Mobile Marketing Should Be Personal

When it comes to advertising, sometimes it just helps to have a personal touch – at least, according to Facebook mobile advertising chief Jane Schachtel.

Schachtel said mobile devices can be quite personal to audiences, and with that, the advertising should go hand in hand but take a cautious approach when it comes to personalization, according to VentureBeat.

However, with risk comes reward, Schachtel believes. Only $16 billion (roughly two percent) of total worldwide ad spending will be on the mobile front next year, with plenty of room to grow with personalization touches. “This presents a huge opportunity,” she explained, speaking at the Mobile First conference earlier this week.

The growing time spent on mobile devices is worth noting as well. “People used to go to the mobile web to find one specific thing,” she explained. “Then came the feed . . . Now people discover, they share.” By doing so, information is supplied that can help marketers aim their programs at said consumers.

However, there’s still room to grow with more data. “No one company has all the data,” she said – not even Facebook. “It’s just a lot of companies with a lot of data.”

With this combination of information, the sky is the limit for marketers and their campaigns. “That big data we hear people always talking about is really all about relevance,” said Schachtel.

With a blend of social activity from the site, as well as information on products people have (or are looking for), marketers can thrive, she explained. “This is bringing people back. This is making business personal again.”

However, putting out the ads is one thing. Tracking the effectiveness in the long run is another, as it’s vital to get eyes on ads and, better yet, some form of interaction. This can be done through cookies, as well as keeping a close eye on data. With that, Schachtel was quick to remind everyone about Facebook’s forthcoming Atlas ad tracking service. “That’s Atlas,” she said. “With Atlas you have a powerful system where marketers can measure engagement across devices.”

 

Wearables Get Programmatic Advertising

Advertising is everywhere – on computers, mobile devices, televisions – and now it just spread to a whole new market. Say hello to the programmatic wearable market.

According to Adweek, FitAd, a new wearables ad network that got its start earlier this year, has begun a new ad campaign for Amtrak’s Acela Express, which caters directly to audiences that use smartwatches. This marks the opening of a potential new ad network, and ties in through Golfshot, with users that downloaded the site’s corresponding mobile app to interact inbetween their games.

“We want to help translate a platform like Golfshot to brands through brand managers or ad agencies,” explained Mort Greenberg, founder and vice president of sales for FitAd.

Golf courses can actually be a key market for advertising, as users are looking for something to do while they’re waiting to take their next swing. “We’ve had success working with brands that are interested in golf,” said Ben Addoms, CEO of Golfshot. “But we are a company of 20 folks that does $3 million to $4 million in revenue right now. To grow, we recognized that we needed to get effective representation on Madison Avenue. Having the time, money and team to explain that the inventory is available to them just doesn’t make a lot of economic sense today. So having FitAd incorporate us into their network model made a ton of sense.”

Currently, FitAd’s network only reaches out to Android devices, but will soon be accessible on iOS-capable devices as well, with the introduction of a new fitness app called RockMyRun – another potential partner in the market.

This follows the news that Mindshare was working on its own wearable ad network through Google Glass, as well as Samsung Galaxy Gear and Garmin devices, although it’s still in the works, with no reported buyers signed on just yet.

So the next time you’re using your smartwatch, keep an eye open for that Amtrak train.

‘Generation Invisible’ Leaves Data Gaps

This year has not gone well online for some folks, as the problems with online privacy and data breaches have left millions of them burned – even by something as simple as a purchase from Home Depot. Because of this, today’s generation – slowly being dubbed “Generation Invisible” – are taking extra measures to assure their safety, according to Mediapost.

A recent survey from GlobalWebIndex, conducted across 32 countries, indicates that 58 percent of those polled show genuine concern about their personal privacy being invaded on the Internet – a figure that’s risen quite steadily since 2010.

As a result, more and more consumers are taking measures to assure that their information is safe, using safeguards and other steps to assure that other companies can’t easily obtain said information.

Three-quarters of online adults have reportedly deleted cookies off a website, for the main sake of them not being remembered, even when consistently revisited. That’s 40 percent overall of those polled. In addition, private browsing windows are on the rise, by nearly a 50 percent increase, and smaller services, like ad blocking (30 percent) and anti-tracking (20 percent) have also seen increased usage.

Also seeing extra usage as of late are Virtual Private Networks (VPNs for short) and Proxy Servers, enabling users to bypass traditional connections to use the Internet, via a remotely located server. Only 7.5 percent of those polled are using this method, but that’s still over 100 million individuals worldwide – and with things going the way they are, that number just might grow.

This could mean bad news for marketers in the long run, mainly because of the inability to get information for certain campaigns, and more actions being taken that could block certain advertising types.

