{video link marked as “private”}
Anticipation for World Cup 2014 is practically spilling over, and Nike and Adidas are looking to capitalize on that in different ways. While Nike’s ad focuses on the pressure being applied to the biggest stars of the game, Adidas is promoting the official ball of the tournament called “brazuca” which will be traveling around the world and can be followed at twitter.com/brazuca.
Source: AdWeek.com
Amazon, not content with owning the premier book retailing operation on the planet, has acquired the cloud-based digital comics operation comiXology. The purchase price was not disclosed. ComiXology is a platform for purchasing and reading comics and graphic novels on web, iOS, Android, Kindle Fire and Windows 8. The company has over 50,000 titles from more than 75 publishers, and is the exclusive retailer for digital dingle issues of Marvel and DC comics. ComiXology has been the top-grossing non-game app on the iPad for 2012 and 2013.
“ComiXology’s mission is to spread the love of comics and graphic novels in all forms,” said David Steinberger, co-founder and CEO of comiXology. “There is no better home for comiXology than Amazon to see this vision through. Working together, we look to accelerate a new age for comic books and graphic novels.”
Source: ComiXology
A new study from analytics firm Swrve shows just how tough it is to have a successful mobile game, as 66 percent of players never load a game again after the first day. Swrve tracked some 10 million players over 90 days starting Novemebr of 2013. All players were new to the games being played, which were more than 30 titles in Swrve’s network.
On average, players spent 45 cents in a game over the 90 day period, though only 2.2 percent of all players spent any money at all. More than half (53 percent) of the spending in games ocurred during the first week. Swrve CEO Hugh Reynolds called these statistics a “word of caution around user acquisition” at a time when companies often spend a lot trying to get new users.
Publishers and developers are going to have to work harder on retention and engagement for mobile games, as these numbers show just how hard it is for free-to-play games to grab and hold the attention of players – and then how hard it is to get them to spend money.
Source: Re/code
This should come as no surprise – games are the biggest app category for iOS, Android, and Amazon’s version of Android. This comes from Distimo data as analyzed by Statista. Interestingly, while games represent 41 percent of app downloads on both Apple’s App Store and on Google Play, the number is much higher for Amazon. On the Amazon App Store, games represent 61 percent of all downloads.
This number was not doubt influential in Amazon’s strong focus on games. Both for the Kindle Fire and the brand new Amazon FireTV. Amazon also has a significant share of education apps (unlike the other platforms), perhaps due to the their strong parental controls.
Source: Wall Street Journal
Marketers knew it was going to happen sooner or later, and it finally did in 2013 — U.S. online ad revenue passed up broadcast TV ad revenue for the first time. Ad revenue online hit $42.8 billion in 2013 according to the latest report from the Interactive Advertising Bureau, while TV ad revenue was only $40.1 billion in 2013.
Of course, that’s not the same as the total TV ad spend, since cable TV accounts for a huge amount of ad revenue. The total TV ad spend, counting network, syndication, spot, and cable TV, was $66 billion in 2013. Still, it’s an important milestone, as online ads grew some 17 percent over 2012 numbers. Mobile ad spend grew 110 percent, reaching $7.1 billion.

“The news that interactive has outperformed broadcast television should come as no surprise,” said Randall Rothenberg, President and CEO, IAB. “It speaks to the power that digital screens have in reaching and engaging audiences. In that same vein, the staggering growth of mobile is clearly a direct response to how smaller digital screens play an integral role in consumers’ lives throughout the day, as well as their critical importance to cross-screen experiences.”
Source: TechCrunch
Time-Warner’s CNN, part of the Turner Boradcasting division, is looking to boost viewership among younger audiences with the launch of CNN Digital Studios. The new studios will roll out multiple series designed for social-media-savvy audiences, including Your 15-second Morning, a 15-second news show that will be create and distributed on Twitter; Related with Dave Franco, a series about siblings of celebrities (co-produced by Funny or Die); Brutally Honest with Kelly Wallace; Live to 100 with Sanjay Gupta; and Crossfire Reloaded, a digital companion to CNN’s debate show.
Other shows are under development for the future, according to the Wall Street Journal, including one by a protege of chef Anthony Bourdain and another starring an ex-NFL player who highlights productivity in people’s lives.
Source: The Video Ink
The Minecraft juggernaut keeps on rolling, and now there’s word from publisher Mojang that the game has sold more than 21 million copies of the Pocket Edition. That’s 14 million more copies than they’ve sold on PC or console. The Minecraft Pocket Edition is #1 for paid apps on Google Play, and #2 on Apple’s App Store under paid games (having been overtaken recently by Monument Valley).
Minecraft overall has sold at least 35 million copies so far in all formats, as of February. The game is 30th on the list of top-grossing games in terms of overall revenue on both the Play Store and the App Store, because the really successful free-to-play games just keep getting money from devoted fans. Still, we should expect Minecraft to keep on acquiring new fans at a prodigious rate.
Source: VentureBeat