mNectar’s Playable App Platform Supercharges Engagement

There’s a new way to interest people in apps, and it’s proven itself to be a powerful tool for acquisition and retention. What’s better than seeing a static ad, or watching a video about an app Actually trying it out, if you can do that without the hassle and delay of downloading an app. The technology has been developed by mNectar, which just announced $7 million in Series A funding from New Enterprise Associates.

There are millions of apps available on the App Store and Google Play, which leads to the central problems of discoverability and retaining quality users that are difficult hurdles to overcome, especially for publishers without a large existing audience. “mNectar’s Playable platform helps app developers monetize and acquire quality users with playable ad units,” says the company. “Advertisers are able to vet users before paying to acquire them, ensuring high-quality users, while publishers benefit from attractive ads with high performance numbers.”

Wally Nguyen, mNectar CEO

“mNectar is redefining how applications are discovered and engaged with,” said mNectar co-founder and CEO Wally Nguyen. “With the new funding, we will invest heavily in our infrastructure to continue to push the performance envelope of mobile content delivery and acceleration.” The [a]list daily spoke with mNectar’s CEO Nguyen about the company’s technology and how it’s driving higher user retention for games and other apps.

mNectar was founded 18 months ago, and the genesis of the company was really a bad shopping experience. “The lightbulb moment came when I was on iTunes listening to some music, trying to find some good stuff to buy,” Nguyen explained. “I was listening to every song for 30 seconds, and then buying an album. Then I switched over to the app side of the store and thought ‘Wait a minute, I can’t do this for apps.’ This is crazy.” So Nguyen approached his old friend Artem Grigoryan with his idea.

“Artem had just come off of Greystripe, and they built interactive ads for brand advertisers,” Nguyen recalled. “From a technology side, he was already saying ‘Why don’t we give this to game developers and app developers ‘ That was when we realized we had something good going on.” Grigoryan built the basic technology behind the virtualization and streaming of apps for mNectar, and the company progressed from there. Dan Cheng was the go-to guy, as he knew everyone in the mobile industry from the Rovio team to thousands of app developers. So the three got together and created a company based on Playable.

“We set out to solve one thing, which is user retention,” said Nguyen. “Anecdotally, how you deliver on that is an indication of how you feel about the product. How long will a user stick around in that game acquired with playable units versus something more traditional, like a static interstitial from Chartboost or a video trailer from Adcolony We did two things. We launched our own static interstitials and we launched our own videos. We wanted to gather that data ourselves.”

mNectar control dashboard

“We went back to Kevin Chou at Kabam, Anil Dharna at Gree, and others that were testing the service, and said hey guys, can you give us some data Can you tell us how your retention is ,” continued Nguyen. “So we see that on average user retention via playables is 4x that of static interstitials. In other words, a user sticks around four times as long than when they are acquired through a static interstitial, and twice as long when acquired through video. This answers the question of how the user feels about. They like it, because they get to try before they buy. They’re not forced, they’re not accidentally downloading on a static interstitial. They’re not fooled by a video. A video is like a movie trailer, you get the best parts of the movie or the game.”

Sample mNectar trial

As Nguyen indicated, the technology has already been in use by leading mobile publishers like Kabam, Gree, and Natural Motion. While the cost for mNectar’s playable units is much higher than standard static interstitial ads, Nguyen notes that advertisers are happy to buy the playable units — and then come back to buy more. It all comes down to performance, and if publishers are getting a good value for their advertising spend they’ll continue to buy those ads.

One of the other advantages that mNectar offers is the fact that the technology doesn’t require an SDK (software development kit, code that developers have to incorporate into their app in order to use the functionality). “We don’t require an SDK,” said Nguyen. “This is really important, because 99 percent of the solutions they use — any solution, it could be tracking, social logins, monetization, you name it — require some type of SDK. That’s a four letter word for publishers. In some apps all the SDK’s take up more room than the actual app file. What developers don’t say is a lot of these SDK’s are very pervasive in nature. They have listening agents inside that collect user data. There’s a big reason why some of these companies push for SDK’s, they believe there’s lock-in there. Some apps get rejected by the App Store or Google Play if they have a non-approved SDK.” mNectar wanted to avoid all that, and they drew a line in the sand and said “No SDK.”. “That helps a lot with publisher relationships and customer acquisition,” noted Nguyen.

mNectar has been in the market for 18 months now, and the new funding will enable the company to expand. “In the past we were mostly focused on the US,” Nguyen said. “We were limited to the US because we were building that streaming delivery network. Expansion for us means infrastructure, it means extending and building out the streaming delivery network out to Australia, Europe, Asia — globally. We know it works, now it’s a matter of stepping on the gas and expanding our coverage. Publishers that already use us can now use us as a monetization method globally, and our advertisers who are acquiring users today from the US, in the future they can acquire more users from Asia or Europe.”

VidCon Goes Big

Do we need any more proof that YouTubers can garner the same kind of die hard fanbases that we usually associate with film and rock stars If you did, the footage [ION] caught at VidCon this year will be your very definitive answer. Mobs of teenagers swarmed on VidCon to support their favorite YouTubersin what amounted to absolute madness.

“VidCon’s exploding,” said T.J. Marchetti, CMO of Awesomeness TV. “There’s no question about it. Year-over-year. I think next year it will double again or something like that. It’s been a pretty incredible experience here to see our brand– and all of them, frankly– to see them growing up and maturing to the point of having something like this.”

Fullscreen’s VP of Talent Operations, Phil Ranta, also noted VidCon’s exponential growth and what it means for the industry:

“I say this every single year because VidCon keeps tripling in size, year-over-year, but it does feel like a tipping point. Last year there were maybe 50 booths out here, there was one room in this convention center and it was about half as crowded as this room is now. Now it’s 2 rooms, it’s full, it’s more than tripled in size. The amount of fandom is insane.”

5Q’s With Ayzenberg’s Robert Brill, On The Value Of Influencer Marketing

By VideoInk Staff

When it comes to YouTube, for brands, maybe no strategy is more important than how they choose to work with the site’s native talent. New-era celebrities and influencers in their own right, YouTube creators have amassed large, devout, and young audiences, who often cling to every word as if it’s gospel.

Over-exaggeration Try attending VidCon sometime.

But even with this opportunity open to brands of all shapes and sizes, it’s not as easy as 1-2-3 for brands to connect with and execute successful partnerships with these creators.

