ALL ABOUT ADS!
            Joe Gruender, Mochi Ads Guy
Mr. Shen, Game Developer / Player & Mochi Employee

                 JULY 26TH, 2011
WHY SHOULD YOU CARE?
“ALL I NEED TO KNOW IS I PUT MOCHI’S CODE IN MY GAME, AND I
EARN MONEY.”

KNOWING HOW IT ALL WORKS WILL HELP YOU UNDERSTAND:
!   WHY CERTAIN ADS ARE BEING SERVED INTO YOUR GAME
!   AD TERMINOLOGY & DEFINITIONS
!   WHY THE AD MARKET FLUCTUATES


                                                              2
WHAT DRIVES REVENUE ON THE INTERNET?

!  ADS
!  SUBSCRIPTIONS
!  E-COMMERCE (INCLUDING MICRO-TRANSACTIONS)




                                               3
ADS DRIVING THE INTERNET
!  ONLINE VIDEO ADS CONTINUE TO BE THE FASTEST-GROWING
   FORMAT, WITH AN INCREASE OF MORE THAN 52% PREDICTED THIS
   YEAR.           SOURCE: HTTP://WWW.EMARKETER.COM/ARTICLE.ASPX?R=1008431)



!  TO FUND ONLINE-VIDEO SPENDING, MANY PREDICT TO
   CANNIBALIZE DISPLAY ADVERTISING AND SOME EXPECT TO MOVE
   AS MUCH AS 5% OF TELEVISION BUDGETS.
  SOURCE: HTTP://WWW.REELSEO.COM/VIDEO-ADVERTISING-FASTER-GROWTH/


!  SOME 62% OF MARKETERS WILL MIGRATE TV AD DOLLARS TO
   DIGITAL VIDEO, BASED ON THE BELIEF THAT THE MEDIUM
   DELIVERS A MORE POSITIVE ROI, COMPARED WITH 47% OF
   AGENCIES AS THEY ATTEMPT TO FOLLOW THEIR TARGET AUDIENCE
  SOURCE: HTTP://WWW.IDGKNOWLEDGEHUB.COM/BLOGS/?P=8007




                                                                              4
US ADVERTISING MARKET




     Source: http://www.businesswire.com/news/home/20110413006052/
     en/IAB-Reports-Full-Year-Internet-Ad-Revenues-2010
                                                                     5
GETTING PHILOSOPHICAL
DIFFERING PHILOSOPHIES AROUND ADVERTISING
!  TWO CAMPS:
   !  Ads are evil and should be abolished.
   !  Ads make me money, so I can keep building the things I love.




                                                                     6
ADS MAKE ME MONEY…..

TWO TYPES OF ADVERTISERS WHO WANT YOUR BUSINESS
!  BRANDING
!  REMNANT




                                              7
WHO WANTS TO BUY YOUR INVENTORY
BRANDING ADVERTISERS:
!  FOCUS ON EDUCATING GAME PLAYERS OF THEIR BRAND, PRODUCT
   NAME ETC.
!  GROWING ONLINE PRESENCE
!  REPURPOSING EXISTING OFFLINE VIDEO CONTENT.
!  HOST INITIATED VIDEO WITH HOST INITIATED VIDEO.
!  HIGH BUDGETS AT GREAT ECPMS
!  GREATER CONSUMER INTERACTIONS
   ! BrandBoost
   ! Watch&Win
                                                         8
WHO WANTS TO BUY YOUR INVENTORY
!  REMNANT ADVERTISERS:
   !    Are looking for inexpensive, high volume opportunities
   !    Have growing budgets
   !    Don’t have long term commitments
   !    Ability to self manage inventory
         !  VAST (trusted partners only)
         !  Ad server integration
         !  Self-Serve Platform