Between deleted cookies, secure channels for surfing the web and other services assuring information can’t be so easily passed around, it could be an uphill struggle for online networks and marketers alike. Here’s hoping someone figures out a secure solution so everyone wins in the long run – and without losing their credit card number, at that…

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Next-Gen Consoles Spark Resurgence In Hardware Sales

A year on from the near-simultaneous launches of Sony’s PlayStation 4 and Microsoft’s Xbox One, it seems as if reports of console gaming’s death might be greatly exaggerated, though publishers have their work cut out for them if they want to mount a full-throated comeback.

New data from The NPD Group on Statista shows video game hardware sales in the United States posting positive year-over-year growth for the first time in several years, its march into green territory matching up with the PlayStation 4 and Xbox One’s competitively-timed November 2013 launches. (Nintendo’s November 2012 Wii U release failed to reverse hardware sales losses, though November still represented 2012’s smallest monthly loss.)

The PlayStation 4 continues to dominate in terms of total next-gen consoles sold and market share, making Sony good for three wins in the last four installments of the Console Wars so far; actual sales figures are unavailable from the NPD Group, and the manufacturers themselves aren’t telling. It also remains to be seen whether Microsoft’s recently-announced holiday Xbox One price cuts will rescue them from a long spell in second place.
Game publishers have no choice but to adjust to the realities of digital distribution as physical software sales continue to decline. Physical software sales, according to NPD, are down 28 percent from last year due to a relatively small pool of next-gen titles, consumer embrace of digital content (a recent VentureBeat report suggests one out of every five copies of best-selling Destiny are digital), and a sharp dropoff in last-gen software sales. Though increased consumer spending, fast-growing next-gen installation total, and impressive sales figures for top-performing titles might paint a rosy picture for console manufacturers, it’s quite clear that the digital takeover is here and in full force.

Twitter’s Bringing Native Video To All Users In 2015

By Jessica Klein

After enabling third-party videos, Vines, and GIFs, Twitter will soon allow all users to create and share native videos on its service.

According to a blog post by Twitter’s VP of product, Kevin Weil, tweeters can expect to record and edit their videos on the social site “in the first half of next year.”

This comes after Twitter gave advertising partners the ability to share premium video content on the platform. Networks, media companies, and consumer brands have been taking advantage of the technology, available via the company’s Twitter Amplify program.

Read up on Twitter’s native video moves…

This article was originally posted on VideoInk and is reposted on [a]listdaily via a partnership with the news publication, which is the online video industry’s go-to source for breaking news, features, and industry analysis. Follow VideoInk on Twitter @VideoInkNews, or subscribe via thevideoink.com for the latest news and stories, delivered right to your inbox.

Redefining Gamers

The rapid evolution of the game industry over the past fifteen years has had a huge impact on the people and companies working in and around the industry. The customers haven’t seen the changes in the same way — and many of them haven’t really noticed or cared very much. Recently, though, as some game players are getting concerned about whether the content of their games will change, and familiar companies like Nintendo have hit a rough patch, it’s becoming clear that the market changes have reached the audience for games as well. The very meaning of common words and phrases like “gamer” and “core games” is changing, and we’re seeing awkward neologisms like “mid-core” being bandied about, though the meaning depends on who’s using the term.

It’s past time that the industry started being aware of this nomenclature issue and being better about defining or re-defining terms. It’s important because this affects the choices game companies make, the types of games that are being made, and who those games are marketed to — and whether or not those customers are getting the games they want, or the games they think they are getting. Let’s see if we can make some progress towards sorting it all out.

Back in the early days of electronic gaming in the 1970’s, game players were either people who were messing around with computers at universities — and therefore, mostly male and college-age — or they were buyers of the simple consoles back then, playing Pong-like games. Those home players tended to be overwhelmingly male, and with higher incomes, and probably pretty young. The demographics started to shift in the 1980’s with the home PC beginning to sell in the millions, and Nintendo redefining the home console after the 1983 crash.

PC game players were the early target market for companies like Electronic Arts, while Activision largely focused on consoles. The early PC gamers still tended to be young, well-educated, and well off, because computers were still fairly expensive. The console gaming audience that Nintendo developed was aimed more at kids, and a whole generation grew up in the late 1980s with Nintendo (and later, Sega) consoles as their primary gaming experiences. Those kids were still mostly males, as games were primarily action-oriented and competitive (at least for comparing high scores).

The 1990’s saw the rise of more sophisticated computer games, and consoles became more powerful and capable of subtler games as well. The hugely successful PlayStation really moved units by appealing strongly to an audience older than the classic Nintendo pre-teen. Teenage and college age boys became the largest part of the console audience, and computer games began appealing to even older males as well. Women were still a minor part of the game audience, but as the Internet became popular multiplayer and online games began to take hold, and graphical MMORPGs began to appear — which tended to have more appeal to women.