That’s where experts like Ayzenberg and its Influencer Outreach Network come in. The agency has developed a platform to help brands and media companies work with influential talent online, including on YouTube, and engage with their audiences at scale. Essentially, as Robert Brill, executive director of ION, says, ION helps “fill the void between MCNs and the marketer.”

In advance of Ayzenberg’s annual [a]list Summit, we spoke with Brill about the value of infuencer marketing, and how it should be a part of a marketer’s online media budgets.

When it comes to working with YouTube talent, many are affiliated or managed by MCNs. How does that relationship work when looking to execute a branded partnership?

We work closely with MCN partners and their influencers to give the advertiser the best mix of talent that each unique campaign needs. We serve to curate talent, provide creative strategy, and activate campaigns.

Talent that isn’t represented by an MCN is being gathered in our Brand Channel Network to ensure marketers can access them as well.

We don’t ask for access to the creator’s ad inventory, nor do we ask for any type of revenue share or exclusive agreements. For talent our request is straightforward: be available, do great work, and get paid.

When it comes to the web, and especially web video, why are influencers important for brands?

Influencers have amassed audiences just like websites, TV networks, and mobile applications.  However in this world the brand’s message and the content are so intertwined they become indistinguishable. The marketer’s message is delivered and consumed with implied endorsement and authenticity. This builds trust with consumers and results in greater absorption of the message and greater retention of the concepts being presented.

How do you conduct and activate campaigns with YouTubers?

Influencer marketing takes the best of storytelling, eliminates time constraints, and opens up formats.

Brands that demand greater control use logos, marketer-created videos, and influencer mentions for more traditional sponsorships. Brands that can give up some control get placed within the content in an organic way. This is product usage or being part of the story. Other advertisers want the brand to be the star of the show, so we make that happen.

When it comes to online stars, they are very protective of their audience. At the same time, brands are incredibly protective of their own brands. How do you balance that?

Creators care about their audience, and audiences know when they are being marketed to. We never try to hide this. There has to be a natural fit between the advertiser and the creator.

An important part of our job is matchmaking. There is no comScore Media Metrix for quality and tone of an influencer channel. Large subscriber bases don’t equate to brand-safe content. Our experts know which creators work for the interests of the marketer.

What sort of metrics and insights do you provide brands?

Advertisers get video view delivery, click data, and information about the relationship between video views and social activity. This last point helps determine who the engaging content came from. This data also helps illustrate who is good for prospecting and who is good for driving lower funnel activity like consideration and trial.

We ask for third-party click trackers so the client sees back-end conversion data down the purchase funnel, including to conversion.

Our custom reporting interface looks at the flow of video delivery over time, social actions, and the value of social actions.

What was one of your most successful campaigns?

The most robust campaign we activated by far was last year’s “Injustice: Gods Among Us” for Warner Bros. The campaign was a 12-week “battle arena” that answered the question: who would win if two classic super heroes fought

Influencers like PewDiePie, Taryn Southern, Jason Priestley, and Kevin Smith participated in discussion about the weekly battles. They interviewed fans about the matchup and announced the weekly winners.

Importantly the campaign delivered almost 9x ROI. For every dollar spent on the campaign, Warner Bros. received eight additional dollars in media value stemming from over-delivery of video views and excessive social engagement.

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.

How Mad Catz Got Its M.O.J.O Back

With Google the latest tech giant to see the future of mobile gaming connected to the living room big screen, the age of micro-consoles has arrived. This fall Android TV will join devices like Amazon Fire TV, Nvidia Shield, OUYA and Mad Catz’ M.O.J.O. The lines are blurring between what’s a mobile game and what’s a big screen game, especially with new technology like Nvidia Tegra K1 and Epic Games’ Unreal Engine 4 upping the ante with graphics and ease of cross-platform development. Olivier Voirin, VP of Sales in Europe for hardware and accessories company Mad Catz, explains how the gaming ecosystem is evolving in this exclusive interview.

How have you seen the quality of the video games being released today on mobile evolve over the last few years?

The quality of software on mobile devices continues to evolve at a dramatic pace. A few years ago, mobile gaming was traditionally associated with simple touchscreen games designed to entertain over short periods of time. These kinds of titles were purposely kept simple as the host hardware would not be powerful enough to run core-gaming experiences and also because the games needed to be designed within the confines of a very small screen. These games continue to be popular of course, but simultaneously we have seen core gaming experiences take hold on mobile. AAA gaming companies such as EA are bringing their hardware intensive gaming engines to mobile and as the hardware matures and connected devices take hold, games are becoming as complex, involving and as good looking as their console counterparts, enabling many gamers to play with one device only, be it at home or on the move.

Olivier Voirin, Mad Catz

Can you give us a sense of how quickly, even just this year, mobile technology is evolving and what this means for game developers?

At E3 2013, Mad Catz unveiled M.O.J.O, our micro-console powered by Android. We’re extremely proud of the device and the nature of the open platform design we implemented. In the space of a year however, M.O.J.O. has evolved beyond all recognition, adding 4K compatibility, access to the OUYA gaming catalogue as well as access to cloud based gaming services such as OnLive. The world has changed drastically in the last few years, I don’t even know if the ‘mobile gaming’ terminology still fits. Today’s smartphones are really super powerful connected devices. You can experience the same level of quality gaming on the move or seamlessly connect to your living room TV at home.

Today’s connected devices adapt to the user’s needs and the Android operating system is very good at affording the user such flexibility. In terms of hardware, when we designed M.O.J.O. we were forward thinking, insisting on the most powerful chipset available to us in the form of Tegra 4 from NVIDIA. Since we launched M.O.J.O., NVIDIA have gone on to announce the new K1 processor which takes another huge leap forward in performance. The development cycle for technology bound to mobile devices is becoming much shorter and we’re seeing very noticeable leaps in performance every six to 12 months now.

It’s not just raw processing power that allows connected mobile devices to evolve, software and adjacent technologies continue to adapt adding feature rich content for gamers. Both KitKat and iOS 7 feature standardized game controller input which we feel is a huge leap forward and something we’ve been championing through our GameSmart initiative. We use the latest Bluetooth Smart (4.0) protocol in our C.T.R.L.R Mobile GamePad. The new standard drastically reduces lag and improves battery life, essential for core gaming. It’s also worth pointing out that increased network speeds through fiber optic and 4G allow gamers to connect together for deep online gaming, as well as unlocking the power of the cloud for streaming services such as OnLive.