                More on Branding & Remnant advertisers later

                                                                 9
MOCHI’S FOCUS

MAKING A GREAT AD PLATFORM EVEN BETTER BY:
!  IMPROVING AD QUALITY
!  LOCALIZING SALES EFFORTS
!  IMPROVING ADS REVENUE




                                             10
QUALITY

IN THE LAST 24 MONTHS:
!  WE’VE SHUT DOWN THE MANY TYPES OF UNDESIRABLE, BUT
   LEGAL ADS.
!  WE’VE INSTITUTED BETTER QUALITY CHECKS
   !  Human review
   !  Roughly 10% of all submitted ads are denied.
       !  Challenges
           !  IP target
           !  Proxy servers
           !  Misleading landing pages

           http://www.mochimedia.com/adv-guidelines.html   11
LOCALIZED SALES
MOCHI IS FOCUSED ON CREATING HIGH VALUE / HIGH REVENUE
GENERATING PARTNERSHIPS IN STRATEGIC MARKETS
!  CURRENT SUCCESS
   !   US/UK/CA
   !  Western Europe
   !  North America / W. Europe / AU/NZ
!  CONTINUING EFFORTS
   !  Latin and South America
   !  Asia (non-Chinese)
   !  China

                                                         12
IMPROVING REVENUE

THINGS WE’RE DOING TO INCREASE DEVELOPER
REVENUES:
!  BETTER MONETIZE GLOBAL MARKETS (LEVERAGING NEW
   PARTNERSHIPS IN W. EUROPE, TURKEY AND AUSTRALIA)
!  LOOKING FOR PARTNERS IN LATIN AND SOUTH AMERICA
!  EXPLORING NEW AD PRODUCTS
   !    Watch&Win
   !    BrandBoost
   !    ScoreAds
   !    Others soon in late Q3
                                                      13
MOCHI ADS PRODUCTS

!    PRE-ROLL ADS / TIMED ADS
!    SCORE ADS
!    CLICK-AWAY ADS
!    CUSTOM ADS




                                14
MOCHI ADS PRODUCTS, CON’D

PRE-ROLLS / TIMED ADS:
!  CPM/CPC
!  SKINNED VIDEO/VIDEO/FLASH/STATIC IMAGES
!  90% OF OUR INVENTORY




                                             15
MOCHI ADS PRODUCTS, CON’D

CLICKAWAY ADS:
!    CPC BASED ADS ONLY.
!    NO VIDEO
!    LOWER ECPM BUSINESS – SELF-SERVE PLATFORM
!    10% OF INVENTORY
!    PROFITABLE EXCEPTIONS – OF COURSE.



                                                 16
MOCHI ADS PRODUCTS, CON’D

SCORE ADS:
!    CPM/CPC
!    FLASH / STATIC IMAGES
!    OPT-IN
!    FREQUENCY CAPPED 2 VIEWS EVERY X MINUTES
!    ADDITIONAL REVENUE STREAM



                                                17
MOCHI ADS PRODUCTS, CON’D

CUSTOM ADS:
!  DEVELOPER SETS A MINIMUM ECPM BENCHMARK FOR MOCHI
   TO SERVE PAID ADS, OTHERWISE DEVELOPER’S OWN STATIC
   IMAGE RUNS.
!  NO REVENUE




                                                     18
ECPM V. REVENUE

I GET A HIGHER ECPM USING “X”…ECPM != REVENUE
! ECPM IS A METRIC, IT ISN’T SOMETHING YOU CAN SPEND.
   REVENUE IS SOMETHING YOU CAN SPEND.
!  ASK YOURSELF: “AT THE END OF THE DAY, WHAT’S GOING TO
   MAXIMIZE YOUR REVENUE?”




                                                           19
ECPM != REVENUE, CON’D

CPM? REVENUE? QUÉ?
!  CPM VS CPC VS. CPA
   !  CPM favors the developer (and Mochi).
   !  CPC is middle ground.
   !  CPA favors the advertiser.




