This is a product presentation on how "Touch" system works. "Touch" is a non-intrusive in app advertisements that engages users to participate in an advertisement in unique ways and then receive random rewards from app producers. "Touch" benefit app producers by increasing revenue from ads and monetization of 95% of it's non paying users.
Mobile Game Asia 2015 Bangkok: Monetization Trends and Challenges in 2015
Ad booster touch - introduction
1. Introduc)on
to
Branding,
Mone)za)on
&
Rewards
The
2nd
Opportunity
in
Game
Mone)za)on
besides
real
money
www.adbooster.asia
Powered
by:
2. What
is
“Touch” is the South East Asia’s branded version of
Korea’s first and largest Network Advertisement
Solutions for PC based Social Game and Mobile
Applications.
They
are
the
first
and
only
company
that
is
specialized
in
I.G.A.
(In-‐game
Adver)sing)
in
Korea.
For
five
years,
they
implemented
the
media
value
of
games.
They
built
the
largest
IGA
cases
in
Asia.
IGAWorks
will
con)nue
to
build
the
Ad
Networks
for
Web,
SNS
and
Mobile
plaOorms
in
SEA.
3. Track
Record
In
Korea,
the
product
is
known
as
for
‘Social/Mobile’
Games
• Launched
the
service
in
March
2011
• The
first
social/mobile
ad
plaOorm
of
incen)vized
ads
• Rewards:
Virtual
Goods
/
Virtual
Currency
• Dominated
Cyworld
&
Naver
Social
game
plaOorm
• 150
Social
Games
&
Mobile
Apps
(include
top
)ers
in
Korea)
• Download
Performance:
• 100
thousand
downloads
per
week
for
each
Android
&
iOS
• DAU
of
1.5
~
2.0
Million
• MAU
of
5.0
Million
(as
of
July,
2012)
• Accumula)ve
of
10
Million
Users
• Android
and
iOS
ra)o
of
8
:
2
has proven records and
performance as advertising solutions in Korea.
is SEA
version. Hence, it’s performance and system
stability is proven.
4. Market
Trend
#1
:
Micro
transac)on
Game
Revenue
shi;ed
drama<cally
from
‘Pre-‐mium’
to
‘Free-‐mium’
• All
of
the
top
20
)tles
in
the
App
Store
top
grossing
were
Free-‐mium
games.
• Most
browser
based
social
&
casual
games
have
already
implemented
micro-‐
transac)on
as
their
main
revenue
model.
5. Market
Trend
#2
:
non-‐paying
user%
Out
of
all
the
Free-‐mium
game
users,
Paying
Users
are
under
5%
Paying
Users
±5%
How
can
we
mone<ze
Non-‐paying
Users?!
Non-Paying
Users
±95%
6. Overview
By giving rewards, participation of ads are
more effective than traditional CPC / CPM
AD Client
AD Client
AD Client
Ad
Booster’s
Motivates 95% of non
paying users because it’s
rewarding
Media
Media
Media
Additional Revenue and
potentially change 95% of non-
paying users into paying users
at some point
8. VS Generic Mobile AD Network
Generic Mobile AD Network System
Touch AD Network System
Generic Mobile ADs are based on CPC and CPM The behavior of gamers is different in Free-mium Apps
• Typical (CTR) 0.1%~0.3% : no participation It needs suitable advertising model for each game.
• Typically intrusive and hamper user experience • Non-intrusive
• More than 10% of mobile screen hides • Only certain part of the games will be used for Ads
advertisement causes users feel bad to the Apps.
Companies that develops the game thinks.. Results: Advertising can be customized for proper
contents and with this system, the amount of clicks
With each click, average results draws profit of does not matter but it is the participation from users
(USD 0.03) , and it needs exposures of 300~1000, towards the ads that rewards them. Hence, this also
just for 1Click. increases users’ activeness to the ADs.
9. VS Generic SNS Advertising
In Game Ads (IGA) does not intrude or obstruct user experience. It blends into the
game interfaces seamlessly. Each Apps can provide customized advertisements and
rewards and this system conducts advertising on many app with same standard format.
General SNS ads.
“Touch” In Game Ads
Developers / Publishers do not get revenue Seamlessly blends into the game
shares from the Ads operated by SNS This area is managed by developers
Average CTR: 0.051%
High CTR: 20~30%!
13. Whether
it
is
for
Mobile
or
PC
users,
there
are
various
ways
to
brand,
mone<ze
or
reward
users
CPL
CPF
CPI
CPA
CPV
CPM
14. Ad Type #1 : CPI (Cost Per Install)
1) Promote App + Guarantee Download & Execution (Billing Condition: the first execution after downloading)
2) Users may receive more rewards based on engagement levels (Activity Tracing API provided)
3) Video can be played at banner space to promote apps effectively
4) Note some game medias do not allow other game app advertisements.