What possibilities have tablets opened up to game developers?

I think smart devices in general have opened up so many new types of gaming experience to developers. We have seen a resurgence in indie developers flourishing with experimental software that would previously have been too costly or complex to launch on home devices. It’s also important to note that smart devices have made gamers out of much of the world’s population without necessarily trying. Emerging territories in particular now have access to exceptionally adept gaming hardware in the form of cell phones and tablets. Many of these territories never received traditional core game consoles so are discovering gaming for the first time. It’s a wonderful opportunity for developers to make a first impression on those who have never thought of themselves as a gamer before.

In terms of tablets specifically, the real estate made available from larger screen sizes has opened up gameplay opportunities. Some games which feature virtual on screen commands simply would not work well on a screen size of four inches and some games also just do not translate well to smaller screens due to the complexity of on screen action. Many developers continue to experiment with tablets, acting as a second screen for core gaming. I’m not sure anyone has quite cracked second screen desirability just yet but there are many interesting experiments going on in this fashion.

With a user base of over 1.75 billion smartphones forecast globally for this year by eMarketer, how is mobile changing the dynamic of game development?

The statistics are indeed staggering, in the last console cycle, the Xbox 360 is widely considered the leading hardware with around 80 million units sold. That number is indeed impressive but dwarfed in comparison to mobile devices sold yearly. As more developers rush to embrace mobile, we are seeing the range of experiences broaden. The fact is that everyone who owns a smart device is now targeted as a gamer. That’s a powerful opportunity in the right hands, however even though the barrier of entry is low, getting noticed in such a crowded marketplace is indeed a tough question to answer. Mobile is being taken very seriously as a platform for core gaming, a trend we believe will only grow over the next 18 months. AAA games now cost millions of dollars to create and developers will see mobile as a revenue stream they can only ignore at their peril. There will of course continue to be millions of snack sized games continue to flourish but the software range in particular will continue to mature.

What are we seeing from gamers’ behavior when it comes to playing mobile games or tablet games, even when home?

Mobile now dominates our lives and especially our leisure time. Many casual gamers have progressed from traditional core consoles and now spend most of their time on their smart devices. It’s true that not all of that time is spent gaming, but a large portion of that time is and as mobile gaming continues to mature we believe the length of time users spend gaming on their mobile devices will grow. Users are now realizing that they can easily hook up their smart device to the living room TV, sometimes even wirelessly, add a game controller to their derive and replicate a core gaming experience at home without the need to purchase a console. We believe this is an enormous shift in the behavior of gamers, which is why we are working tirelessly to cement a leadership position in hardware through our GameSmart range of mobile products.

What opportunities does the second screen gameplay experience companies like Sony and Microsoft are encouraging developers to use open up for transitioning console gamers to mobile devices?

I think the big companies are reacting very smartly to the fact that we all have second (or in many cases third) screens available to us. Again, the lines are so blurred now between mobile and home gaming that we’re seeing developers capitalize on the idea of starting gaming on one device and seamlessly continuing on another. The OnLive CloudLift service allows gamers to take PC games they have already purchased and throw those games into the cloud. As a gamer, this means that if you’ve spent 20 hours gaming on your PC, you can now pick up right where you left off on a mobile device of your choosing. Both as a gamer and a developer, this type of interconnectivity is very liberating.

How is new technology like Unreal Engine 4 opening up cross-platform game development for mobile and next gen consoles?

As a company specializing in hardware, we’re probably not best qualified to answer this, however as home and mobile devices share deeper levels of interconnectivity and the core experience is broadly identical across multiple platforms, it’s imperative that developers are able to streamline development across multiple platforms. If a title is to prove profitable, developers need to design around a common engine and then port the title simply to numerous devices. This is why the latest generation of consoles are built around a common architecture. We are now, for the first time, entering a period where mobile is powerful enough to support the next generation of gaming engines. EA is bringing Frostbite to mobile and Unreal 4 is coming also. This will make porting core game experiences to mobile dramatically easier and ensure that all gaming devices be they at home or mobile complement one another.

Where do you see devices like the Mad Catz M.O.J.O. fitting into the video game landscape today?

M.O.J.O. is a leading product in our GameSmart mobile range. Android not only offers the power and flexibility to allow for core gaming experiences, but it’s also well adept at performing the multitude of tasks traditionally covered by a home PC. Users value simplicity, power and affordability all of which is provided by M.O.J.O. With M.O.J.O., you can watch 4K content on compatible TV’s, steam from your favorite music and movie apps, surf the web, answer your emails and play the latest state of the art games from the store front of your choice. I think the days of having multiple devices which serve one or two uses are coming to an end, devices like M.O.J.O. offer mainstream consumers a highly affordable route to get all the content and services they need as well as game at a very high level.

How do you see the capability of streaming or plugging in mobile devices to HD and even 4K TVs impacting what was traditionally a console game experience?

As noted above, mobile hardware is now powerful enough to offer a truly compelling experience to rival or even eclipse that of a traditional console. M.O.J.O. is a 4K compatible device and compatible with state-of-the-art cloud gaming services such as OnLive. With a device like M.O.J.O., gamers can play the latest PC games, running at their highest hardware levels, in high definition with no perceptible lag. We believe that experiences such as these are true game changers. I don’t think traditional gaming consoles will disappear overnight but it’s undeniable that mobile gaming is impacting the industry in ways never seen before.

What do you think the next console will be in five to six years?

I’m not certain there will ever again be a traditional game console in the form of a big box of hardware that hibernates in the living room. I think that the first parties will embrace mobile and future hardware will reflect the way that gamers like to play. Games will play and look identical on the move or at home and the host hardware will be designed to reflect that.

How is Mad Catz positioning itself for this transition?