                                              20
BEHIND THE SCENES: ADS ECO-SYSTEM

THE PLAYERS:
!  GUARANTEED INVENTORY BUYERS
!  REMNANT INVENTORY BUYERS
THE INFRASTRUCTURE:
!    SALES (SOMEONE HAS TO DO IT)
!    AD APPROVALS
!    ADS ARE CALLED
!    ADS ARE SERVED
                                    21
THE PLAYERS: GUARANTEED INVENTORY BUYERS
 GUARANTEED INVENTORY BUYERS
 !   DEFINITION: PARTIES THAT BUY A GUARANTEED IMPRESSION GOAL
     BETWEEN A START AND AN END DATE. TYPICALLY, THESE ADVERTISERS
     ARE INTERESTED IN SHARE OF VOICE (SOV), REACH AND FREQUENCY.
 !   TYPES
    !   “Branders” – agencies
        !  Driving consumer awareness. Think McDonalds, X-Men movie trailers
 !   WANTS TO REACH A TARGET AUDIENCE
    !   At Mochi, we use game categories as a proxy for user demographic
        information. For example, we know from comScore that puzzle games skew
        towards mature women (e.g. Moms), while Fighting games tend to attract a
        more male audience.
                                                                               22
THE PLAYERS: REMNANT INVENTORY BUYERS
REMNANT INVENTORY BUYERS
!  DEFINITION: PARTIES WHO BUY INVENTORY WITH A FOCUS ON
   PRICE. START AND END DATES, DEMOGRAPHICS ARE NOT AS
   MUCH A FOCUS AS PERFORMANCE.
!  TYPES:
   !  “Arbitragers”
       !  Customers who make a living on the thin margin between the buy rates and sell
          rates. These players need cheap inventory in huge amounts. Think
          Gamevance.com downloads.
   !  Traffic Drivers”
       !  Customers, who have their own website, typically game portals or iphone apps
          developers, and need to drive eyes as cheaply as possible.
   !  Video Ad networks
       !  Ad networks who look to buy inexpensive inventory to run video banners
                                                                                     23
INFRASTRUCTURE: SALES

SALES DEALS ARE DONE BY
!    MOCHI SALES FOLKS
!    MOCHI AUTHORIZED REPRESENTATIVES
!    MOCHIADS SELF-SERVE
!    PREFERRED AD NETWORK PARTNERSHIPS




                                         24
INFRASTRUCTURE: GETTING ADS IN YOUR GAME

ADS ARE SERVED INTO YOUR GAMES VIA:
!  MOCHI SITE SERVING
!  AN XML CONNECTION TO BRANDERS’ AD SERVERS
!  CUSTOM AD SERVER INTEGRATION




                                               25
DIFFERENT TYPES OF ADS: PRE-LOADER AD




PROS:
•  Great for guaranteeing an ad impression for a play of your game
•  Coupled with LiveUpdates is a great technology for updating your game
   across the internet as well as encrypt it for security
•  Easy to implement                                                       26
DIFFERENT TYPES OF ADS: PRE-LOADER AD




CONS:
•  From a player standpoint, it does force an ad impression for a play of your
   game and some ads have a required time limit
•  If the game is hacked in any way and LiveUpdates is removed, then the
   advertisement will also be removed.
                                                                                 27
DIFFERENT TYPES OF ADS: CLICK-AWAY AD




PROS:
•  Excellent alternative for Pre-Game Ad
•  Unobtrusive – player is not forced to wait for anything
•  Even if LiveUpdates are removed, these advertisements are not tied into the
   code and will stay inside your game
                                                                            28
DIFFERENT TYPES OF ADS: CLICK-AWAY AD




CONS:
•  300x250 ad space required that cannot be rotated, skewed or obstructed in
   any way
•  Lower eCPM as higher, richer media based ads are not passed through
   Click-Away Ad displays
                                                                           29
DIFFERENT TYPES OF ADS: INTERLEVEL AD




PROS:
•  Excellent alternative for Pre-Game Ad
•  Even if LiveUpdates are removed, these advertisements are not tied into the
   code and will stay inside your game
                                                                            30
DIFFERENT TYPES OF ADS: INTERLEVEL AD




