eyeblaster casual games / downloadable try and buy model
TRANSCRIPT
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Eyeblaster
Casual Games / Downloadable Try and Buy Model
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Market OverviewMarket Size
Online$3.1211%
Wireless$2.268%
PC$4.1615%
Console$18.3966%
Online
$15.40
28%
Wireless
$11.61
21%Console
$24.66
45%
PC
$3.01
6%
2004 2009
$27.9 Billion $53.8 Billion
In Game Ads
$120 Million $800 M to $2 Billion
In Game Ads
E-Game Market
In Game Ads Market
E
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Market OverviewPlayers 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
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Market OverviewTypes 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
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Market OverviewIn 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
? Player – low profile
Shockwave Part of Atomshockwave, private, 2001. Leading
destination for online games. Offices in SF.
In Browser – Casual Games New Player – Leading destination
Game Glance Small, Founded in 2005 Asia Market
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Suggested FocusCasual 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
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Value Chain Casual Games Ads Solution
Interested in ad supported model
Possible. In Development
Content Owners Technology Media BuyersMedia Sellers
General Input
Business Model
Who
Interested
Charge for Inventory Charge for Tech Cut from Inventory sell Charge Advertisers
WT, Idigicon, Popcap, Game House, Playfirst
EBEYENET?
Current EB Customers
Third Party?
?
Money Flow
Pay 100%
$10 - $50 CPM
Cut 30% - 45%
$3 - $22.5 CPM
Charge 10%-20%
$1-$5 CPM
Charge 40% - 60%
$4 - $30 CPM
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In Game Ads Timeline
Q4 05 Q1 06 Q2 06 Q3 06 Q4 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
Media sale partner
Sign on developers and publishers
?
Sales Initiate Sales
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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
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Client Server ExchangeMinimum Setting On Client Side
Game 1
EB Client
Game 2
EB Client
User PC User open the game > client send log in message with:
User ID
Game ID
Distributor ID
Publisher ID
Developer ID
Previous session report
List of available assets is cache
Server respond with events plan
Include assets to cache
EB Game Server
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Game > EB Client > Cache ExchangeFlexible Options
Game 1
Internal Communication Layer
Game 2
EB Client
DRM Component
DRM Component
Notifying Event Type (1,2,3 etc)
Report on Scenario in Game (Start, Level Change, Stage change)Send Ad per
Scenario
Events Manager (Timer, Counter, Ad allocation)
External Communication LayerEB Game Server
EB Client
Cache on PC
User Info?
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Inventory Rules Management ToolEvent Planning
Ads Supported: Yes No
If events, show several events:
Always Events Drop down menu for number of events
Developer Field locked by developer
Publisher Field locked by publisher
Distributor Field locked by publisher
Ads Supported:
Pre-Roll: No Yes
Duration of video Up to 15 sec Up to 30 sec No duration restrictionSkip ad option (per event): Yes No
Between Levels: No Yes Every levels
1 2 3 4 5
Yes Every stage
1 2 3 4 5
Game Field locked by developer
Game ID
Developer ID
Publisher ID
Distributor ID
If yes or tracking only:
Between Stages: No
Tracking only
Time Based: Display ad every : minutes
Option 1
Option 2
IDs are generated on the server set up
During game events: Yes No For future use
Events Examples :
During Trial
User bought the game
User bought discounted version of the game
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Casual Game / Downloadable Try and Buy ModelEnd 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