At CES 2013, Mad Catz introduced the GameSmart initiative, speaking to developers, publishers and hardware manufactures to get behind an open standard for hardware. We don’t believe gamers are happy to buy a controller for a dozen different devices. Gamers’ should be able to buy one product and use it across multiple formats and operating systems. As a company with a 20 year heritage in controllers, we believe we are well positioned to make this a reality. Bluetooth Smart (4.0) is the ideal protocol we feel for gaming. It’s open, fast, robust and great technology for gaming. Many of our wireless GameSmart products use Bluetooth Smart as a communication protocol. We see where mobile gaming is heading and plan to take a leadership position in accessories and hardware for mobile. We’re not interested in producing low quality product for simple touch gaming, we’re focused on delivering hardware at a quality which gamers associate with core gaming and which offer better build quality, better engineering and a better feel than our competitors.

What are the challenges of marketing devices like the M.O.J.O. in today’s crowded marketplace?

The sheer amount of noise surrounding gaming makes it difficult for any company to get heard. Education is key. Playing the latest PC game with our next generation Bluetooth controller on M.O.J.O. is a remarkable experience and most gamers are blown away when they experience this for themselves. Seeing footage stream from M.O.J.O. in 4K resolution is incredible. Gamers need an opportunity to see and play it for themselves. It’s an ongoing challenge but by working with companies such as Nvdia, OUYA and OnLive, we are confident we can differentiate ourselves from the competition.

Big Data And Marketing: Part 2

Big Data has transformed marketing and game design, particularly on mobile platforms. The Mobile Beat panel on Big Data brought together some top publishers and providers on how they’re leveraging big data to help marketers engage the right user in the right moment. In this segment, panelists discussed how Big Data affects both game design and marketing, and what the future holds for Big Data and marketing.

Particpants on the panel were Paul Longhenry, VP and GM for business & corporate development, Tapjoy; Mike Lu, VP product marketing, GREE; Fabien-Pierre Nicolas, GM mobile, Perfect World; and Omer Winkler, director of product marketing, AdTruth. Note: Part One of this panel appeared last week.

One of the things we’ve talked about here is that we’re collecting data on a wide variety of things, both on marketing and demographics of the user, and also on the gameplay itself. Is there a fundamental difference from the game data that gets funneled to the game devs and designers versus what gets funneled to the marketers, or is it data that everyone should look at?

Paul Longhenry, Tapjoy

Paul Longhenry: I think that data is most valuable that is used across all channels. While we help developers monetize by marketing to their users, there’s a lot of brand advertising as well. Understanding that someone just completed Level 17 after having failed after trying 5 times is an incredibly important signal. You’ll want to deliver a message at that point and maximize the impact for a brand advertiser. Similarly if a user is at Level 12 after failing 8 times, a game developer might say ok that level is too hard and that’s actionable data for them, for us it’s time to bring Samsung in to give the user some currency as a gift — that sticks in a consumer’s head, so the context around the engagement in the app tells you about the emotion of the consumer at that point, and that’s really valuable.

Omer Winkler: In this case, everything you learn as a marketer applies to business as a publisher. As a publisher, what you want to do is best represent your audience to advertisers, whether it’s through an ad network or you sell your inventory through an exchange, your ability to represent your audience relies on how good you are making sense of this data , how good you are at deeper understanding your user segments etc. We talked about how this also correlates with your ability to link your data to data that’s outside of your environment. How you can use data providers to enrich your segments and profiles so that when you do talk to other companies for monetization purposes, whether it’s an ad partner, ad networks or exchange, you can sell more robust segments against your users and inventory.

Mike Lu: All data falls into two buckets: LTV (life time value) or CPI (cost per installation). It’s not just about LTV of users buying digital goods, even how those ads can increase the LTV of that user. For CPI, is the banner the right banner Are you reaching the right audience Are your ads done right Is your retention making sure that cost is greater or less than what you can actually afford So every data point should drive to those buckets, and if not, we’re looking at inconsequential data at that point. Unless you can correlate to one or the other, it’s smoke data and there’s a lot of that out there.

Mike Lu, Gree

Fabien-Pierre Nicolas: We’re going to go even further from that, and go from two sets of data to one. If you look at the landscape for apps, you can see that free-to-play won the battle a while back. If I were to pick only one metric, it’s time, number of sessions multiplied by time per session per day.

Whether it’s a game or a bunch of apps, if it’s your first app and people are connecting less than 5-10 minutes a day you should truly ask yourself what’s wrong with my product. If, on the opposite, you’re seeing 90 minutes, that’s definitely a winner, were going to double down because users are voting with their time which is the most precious currency a lot of them have.

A lot of them don’t have the money to spend so they’re not monetizing, but they do have the time and they do have the devices, and technically they provide value in other ways. They write wikis, they post videos on YouTube, they may not spend but they’re still great for community, they’re your app advocate. I don’t think we should discount that. They have a key use to facilitate acquisition of other users organically. So look at the time, that is the key.

Look at comparable apps. There’s a bunch of tools out there to give you benchmarks to see if your app is doing well or not vs others.

One of the most common pitfalls is not factoring in that UA will muddy your metrics big time. Especially when you start to funneling users from nonincentivized and incentivized channels. If UA team doesn’t talk to Product team and keep them apprised on a day to day basis, or at least once a week, and Day One retention crashed, they’ll be like what happened Why are they not completing the tutorial It might just be that you just switched SDKs, then you know that X percent of your users will drop out right away, and its not a big deal, your product team should just sort out those users. It happens often that the great metrics you see early on will drop by at least 50 percent when they start doing UA at scale. So they’re doing modeling thinking that it’s going to be amazing making $200 million a year, and they’re not making a tenth of that.

Looking ahead next year, what are the biggest opportunities and threats What’s coming in terms of exciting new technology and hardware?

Paul Longhenry: The biggest opportunity for the whole industry is unlocking brand advertising, brand advertisers have been relatively slow to embrace mobile, they’ve tested it out, banner ads don’t work, they don’t leave a lasting impression at least not a positive one on consumers. There’s a lot of experimentation with Tapjoy and others that’s leaving great brand engagement experiences and when you think about the opportunity for the whole ecosystem to make money off of the mainstream consumer who doesn’t spend money in an app, it’s brand advertising. The television advertising industry today is still $70 billion a year and none of us watch commercials. There’s better ways to spend those advertising dollars to engage consumers where they’re spending their time and where they really appreciate it. From our perspective, that is the most exciting one.

Omer Winkler: The biggest opportunity for the industry is expanding what we call the universe of known users and being able to recognize your users across different channels, platforms, devices, and that in turn will drive more spend into mobile because if you look at the disparity between time spent in mobile and ad dollars spent in mobile there is a huge opportunity in the market today.

