm there are much better solutions out there, the gaming industry has always been quite good at this. Remember how we fixed pirating of games? By making levels non archievable if you are using a pirated version.

See, I thought companies reduced (you can't stop) piracy of games by making their content so awesome that people wanted to pay for the game. Examples include Valve and Blizzard's lineaup.

Re: Advertising in Mobile Games is Broken

#10
post #6
post #5

Probably the only way to really make ad-supported gameplay a reality would be to flip the model up-side down: Design the game around the ad itself. We've seen a few of these (the Burger King Xbox games come to mind). Some of them are actually fun to play. Unfortunately, this sort of work doesn't come cheap.

I have to disagree with this strategy. At my company we have made a few one-off games for advertisers and it is always the same story. The advertiser loves the games but the users don't. The problem with this strategy is that if you're designing a game for an advertiser, they are the ones you have to make happy because they provide the $$$. Users will always be a second priority.

For this strategy to work, it has to fit into why the users love the brand. For instance, for Sneak King (the Burger King XBox game), the game fit in with what the brand's audience found cool and funny, and that was key to its success.
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