CONS:
•  Player will be forced to wait a period of time (like a Pre-Game Ad) before
   being able to progress with the game
•  A bit more obtrusive than a Click-Away ad as it takes over the screen

                                                                                31
MR. SHEN’S SUMMARY
Ad	
  Type	
              PROs	
                                                     CONs	
  
Pre-­‐Game	
  Ad	
        •  Richer	
  media	
  ads	
  capabili3es	
  (ex:	
         •  Hacked	
  games	
  removing	
  
                             Flash,	
  video,	
  etc.)	
  meaning	
  higher	
           LiveUpdates	
  also	
  removes	
  
                             eCPM	
                                                     the	
  ad	
  
                          •  Compa3ble	
  with	
  Mochi	
  Media’s	
                 •  Forces	
  a	
  predetermined	
  
                             LiveUpdates	
  Service	
                                   wait	
  3me	
  for	
  each	
  3me	
  the	
  
                          •  Easy	
  to	
  implement	
  (one	
  line	
  of	
            game	
  is	
  loaded	
  
                             code)	
                                                 •  Takes	
  over	
  whole	
  game	
  
                                                                                        stage	
  
Click-­‐Away	
  Ad	
      •  Unobtrusive	
                                           •  Generally	
  lower	
  eCPM	
  than	
  
                          •  Can	
  be	
  integrated	
  into	
  the	
  game	
           pre-­‐game	
  ads	
  
                             stage	
  how	
  the	
  developer	
  sees	
  fit	
        •  300x250	
  minimum	
  space	
  
                          •  If	
  LiveUpdates	
  are	
  removed,	
  Click-­‐           required	
  for	
  ad	
  
                             Away	
  Ads	
  will	
  s3ll	
  work	
  


Inter-­‐Level	
  Ad	
     •  Placed	
  at	
  natural	
  breaks	
  of	
  the	
        •  Forces	
  a	
  predetermined	
  
                             game;	
  does	
  not	
  force	
  an	
  ad	
  when	
        wait	
  3me	
  for	
  each	
  3me	
  ad	
  
                             the	
  game	
  starts	
                                    is	
  shown	
  
                          •  If	
  LiveUpdates	
  are	
  removed,	
  Inter-­‐        •  Takes	
  over	
  whole	
  game	
  