Omer Winkler, Adtruth

Brand and performance marketeers would love to spend in mobile but for them mobile is just one channel. They have so many channels that if they cannot activate their data in mobile, if they cannot find an environment that will let them holistically market to their consumers, then they will not spend. As we work with major retailers, banks etc., we see how they slowly shift spend into mobile. As the data becomes more transparent and as you allow them to activate even more of their offline data they have in the mobile channel, they can improve their attribution and better measure campaigns, etc.

Mike Lu: There’s lots of things to be excited about. The market is just starting out, in fact GREE is just starting a new venture in the last minute hotel booking business, talking about a games company getting into that space. There’s tons of opportunities. My favorite are the opt-in on demand apps, whether it’s food, laundry, even Uber themselves are testing Oakland to deliver food.

What is the SalesForce of mobile . . . anyone Oh, that’s because there isn’t one!

So opportunities are there, and in the coming years we’ll see companies spawn out of nowhere have a huge impact in the market space changing what we do everyday.

Fabien-Pierre Nicolas: Any global players that take the best of the Western world in terms of a mobile app user experience and sense of design and merge it with Eastern developers sense of monetization in seizing the moment with very strong engagement — that will be very exciting. We can learn from each other.

In China and Korea, core gaming is in the top 30 grossing apps, the core gamers which were the bulk on console are now on mobile. In Japan and the West, it’s missing. Mid core apps are double true hardcore gaming apps, so there is an opportunity in the market there. Right now there are no great mobile FPS or MMO.

All the great genres on console are not represented on mobile yet. So that too is a great opportunity.

The true threat to our industry is distraction. Wearables is a good example, where a lot of money is being poured in by a few major platform holders and distracting developers time and resources. At the end of the day there haven’t been any great success stories. Ouya was one in the space last year that failed miserably and yet it distracted developers from making better apps for mobile, instead they were making better apps for Ouya. So far there’s been no traction, and as we’ve seen in free to play, scale is everything. But some developers get distracted, they’re told, hey here’s $200,000, go make your wearable app and then they miss 6-9 months working on the next mobile app. For tools, I see mergers happening in this space simply so that there can be one great tool that can do more than one thing. It’s slower than expected in the West, maybe a foreign investor will accelerate the mergers in this space.

Fabien Pierre-Nicolas, Perfect World

There are plenty of tools available to developers for collecting, analyzing and acting on Big Data. What would the ideal tool be?

Fabien-Pierre Nicolas: The ideal combined tool would let you track and act, with analytics, push notification, and cross promotion.

Paul Longhenry: When you talk about what the ultimate tool will do, segmentation kind of has to be at the core of it. Whether it’s tied to analytics or tracking your customer acquisition across different channels or driving your marketing messages or your re-engagement campaigns off push notifications, what you really want is all of that outbound activity to be triggered off of some common logic of what a person actually cares about, and that’s really what segmentation is all about, it’s inferring what someone cares about and taking action, and testing a given segment of users then continuing to optimize.

Mike Lu: If Google Adsense can marry Tableau, that’s what we all want.

Knowledge of the customer is critical. Building an audience is a more difficult task than building a product these days, and maintaining an audience with segmentation, data, and understanding of what your customers want, when they want it and why they want it — that’s what these tools are all about, isn’t it?

Paul Longhenry: The best example of this is Amazon, no two people in this room have the same Amazon experience, but it’s not always personalized to you, so they’re promoting different products at different times of day depending on when you like to shop, or different times of the year depending on your purchase history. They create segments that drives all the marketing you see on Amazon. And they didn’t use a specific tool for that, they built it in house, it’s their core competency, they drive 50 percent of their revenue off product recommendations rather than what were searching for in the search bar. That’s kind of best in class at scale. What you want to do is build the tools that allow someone much smaller than Amazon to have the same kind of advantages in reaching their consumer base.

Omer Winkler: Even if it’s not personalized, per se, it is still more relevant, so delivering relevancy is something you can do through deep segmentation of your user base.

Mike Lu: All of these are great ideas, but it’s not because we haven’t tried, it’s because we’re on a platform that isn’t open to us, UDID is going away along with a lot of other things, it’s just not possible right now to get truly correct data off Apple.

Omer Winkler: That’s actually part of what AdTruth does. As a provider of audience identification, this is exactly the hedge against Apple and Google that we create for our customers, helping them cover blindspots they have and giving them visibility into audiences where they have low visibility. We also give them better resolution so that they have a deeper understanding of whatever segments they’re looking at.

The market is dynamic and we cannot control what Apple and Google might do tomorrow, and how they might change things, so we have to find or build solutions that help us through whatever changes we encounter. Whatever you’re doing now that’s working great may not be working great in 6 months, the market may have shifted and you have to constantly adapt, don’t you?

Omer Winkler: Currently in the market you see a huge battle over digital identity, it’s much bigger than mobile and apps, it’s a battle over who owns the digital identity today and segmentation and identification is a byproduct of that. Facebook, Google and Apple are the three major players in this space. The message is that big data gives you a lot of opportunities, the question is do you own the data or is Facebook the one who owns the data and who gives you some aggregated purview of whatever data they own. We see in the market a lot of brand advertisers looking at this as an opportunity to build identification capabilities that are platform agnostic and they’re saying we need an in-house neutral solution that will help us as a hedge against those players.

Many thanks to the panel and for you joining us today.

8 YouTube Tips And Tricks From Strawburry17

By Jessica Klein

As YouTubers grow up, so should their brands. Strawburry17 (real name: Meghan Camarena) manages to maintain relevance while evolving her YouTube presence by following a few simple tips and tricks that she shared during her VideoInk interview. We’ve compiled them to give other YouTube creators a sense of how to navigate growing up on a platform that both welcomes and hinders change.

Give back to your fans.

Camarena does this by hosting specifically fan-directed events. When it came to screening her new programming, she had “one [screening] that was mainly focused on the fans, thanking them for everything.” Showing appreciation comes along with genuinely caring about your audiences, which successful YouTube creators do.

Branch out.

You never know, you may discover new passions, like Camarena. “I started with a vlog talking about my day, but then I started throwing in a few skits here and there. I enjoyed that, because it was cool creative content, and there was an element of storytelling that I really could appreciate. As I gained more of a following, I started to dive into music videos.”