The first decade of the 21st century saw massive changes in game technology and a vast expansion of the game audience. The explosive growth of social games came about largely through millions of casual players, mostly women, who adopted a less intense type of game. FarmVille became the poster child for this new audience, and the average social gamer was a mom in her thirties or forties. The rise of mobile gaming through smartphones coincided with the decline of social games, but again many mobile games were bringing in women as players — the mobile audience was much more evenly divided among men and women than previous gaming audiences. As smartphones spread, and online games became ever more available around the world, the overall gaming demographic enlarged.

Now people who play games can be virtually any age, from toddlers tapping on a tablet to centenarians keeping themselves up past midnight playing online games. Game players are found all around the global, and billions of dollars in game revenues are generated in countries where no one ever managed to sell games in retail stores.

The shape of the problem is clear now. What the industry used to call “gamers” back in the 90’s were teenage boys of all ages. That demographic is still a strong one for a particular type of game, mostly console games — and in particular, Sony’s and Microsoft’s consoles, as they have deliberately targeted older gamers. (Yes, there are certainly games targeted towards younger players or women on those consoles, but the titles that sell 10 million units or more are mostly aimed at men.) Nintendo is really still aiming mostly at kids, although nostalgia for Nintendo games drives many sales among older players as well.

What’s a “core gamer” then That would be the audience that used to be “gamers” a decade or two ago, mostly male. Except that women have been enjoying games by the millions, and many of them are enjoying ever more complex and engaging games like World of Warcraft or League of Legends. A “core gamer” is not necessarily male any more, which is perhaps distressing to some long-time core gamers.

What’s a “mid-core” game Perhaps it’s a game with a deeper strategy that is easier to learn than some of the classic games. The term is often shorthand for “we’d like to sell this game to as many people as possible.” While not every Candy Crush player is destined to become a Mortal Kombat fan in the future, we are seeing plenty of Clash of Clans players enjoying a little strategy along with their building and tending and cartoony graphics.

The important thing for people inside and outside the game industry is to realize that a “gamer” may not have the same meaning it used to. For some, a person who likes to play games is a gamer… but other people may still think of a “gamer” as someone highly dedicated to certain types of games, perhaps in a certain age range, likely male. Discussions or arguments between people with two very definitions of the same term are not likely to be very productive.

When you’re talking about the audience for games, try to be more precise in your definitions. Think about who you’re designing a game for, and who you’re marketing it to, and make sure you describe the game in the right terms that your intended audience will understand. Don’t assume that “gamer” or “mid-core game” or “hard-core gamer” means the same thing to everybody, because it doesn’t. That’s good game design advice, good marketing advice, and good business advice — and we all need to keep it in mind as the game industry, and its terminology, continues to evolve.

CREATIVE: Honda Hits For Nostalgia With Classic Toys

Honda’s holiday campaign, complete with 6 different spots and aptly called “Honda Days” wants to take you back to childhood. The car maker looked to bringing classic toys like Skeletor, Gumby, Jem, Strawberry Shortcake and others to show that adults can have that happy brand new toy feeling, too. They’d have to buy a Honda of course.

It’s an interesting take on these classic characters too, as Strawberry Shortcake takes on a sassier and more sarcastic tone and G.I. Joe puts the moves on Jem.

“Every season consumers are inundated with holiday ads. Our goal is to break through the clutter by tapping into people’s memories of their favorite childhood toys, and helping them relive that feeling of getting something they loved for the holidays,” said Susie Rossick, senior manager at American Honda, in a statement to MediaPost.

 

Top Trailers For The Week: November 13th

It’s time once again to recap the best trailers for the week from the world of movies, TV and video games, and we’re getting started on the right foot with the return of a few old friends . . .

A new, extended version of the Marvel’s Avengers: Age of Ultron trailer hit the web this week, providing a little more emphasis on the villainous Ultron, voiced by James Spader. There are also other little bits of footage included from the forthcoming sequel, which will arrive in theaters on May 1st – just in time for the start of summer.

Telltale Games has teamed up with Gearbox Software to present a new chapter in the Borderlands series, which will make its debut for various game platforms this holiday season. The episodic Tales From the Borderlands provides a more episodic tale from the series, with memorable characters and humorous situations. The game features an all star cast, including Patrick Warburton and Chris Hardwick, among others. It should be quite the time-filler while Telltale fans await the company’s next big release, Game of Thrones.

Grand Theft Auto V is less than a week away from arriving on Xbox One and PlayStation 4, bringing with it a number of refined features – including a new first-person mode. With that, Rockstar Games has unleashed the official launch trailer for the game, with plenty of 80’s rock goodness and fun little quotes that will make criminal-loving gamers fall in love all over again.