                             Level	
  Ads	
  will	
  s3ll	
  work	
                     stage	
  
                                                                                                                                 32
FIN




      33

All About Ads

  • 1.
    ALL ABOUT ADS! Joe Gruender, Mochi Ads Guy Mr. Shen, Game Developer / Player & Mochi Employee JULY 26TH, 2011
  • 2.
    WHY SHOULD YOUCARE? “ALL I NEED TO KNOW IS I PUT MOCHI’S CODE IN MY GAME, AND I EARN MONEY.” KNOWING HOW IT ALL WORKS WILL HELP YOU UNDERSTAND: !   WHY CERTAIN ADS ARE BEING SERVED INTO YOUR GAME !   AD TERMINOLOGY & DEFINITIONS !   WHY THE AD MARKET FLUCTUATES 2
  • 3.
    WHAT DRIVES REVENUEON THE INTERNET? !  ADS !  SUBSCRIPTIONS !  E-COMMERCE (INCLUDING MICRO-TRANSACTIONS) 3
  • 4.
    ADS DRIVING THEINTERNET !  ONLINE VIDEO ADS CONTINUE TO BE THE FASTEST-GROWING FORMAT, WITH AN INCREASE OF MORE THAN 52% PREDICTED THIS YEAR. SOURCE: HTTP://WWW.EMARKETER.COM/ARTICLE.ASPX?R=1008431) !  TO FUND ONLINE-VIDEO SPENDING, MANY PREDICT TO CANNIBALIZE DISPLAY ADVERTISING AND SOME EXPECT TO MOVE AS MUCH AS 5% OF TELEVISION BUDGETS. SOURCE: HTTP://WWW.REELSEO.COM/VIDEO-ADVERTISING-FASTER-GROWTH/ !  SOME 62% OF MARKETERS WILL MIGRATE TV AD DOLLARS TO DIGITAL VIDEO, BASED ON THE BELIEF THAT THE MEDIUM DELIVERS A MORE POSITIVE ROI, COMPARED WITH 47% OF AGENCIES AS THEY ATTEMPT TO FOLLOW THEIR TARGET AUDIENCE SOURCE: HTTP://WWW.IDGKNOWLEDGEHUB.COM/BLOGS/?P=8007 4
  • 5.
    US ADVERTISING MARKET Source: http://www.businesswire.com/news/home/20110413006052/ en/IAB-Reports-Full-Year-Internet-Ad-Revenues-2010 5
  • 6.
    GETTING PHILOSOPHICAL DIFFERING PHILOSOPHIESAROUND ADVERTISING !  TWO CAMPS: !  Ads are evil and should be abolished. !  Ads make me money, so I can keep building the things I love. 6
  • 7.
    ADS MAKE MEMONEY….. TWO TYPES OF ADVERTISERS WHO WANT YOUR BUSINESS !  BRANDING !  REMNANT 7
  • 8.
    WHO WANTS TOBUY YOUR INVENTORY BRANDING ADVERTISERS: !  FOCUS ON EDUCATING GAME PLAYERS OF THEIR BRAND, PRODUCT NAME ETC. !  GROWING ONLINE PRESENCE !  REPURPOSING EXISTING OFFLINE VIDEO CONTENT. !  HOST INITIATED VIDEO WITH HOST INITIATED VIDEO. !  HIGH BUDGETS AT GREAT ECPMS !  GREATER CONSUMER INTERACTIONS ! BrandBoost ! Watch&Win 8
  • 9.
    WHO WANTS TOBUY YOUR INVENTORY !  REMNANT ADVERTISERS: !  Are looking for inexpensive, high volume opportunities !  Have growing budgets !  Don’t have long term commitments !  Ability to self manage inventory !  VAST (trusted partners only) !  Ad server integration !  Self-Serve Platform More on Branding & Remnant advertisers later 9
  • 10.
    MOCHI’S FOCUS MAKING AGREAT AD PLATFORM EVEN BETTER BY: !  IMPROVING AD QUALITY !  LOCALIZING SALES EFFORTS !  IMPROVING ADS REVENUE 10
  • 11.
    QUALITY IN THE LAST24 MONTHS: !  WE’VE SHUT DOWN THE MANY TYPES OF UNDESIRABLE, BUT LEGAL ADS. !  WE’VE INSTITUTED BETTER QUALITY CHECKS !  Human review !  Roughly 10% of all submitted ads are denied. !  Challenges !  IP target !  Proxy servers !  Misleading landing pages http://www.mochimedia.com/adv-guidelines.html 11
  • 12.