Stick with what the fans initially fall in love with in the beginning, but once you have a following, it can be fun (not to mention safer) to try new things in your videos. It might even reap rewards, which Camarena got in the form of major deals through her music content, a medium she did not start out with on YouTube.

Keep your channel relevant.

Becoming irrelevant on YouTube, in Camarena’s opinion, amounts to “the worst thing in the world.” She explained this means that “you’ve lost your audience…[and] have to start over front scratch.” When Vevo came along, Camarena’s music videos did become irrelevant to a certain extent. She learned to work around this and change for the better.

Take a break to herald in fresh ideas.

Embarking on “The Amazing Race” with a friend after the whole music video letdown served as Camarena’s much-needed vacation from content creation. After the break, she went “back to her roots” and started gaining 500,000 subscribers a week with her fresh content.

Maintain a schedule.

This ranks high up on the list of tips for YouTubers. Camarena accomplished it with three videos a week before she began working her way up to five. Providing your viewers with a steady stream of new content keeps them loyal to your channel. It gives them something to regularly watch for.

Connections and networking are key.

Camarena admitted, “Being a YouTuber now is so much harder. It’s almost impossible to gain exposure, even if your videos are amazing, unless you’ve been around and you know the right people…your videos aren’t going to be seen.” That’s why it’s always important to make friends in the YouTube community. Collaborate with others who share your demographic and something totally organic and beautiful may come from it.

Be open to viewer criticism…but don’t let it get you down.

Part of the magic of YouTube lies in the relationship creators have with their fans. However, sometimes it can start to feel too close for comfort. As Camarena described, “My viewers feel very entitled to tell me what they think I should be doing and how they think I should be fixing things. I’m open to constructive criticism, but it’s a little bit too much.”

Instead, maintain a balance between what your fans tell you and what you tell you (and them!).

It’s important to be open to your audience on YouTube since the platform is all about viewer interaction. What makes YouTube stars so special is that they’re not above taking into account what their fans have to say. As a creator, you just have to balance listening to their advice with taking it too literally, as fans are often slow to accept changes to a creator’s style and/or content.

Camarena presents a good example to follow on this front. “I was telling people, ‘It’s okay, don’t feel bad or get mad at me because I’m changing, because I’ll always be here, and when you’re ready for the change, maybe you’ll come around again!’”

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.

 

Rooster Teeth’s Burnie Burns On Smashing An Indiegogo Record

By Bree Brouwer

Rooster Teeth’s first-ever crowdfunding campaign for its feature-length film “Lazer Team” broke a new record last weekend when it closed out with over $2.4 million, making the movie the most-funded film in Indiegogo history.

In an exclusive interview at RTX in Austin, Burnie Burns, Rooster Teeth’s co-founder and creative director, revealed how the entire campaign got started and how the staff never expected it to become as hugely successful as it did.

“We had expectations, but it was a lot like the beginning of Rooster Teeth where expectations got blown away in day one, where we set a goal for $650,000 — we broke that in 10 hours,” Burns explained. “We’d never done crowdfunding before. We’d never tried it.”

Previously, Rooster Teeth has relied on sponsors to back some of its content, like producing season two of “The Gauntlet” under Verizon’s funding. But Burns said they wanted to try something different. “We’d always had great success with the audience by taking finished products and monetizing them, but we were kind of banking on the fact that for 10-12 years now, we’d been making content, and does the audience have the faith to [follow] You know, we’re saying, ‘Hey, we’re doing something bigger; come in with us and let’s do this thing.’”

“Lazer Team” is scheduled to start production in Austin and New Mexico in August, with a release date set for spring 2015. The movie takes place during the 1970s SETI project, which receives a communication from an alien race that warns humanity that the universe is a dangerous place. The aliens send a power suit to Earth to be worn by a champion trained by the US government, but (according to Burns) “four idiots shoot down the spaceship by accident” and inadvertently become the heroes of Earth.

“You can see how it’s very Rooster Teeth,” he said.

While Burns is proud of the fact that “Lazer Team” is Indiegogo’s most-funded film to date, he’s more adamant about the fact that it’s an original story.

“It’s not a reboot, and it’s not a sequel, and I think that’s important,” he said. “People always complain to Hollywood that [it] makes nothing but sequels… the crowdfunding revolution should have changed that but it didn’t.”

“It’s nice to have an original IP that people are excited about, and they’re funding,” he said.

Burns is also excited about the fact that the company’s film is going to be science fiction. “The story for sci-fi in the last couple of decades has been a really popular sci-fi thing comes out, and then a network cancels it, and then people fight to get it back. So we know sci-fi fans are ravenous, because we’re in that group ourselves — we’re huge sci-fi fans — and so to be making a sci-fi thing is a really big deal. I couldn’t imagine anything better to put on crowdfunding than a new sci-fi [project].”

Rooster Teeth plans to focus its efforts on “Lazer Team” for the foreseeable future, and doesn’t want to put efforts into other projects just yet. Burns said, “We always have a whole catalog of products we haven’t made, projects we want to produce, so it all depends on where we end up, how successful is “Lazer Team,” what kind of deals can be put in place after that . . .  That will determine what show we work on next.”

“You can honestly say that the mission of Rooster Teeth when we started was to get to the point where we could be making some movies.”

Now that “Lazer Team” is a go, and is slated to be a comedic sci-fi dream, we asked Burns what would happen if aliens did come to Earth.

“We would be first assimilated, let’s be honest,” Burns joked. “We’d immediately be like, ‘You guys seem pretty powerful. Yeah, we’re on board with this.’ We would rat out all the other humans.”

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.

 

Big Data And Marketing: Part 1

In just the last year, there have been tremendous advances in audience segmentation in the mobile marketplace. This onslaught of Big Data has provided an unprecedented level of granularity for identifying which users will be most responsive to offers and messages. The panel brought together some top publishers and providers on how they’re leveraging big data to help marketers engage the right user in the right moment.

Particpants on the panel were Paul Longhenry, VP and GM for business & corporate development, Tapjoy; Mike Lu, VP product marketing, GREE; Fabien-Pierre Nicolas, GM mobile, Perfect World; and Omer Winkler, director of product marketing, AdTruth. Note: Part Two of this panel will appear on Monday.

There have been tremendous changes in the acquisition and utility of data in the past year. How has this impacted business and revenue?