This past weekend, Microsoft held a special Halofest event, in collaboration with this week’s release of Halo: The Master Chief Collection for Xbox One. The online event was a huge draw, and provided both those in-person and watching through their browsers a first glimpse at next year’s blockbuster, Halo 5: Guardians. A beta for the multiplayer portion of that game will launch on December 29th, with those who bought Master Chief Collection getting exclusive access.

Last but certainly not least, 2K Sports got a little nostalgic for its upcoming wrestling simulation WWE 2K15 by pulling out the big guns – the immortal Hulk Hogan. In this latest promotional video, Hogan unboxes the special edition for the game, which includes a variety of goodies, such as a collectible Funko figurine and bonus codes for unlockable versions of Hogan’s character, including the villainous “Hollywood” persona. The game arrives for Xbox One and PlayStation 4 this Tuesday, while the Xbox 360 and PlayStation 3 versions are available now.

Xbox One Sales Triple With Promotion

Sony may be ruling the game industry right now with over 13 million PlayStation 4 units sold worldwide, but Microsoft is quickly catching up, mainly due to the introduction of a price drop program for its Xbox One console.

GamesIndustry International has reported that sales for the unit have tripled following Microsoft’s decision to drop each of the available Xbox One bundles $50, including popular packages that include Sunset Overdrive and Call of Duty: Advanced Warfare. As a result, the console is now moving into bigger sales, with nearly ten million units sold worldwide, and has outsold the PlayStation 4 on a two-to-one basis over the past couple of weeks.

“The response to this wave of blockbuster game releases and new bundles has been amazing, and sales have skyrocketed since the new price took effect on Nov. 2. Compared to the previous week, Xbox One sales in the US have more than tripled, which is exciting as more and more friends will be playing together this holiday,” said Yusuf Mehdi, Corporate Vice President of Marketing, Strategy and Business, Xbox. “As we head into the busy holiday season Xbox One led generation 8 console sales in the US for the past two weeks. Shortly, we will have sold in to retailers more than 10 million Xbox One consoles.

“Almost one year ago, I had the honor of shaking hands with hundreds of fans at our Xbox One launch in New York City. We have listened to your feedback and have worked hard to deliver hundreds of improvements to Xbox One, celebrated the launch of amazing new games, and sought ways to offer more value for you. As we reach this milestone, I remain awestruck by your passion for games and your support of Xbox One. Thank you for an incredible year.”

It’s not known if Microsoft will make the price drop permanent following the holiday season (it’s currently scheduled to run through January 2nd), but if it wants to keep up with Sony, it would definitely be a smart move.

 

Nvidia Intros Grid Gaming Service

In an effort to stay competitive in the mobile marketplace – and show Nintendo’s 3DS and Sony’s PlayStation Vita a thing or two – Nvidia has announced a new update for its Shield tablet (and it’s earlier Shield), as well as a new service that the company is promising will be a “Netflix for games,” according to a recent entry on its blog page.

Titled GRID, the service will be introduced on November 18, and will be free to all owners of Shield-based devices through June 30, 2015.

According to Nvidia, the tech took a decade to get in place, since it utilizes the company’s GeForce GTX for graphic superiority. “The reason: streaming games is hard,” it explained in the blog post. “You need to build a powerful gaming computer in the cloud. Then you need to get games to users in milliseconds.

“The enabling technologies of GRID are super-low-latency from controller streaming to graphics to game streaming. And, virtualization so that many gamers can share the GeForce cloud gaming supercomputer.

“The next step: putting thousands of GRID GPUs into data centers around the world,” it continued. “It’s an effort that’s put 20 petaflops of graphics processing compute power into the cloud. That’s equal to the fastest supercomputer in the U.S.

“And we’re loading it up with great games. We have triple-A titles like Batman: Arkham City and Borderlands 2, as well as classics like Brutal Legend and Psychonauts. We have 20 great games on GRID at launch worth over $400, and we plan to add more games every week.”

Only time will tell if this cloud-based gaming service will be successful, as OnLive has proven that even with all its potential, there can still be bumps in the road. Regardless, Nvidia looks to be quite serious when it comes to making it work.

Along with the announcement of the service, the company announced an upgrade to its current Shield tablet, as confirmed by VentureBeat. The update will provide faster compatibility with the Grid service.

The company has also launched a Green Box Bundle, which will come packaged with a 32 GB Shield Tablet, along with an upgrade to Android 5.0 technology and the inclusion of Valve’s classic package Half-Life 2: Episode One as a free bonus. The new bundle should be available now for $400.