Eyeblaster Casual Games / Downloadable Try and Buy Model Market Overview Market Size E 2009 2004 PC $3.01 PC $4.16 15% E-Game Market 6% Wi r e l e ss Wireless $2.26 8% $ 11. 6 1 C onsol e 2 1% Online $3.12 11% $24.66 Console $18.39 66% 45% Onl i ne $ 15 . 4 0 28% $27.9 Billion In Game Ads Market In Game Ads $120 Million $53.8 Billion In Game Ads $800 M to $2 Billion Market Overview Players and Game Types • Industry Participants – – – • Game Developer Game Publisher Game Distributor Type of Games – Casual Games – easy to learn, easy to develop, low budget, short development cycle, played on PC, simple game play, small file size. – Core Games – long learning curve, long development cycle, high budget, played on PC or Consul, large file size. • • • – PC Games – core game played on PC Consul Games – core game played on consul MMOG e.g. – multiplayer core game Mobile Games – games played on mobile platforms Market Overview Types of Ads Type Description EB Solution Market Size 2004 Market Size 2009 In Browser Pre-game ads for games played in browser Available Miniclip alone has in one month 40m pre game impression in the US ? Wrapper Pre-game ads for downloadable games Available ? ? In Game Rotating ads integrated in game play In Development $10 Million $534 Million Advergame Tailored game N/A $110 Million $266 Million Market Overview In Game Ads Competition Company General Focus Market Position Massive Private, 2004, ~$15m in funding, offices in NY, LA, SF, Ontario, London, Paris and Australia Core Games Leader – landed several deals and launched live campaigns in 2005 Double Fusion Private, founded in 2004, ~$13m in funding offices in Israel, London and NY Core Games Player IGN Unit of Fox Interactive, destination web site for gamers – 31m unique a month Core Games Player – low profile, high potential IGA Offices in NY London and Berlin, available technology – low profile ? Shockwave Part of Atomshockwave, private, 2001. Leading destination for online games. Offices in SF. In Browser – Casual Games Small, Founded in 2005 Asia Market Game Glance Player – low profile New Player – Leading destination Suggested Focus Casual Games - Downloadable Try & Buy Model • Real Need – (business models) • Immediate Opportunity • Reach • Standardization • Easier Integration • Easier Business Path • Complete Solution • Overlooked by competitors • In Browser • Downloadable / Try & Buy Value Chain Casual Games Ads Solution General Input Business Model Money Flow Who Content Owners Technology Media Sellers Interested in ad supported model Possible. In Development ? Charge for Inventory Charge for Tech Cut from Inventory sell Media Buyers Interested Charge Advertisers Charge 40% - 60% Charge 10%-20% Cut 30% - 45% Pay 100% $4 - $30 CPM $1-$5 CPM $3 - $22.5 CPM $10 - $50 CPM WT, Idigicon, Popcap, Game House, Playfirst EYENET? EB Current EB Customers Third Party? In Game Ads Timeline Q4 05 Q1 06 Q2 06 Product Client Demo PRD Management tools and RMP Integration Integration with 10 – 20 games SDK Offline model Client Live Update Video ads caching Client side serving logic Business Get game source code First Commercial implementation Sign on developers and publishers ? Media sale partner Sales Initiate Sales Q3 06 Q4 06 Use Cases Create Inventory – Sell Inventory – Deliver & Track • Create Inventory – Game Developer integrate with EB In Game Client – Game Developer submit enabled game to store enabler – Media Owner Set Ads Rules • Based on standard available options • Sell Inventory – Agency review available inventory – Agency buy media from EYENET or Third Party – Flight level info loaded on RMP • Deliver & Track – EB Client ask for plan and publisher server tag – Publisher server call RMP – EB deliver and track Client Server Exchange Minimum Setting On Client Side User PC Game 1 Game 2 User open the game > client send log in message with: User ID Game ID Distributor ID Publisher ID Developer ID EB Client EB Client Previous session report List of available assets is cache Server respond with events plan Include assets to cache EB Game Server Game > EB Client > Cache Exchange Flexible Options Game 2 Game 1 DRM Component Send Ad per Scenario Report on Scenario in Game (Start, Level Change, Stage change) Notifying Event Type (1,2,3 etc) DRM Component User Info? Cache on PC Internal Communication Layer EB Client EB Client Events Manager (Timer, Counter, Ad allocation) External Communication Layer EB Game Server Inventory Rules Management Tool Event Planning Game ID Game Field locked by developer Developer Developer ID Field locked by developer Publisher Publisher ID Field locked by publisher Distributor Distributor ID Field locked by publisher IDs are generated on the server set up Ads Supported: Yes No Ads Supported: Always Tracking only Events Drop down menu for number of events If events, show several events: Skip ad option (per event): Yes Pre-Roll: No Yes Between Levels: No Yes If yes or tracking only: No Duration of video Up to 15 sec levels Every 1 2 3 4 5 Between Stages: No Yes Option 1 Display ad every : During game events: Yes No minutes For future use During Trial User bought the game User bought discounted version of the game 1 2 3 4 5 Time Based: No duration restriction Events Examples : stage Every Up to 30 sec Option 2 Casual Game / Downloadable Try and Buy Model End User Experience • User visit web destination • User download and install a casual game • Game gives full screen experience • After one hour of play the game is locked • User is asked to pay ($19-$25) to continue and play Information: • 98% of users that download a game do not buy the game • 500,000,000 downloads last year • Developers, publishers and distributors are interested to monetize the trial period • Developer, publisher and distributors are interested to offer ad supported versions of casual games
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