Paul Longhenry, Tapjoy

Paul Longhenry: In the early days, we were all really good at capturing data but we didn’t know what to do with it. Today, we not only capture data, but we’ve put the infrastructure and tools in place to not only analyze it and understand user segments, but to take action on that. We enable publishers and developers who carry our SDK to develop user segments to decide which users they should be marketing to and how certain users to monetize in general. Last year and a half, the data has become much more actionable, and all those investments in big data are starting to pay off.

Omer Winkler: The availability of data puts game developers in a position that they can become much more sophisticated as marketeers. A game developer’s ability to build strong user identification schema to understand users across channels is one of their biggest hurdles. How do you understand your audience that you view with different channels How you can create more of a panoramic view of a user set

Mike Lu: GREE has been doing this for a long time. In Japan, you used to break your users into 2 segments, people that spend and people that don’t. Back then you could buy users for like 40-50 cents each. Now CPC has gone up to $5-6 per user. In Japan it’s more like $12-15 per user. When the cost is so much higher, you have to dig deeper than just ‘did they buy anything or didn’t they buy anything’ to find out why and how the LTV can justify $6 on that average user to get that money back. So from the industry perspective because the cost is getting higher, you have to segment more.

Fabien-Pierre Nicolas: Trends for the past year, there’s been more transparency on user acquisition, but one complaint I have is that, if you look at the landscape of off-the-shelf solutions, there are a lot of tools that do one thing well like ad tracking, or analytics and push notifications, but there are few tools that do many things well, so that forces you to use many tools compared to the tools emerging in Asia. There’s also been few tools that let you act on the data, so even if you know this segment of users and how to monetize them, if I can’t do anything, if I can’t talk to them or if I need to do it manually, what good does the data do me

That raises an interesting point, the differences between what’s going on in Asia and with the tools, what publishers are doing there vs. what publishers are doing in the West. What can East learn from West and West learn from East, and what are the pros and cons of each region?

Fabien-Pierre Nicolas: I think what a few of the companies in the West have learned from the East, like Supercell and King , is once you’ve saturated the user acquisition market, you should go product marketing. Companies in Japan have been doing TV advertising and outdoor advertising for over 3 years. Now we are starting to see Supercell and King make massive investments in major markets during major sports events for example.

Mike Lu, GREE

Mike Lu: The tools here are somewhat limited, not by the fault of the companies themselves. It’s just that there’s not a single platform that they can all play on together. The East uses cellular carrier tracking. They work well with everyone and they kind of set a standard for tracking. But here, because you’re going through Apple, they don’t expose too much to second and third parties. So the tracking as well as monetization tools out there are limited on the different segments.

At GREE, we spend more money on advertising than the automakers in Japan, including Toyota, and we’ve mapped it out to a point where we can geotarget where we think mobile users will monetize more. Let me tell you it’s not in the city, it’s in rural areas where people tend to monetize more through TV advertising. Those things will come out more in the next few years here in the Western market.

Omer Winkler: Here in the West as a game developer you really are at the mercy of Google and Apple, and there are a lot of changes of what you can and cannot do in terms of user identification and what data you can share with 2nd and 3rd parties. We are seeing in the market today a trend shift that a lot of companies are realizing they have to build capabilities internally. There is a decision to be made as to whether you buy a solution or build it yourself. For many companies, the ownership of data is so important that they have to make sure that they protect themselves from data leakage, but definitely see a lot of companies specifically here in the West becoming very sophisticated. You mentioned King who is building a DSP (demand-side platform) for purposes of media buying across different channels and it’s very sophisticated how they view a user. They have a deep level of understanding of their users, how after acquisition they are retained and churned, and what type of monetization is best for them and how to optimize for that etc. I think this is something that we’ll see more of. I implore the crowd to filter, there are a lot of technologies out there, it’s really a matter of figuring out what works best for you.

Paul Longhenry: If you look at the US and Western European markets, early versions of big data were used principally for online advertising. Data management got started here and now they’re public companies that are reaching scale. There are a lot of companies like ourselves that work on behalf of brand advertisers, to enable that form of targeting, that data to influence their reach into mobile audiences across our platforms. If you look at the Asian markets where that hasn’t been as pervasive, not as much cash has gone into investing in that technology, but some of the most interesting investments have been in gaming. The whole free-to-play gaming space which is the core of our network, originally started in Korea, and then spread to Japan, and China, before it started to take off in Western markets.

Fabien Pierre-Nicolas, Perfect World

What we see as the next level of big data usage is for predictive modeling. When a game developer tries to deliver an ROI+ experience on your ad spend, it’s all about how do you make that data as actionable and predictable as possible. And whether the channels are networks like ours, or billboards, it needs to be somehow measurable in order for real spend and ROI to be unlocked and measured. So I think a lot of different channels are being explored and it’s still early.

Tapjoy is a lot more measurable than a billboard, that’s one of your key differentiators. We have massive amounts of data that we can collect, so how do we determine the right questions to ask of that data. How do we properly analyze it, and are the tools developing for that. Are we educating the marketers to ask better questions. Where are we at in that eternal competition of data vs analysis?

Paul Longhenry: It depends on the vertical. For some, content or commerce verticals where best practice dictates what the best questions are, then you’ll see tools that emerge that prepackage those so that mid and long tail content developers have a solution that guides them into the process of asking this question and taking this action based upon the results. When you talk about new market variables that you’re breaking into, or like a new ad model in our case, it’s very difficult to know which questions to ask because there’s not a tool that would’ve been built to ask them for you. So from our perspective, we put lot of emphasis into machine marketing. The tool becomes all about adding flexibility to uncover the questions that matter, to run correlations between data sets such that the overall platform can surface insights to you that consumers or advertisers can take action on, that’s really the heart of where big data is going. It’s all about capturing the data and telling you what you wouldn’t have thought to ask.

Omer Winkler: It really is also a matter of do you have the right linkage capabilities, can you make this action, can you connect the dots to make sense of the data that you have gathered A lot of times you will find yourself with silos of data. With data segmentation such a pain, if you cant turn down these silos to activate this data to apply in an environment, then you’ll be in a position that you have collected data for the mere collection of data. If we are seeing a lot of tools today that help different companies link different data elements together to come at a decision whether you ask the right question or not, I can tell you that you definitely have tools at your disposal that will help you activate the data in the context of whatever you’re trying to do whether it’s a UA program, a monetization program, etc.