2. Expose 4. Run App and
1. Expose Ads.Icon
3. Download App
Event Details
Reward
Install + Execution
Billing Point
To click Ads. Icon & Check the Event Details Go to Store/Market Install & Run Apps then
participate & download AD performance measured
By UDID
15. Ad Type #2 : PC to Mobile (CPI)
1) Goal: To make PC game user to
download mobile apps
2) No SMS, no authentication code, no
phone number is required (Patent
pending)
3) Simple SDK (5lines of code, copy &
Paste)
① After clicking ads and
Apps download
(by QR Code or typing
URL) ② After run Apps,
go to setting page
③ Get redeem code
- 1 time for the device
④ Type redeem code - Redeem code is
only effective in 30
(Mission Complete and <Mobile View>
<PC View> minutes after generated.
Reward)
16. Ad Type #3: FB Likes / Twitter Followers
• If
you
use
SNS
for
your
business,
this
method
provides
the
easiest
and
fastest
way
to
recruit
your
fans.
• Facebook
marke)ng
is
very
important
in
SEA
market
and
sta)s)cs
around
the
internet
has
shown
tremendous
growth.
1. Logon to Platform
2. Select Game
3. Expose Ads.Icon
Click on the In-Game “Touch” icon
6. Rewards
5. Participation
4. Expose Event Details
Login to FB / Twitter and Show Ad details
proceed to Like / Follow
17. Ad Type #4 : SNS Posting
• Watch Video Ad + SNS posting
• Supports various SNS (Facebook, Twitter)
• Supports multiple devices (PC / Smartphone / Tablet PC)
1)Users post messages at the SNS makes powerful
social effect at the very short period.
Case study:
- the movie “Wandueki “: 10,000 posting in just 2
weeks!
- ADs. Page UV : 150,236 person
- Preview trailer UV : 34,581 person
- The social effect influx by SNS : 55,396 person
2) Through the SNS Posting, viral influx(for natural)
occurs by average 400% -> Social Effects.
3) As for the new service launch, this is the good way
to generate the Social Effects in the short time and
massively.
exposure to the
participant social
network in the
23% of UV that is facebook and it
Ads. Page viewer 39.7% out of 23% participated causes 400%
including other in posting at SNS (AD Cost additional influx by the
Media, influx by us.
generated at this point.)
social effect.
18. Ad Type #4 : SNS Posting
• Watch Video Ad + SNS posting
• Supports various SNS (Facebook, Twitter)
• Supports multiple devices (PC / Smartphone / Tablet PC)
2. Expose
1. Expose Ads.Icon
3. SNS Posting
4. Mission Complete
Event Details
Click on “Touch” icon Play video and asks user to give Successful comments will create Mission Complete & Reward
comment viral effect to friends
19. Easy Media Registration
• Simple sign-up at www.adbooster.asia
• Watch demo images and tutorials for each OS and platform before start integration
• Pre-set codes are provided to save Developer s time for setting up the Callback Server.
• (Php, Java, Node, Python, C# etc.)
20. Control Rewards for Games (Randomized)
• Publisher / Developer decides what to give users
• Example: Special Pets, Daggers, Scrolls, Virtual Game Coins
USD 0.50 worth of items
Case Study:
Publisher is paid USD 0.50 per completion of one Ad
“Touch” encourages Gamification and
Base on publisher’s internal pricing, publisher can maximizes user experience for players.
decide to randomly give out expensive items as long it Hence, publisher rewards to users is not
stays within the average.
fixed Game Coin ratios.
21. Revenue Analytics - Reporting Support
For
both
Developers
and
Adver)sers
Track
and
Manage
your
Ads
Metrics
• View
the
status
of
your
ads
• User
friendly
charts
and
visuals
provided
and
they
are
easy
to
understand
• Filter
data
by
age,
gender,
date,
)me
and
various
date
• Monitor
ad
performance
(depending
on
your
adver)sing
methods)
22. Revenue Analytics - Reporting Support
For
both
Developers
and
Adver)sers
Track
and
Manage
your
Ads
Metrics
• View
the
status
of
your
ads
• User
friendly
charts
and
visuals
provided
and
they
are
easy
to
understand
• Filter
data
by
age,
gender,
date,
)me
and
various
date
• Monitor
ad
performance
(depending
on
your
adver)sing
methods)
24. For
live
demo,
please
visit
www.adpopcorn.com/m/product/eng/index.html
best
viewed
on
mobile
25. THANK
YOU
For
more
informa)on
on
how
to
Brand
your
product,
Mone)ze
your
games,
or
Reward
your
users,
contact
me!
Colin
Tan
|
colin@adbooster.asia
|
T:
+6.012.293.7328
(1021956-‐P)
2B-‐8-‐1,
Plaza
Sentral,
Jalan
Stesen
Sentral
5,
50470
Kuala
Lumpur,
MALAYSIA.