Omer Winkler, Adtruth

Because you can be collecting data from a website as well as mobile, but you don’t have a unique user ID that stretches across, it’s not trivial to connect those data sets and that why it’s necessary.

Omer Winkler: That’s a very good example. Just look at the mobile channel, it’s very fragmented. You have mobile web experiences, you have native experiences, and in terms of user identification, these are two separate environments. If you don’t employ technologies that allow you to bridge between these environments, either at the device level or at the user login, then you are left with two views of one user journey which is ineffective.

Fabien, one of the things Perfect World is doing on the PC side is having unified login to their Arc platform, and I don’t know if you’re using that on the mobile side or trying to use a unified login to gather data from these various sources. What is your view on that?

Fabien-Pierre Nicolas: So we definitely are starting to use the same login across mobile, PC and console and comparing if it’s more profitable to acquire users on the PC side to channel them back to the mobile side, and the other way around, treating them country by country. Like the US, especially in mobile is really high, whereas on the web side it’s more reasonable to get core gamers in, so it’s one strategy we’re applying across the platform. We do look through the funnel at a lot of things, then solve that by country, by device, comparing which UA channel is better and whether it’s worth doubling down on cross promotion in the channel.

Mike, what’s your perspective on this You don’t have a PC game environment to worry about, but are you getting data from different sources that you’re trying to correlate?

Mike Lu: Yeah. Regardless if you make a game, photo, or shopping app, the common language all apps share is retention. Do your users come back the next day If you look at Whatsapp, Mark Zuckerberg himself is quoted as saying he’s never seen an app with retention as high as Whatsapp and that’s why he bought the company. That’s the number one metric we look at, are people coming back to your app and it doesn’t matter if it’s a game or Instagram, that’s the most important metric.

Think of your business like a leaking bucket, and the hole at the bottom of your bucket is retention, how big that hole is determines how much water you can fill in, so that regardless of what the app is, what the bucket can hold is the most important metric.

Tune in for Part Two of this discussion on Monday!

Machinima Finds Fast-Growing Twitch Niche

The popularity of gaming and e-Sports continues to climb, and Machinima’s programming targeted at that audience is growing right along with it. Machinima has been a mainstay on YouTube, but the network has had great success with its Machinima LIVE channel on Twitch as well. Since launch, Machinima LIVE has proven to be one of the fastest growing channels on Twitch, with over 24.6 million views to date and over 159,000 channel follows. Machinima is now developing new seasons for its successful shows Chasing the Cup and Deck Wars, as well as working in popular talent from its YouTube network.

“œMachinima has quickly established a strong and growing presence on the Twitch platform, illustrating the appeal of quality gaming content that leverages live video,” said Kevin Lin, COO of Twitch. “The community is consuming a lot of Machinima content so we’re looking forward to seeing more of their premium programming.”

Machinima’s Chasing the Cup was a 10 episode reality series that documented the two highest ranked League of Legends teams in North America, Cloud9 and Team SoloMid, following them during the regular season of the League of Legends Championship Series. The series garnered millions of views, with 301,961 total hours watched, and proved to be one of the first successful VOD-to-Live executions on the Twitch platform. Over 45,000 audience members tuned in simultaneously to watch the finale, which set the record for any Machinima LIVE program. The Deck Wars series is based around Blizzard’s new card game Hearthstone, and the show’s 12 episode arc led up to the season finale tournament. Over the course of the finale weekend, viewership peaked at over 35K simultaneous viewers and held a stable 25K throughout the course of the two-day broadcast. Machinima LIVE reached over 1.1 million live views over the course of the tournament as well as over 20 million minutes watched.

“Twitch has become a valuable partner for us,” said Lester Chen, Director of Live Programming for Machinima. “As one of the fastest growing channels, we’re grateful that our fans enjoy the programming we’ve rolled out and are determined to continue delivering quality content. We’re excited to launch new seasons of what they love, and deliver more live programming around the gamers they enjoy watching — we’re always listening to what the fans want!”

In addition to bringing back some existing shows, Machinima will bring over many of its major YouTube stars and incorporate their live gameplays into its second wave of LIVE programming. Machinima’s network talent will bridge the gap between their already successful video uploads on their YouTube channels and Live audiences via Machinima LIVE.

The [a]list daily spoke exclusively with Lester Chen, director of Live and eSports at Machinima, about the growing popularity of livestreaming and Machinima’s future.

Why do you think livestreaming has proven so popular for Machinima?

Our livestreams act as a sandbox for viewers to converse and interact with one another. It’s one thing to be a fan of Inside Gaming on YouTube, it’s an entirely different experience when you get to play with them live on any of their daily streams. With such a large fanbase, we can afford to appeal to a variety of gamer tastes from Minecraft to League of Legends.

Do you see eSports becoming a more important part of Machinima’s programming mix?

Our team has over a decade of eSports experience under our belts and we actively recognize the growth and importance of the category. Programming around up-and-coming titles and creating highly produced content such as Chasing the Cup will continue to be our focus.

What’s your prediction for the future of livestreaming?

Livestreams will only continue to grow as developers and front-end users begin to adopt the platform. With more and more breakout gaming events, I expect advertisers will continue to jump on board to grab these highly engaged audiences which will in turn churn out even bigger and better productions.

Is livestreaming attracting a different set of customers to Machinima?

Many of our sales initiatives now include some form of livestreaming as part what we offer. Ultimately this helps diversify our programming slate and sets us above and beyond the competition.

Do you think the Xbox One and the PS4, with their built-in livestreaming features, will significantly expand the market for livestreaming and for Machinima?

The integration into those consoles has made it easier for more people to participate, and in turn has created a flood of content. The challenge will continue to be ensuring quality programming can rise above the noise. I’m very excited to see how XBOX / PS4 can evolve this product so that Machinima talent can have a streamlined mode of engaging their audience!

Brands And YouTubers

It is sometimes hard to discern which brands some top YouTubers are working with and how they are working with them. After all, there’s more than a few ways to mobilize influencers on YouTube.

With [a]list summit coming up July 31, we did some sleuthing work to find out as much as we could about what brands certain YouTubers are aligning themselves with, what they’re in for (hint: free games, the ability to impact social change and, um, money).