    LOCALIZED SALES MOCHI ISFOCUSED ON CREATING HIGH VALUE / HIGH REVENUE GENERATING PARTNERSHIPS IN STRATEGIC MARKETS !  CURRENT SUCCESS !   US/UK/CA !  Western Europe !  North America / W. Europe / AU/NZ !  CONTINUING EFFORTS !  Latin and South America !  Asia (non-Chinese) !  China 12
  • 13.
    IMPROVING REVENUE THINGS WE’REDOING TO INCREASE DEVELOPER REVENUES: !  BETTER MONETIZE GLOBAL MARKETS (LEVERAGING NEW PARTNERSHIPS IN W. EUROPE, TURKEY AND AUSTRALIA) !  LOOKING FOR PARTNERS IN LATIN AND SOUTH AMERICA !  EXPLORING NEW AD PRODUCTS ! Watch&Win !  BrandBoost !  ScoreAds !  Others soon in late Q3 13
  • 14.
    MOCHI ADS PRODUCTS !  PRE-ROLL ADS / TIMED ADS !  SCORE ADS !  CLICK-AWAY ADS !  CUSTOM ADS 14
  • 15.
    MOCHI ADS PRODUCTS,CON’D PRE-ROLLS / TIMED ADS: !  CPM/CPC !  SKINNED VIDEO/VIDEO/FLASH/STATIC IMAGES !  90% OF OUR INVENTORY 15
  • 16.
    MOCHI ADS PRODUCTS,CON’D CLICKAWAY ADS: !  CPC BASED ADS ONLY. !  NO VIDEO !  LOWER ECPM BUSINESS – SELF-SERVE PLATFORM !  10% OF INVENTORY !  PROFITABLE EXCEPTIONS – OF COURSE. 16
  • 17.
    MOCHI ADS PRODUCTS,CON’D SCORE ADS: !  CPM/CPC !  FLASH / STATIC IMAGES !  OPT-IN !  FREQUENCY CAPPED 2 VIEWS EVERY X MINUTES !  ADDITIONAL REVENUE STREAM 17
  • 18.
    MOCHI ADS PRODUCTS,CON’D CUSTOM ADS: !  DEVELOPER SETS A MINIMUM ECPM BENCHMARK FOR MOCHI TO SERVE PAID ADS, OTHERWISE DEVELOPER’S OWN STATIC IMAGE RUNS. !  NO REVENUE 18
  • 19.
    ECPM V. REVENUE IGET A HIGHER ECPM USING “X”…ECPM != REVENUE ! ECPM IS A METRIC, IT ISN’T SOMETHING YOU CAN SPEND. REVENUE IS SOMETHING YOU CAN SPEND. !  ASK YOURSELF: “AT THE END OF THE DAY, WHAT’S GOING TO MAXIMIZE YOUR REVENUE?” 19
  • 20.
    ECPM != REVENUE,CON’D CPM? REVENUE? QUÉ? !  CPM VS CPC VS. CPA !  CPM favors the developer (and Mochi). !  CPC is middle ground. !  CPA favors the advertiser. 20
  • 21.
    BEHIND THE SCENES:ADS ECO-SYSTEM THE PLAYERS: !  GUARANTEED INVENTORY BUYERS !  REMNANT INVENTORY BUYERS THE INFRASTRUCTURE: !  SALES (SOMEONE HAS TO DO IT) !  AD APPROVALS !  ADS ARE CALLED !  ADS ARE SERVED 21
  • 22.
    THE PLAYERS: GUARANTEEDINVENTORY BUYERS GUARANTEED INVENTORY BUYERS !   DEFINITION: PARTIES THAT BUY A GUARANTEED IMPRESSION GOAL BETWEEN A START AND AN END DATE. TYPICALLY, THESE ADVERTISERS ARE INTERESTED IN SHARE OF VOICE (SOV), REACH AND FREQUENCY. !   TYPES !   “Branders” – agencies !  Driving consumer awareness. Think McDonalds, X-Men movie trailers !   WANTS TO REACH A TARGET AUDIENCE !   At Mochi, we use game categories as a proxy for user demographic information. For example, we know from comScore that puzzle games skew towards mature women (e.g. Moms), while Fighting games tend to attract a more male audience. 22
  • 23.
    THE PLAYERS: REMNANTINVENTORY BUYERS REMNANT INVENTORY BUYERS !  DEFINITION: PARTIES WHO BUY INVENTORY WITH A FOCUS ON PRICE. START AND END DATES, DEMOGRAPHICS ARE NOT AS MUCH A FOCUS AS PERFORMANCE. !  TYPES: !  “Arbitragers” !  Customers who make a living on the thin margin between the buy rates and sell rates. These players need cheap inventory in huge amounts. Think Gamevance.com downloads. !  Traffic Drivers” !  Customers, who have their own website, typically game portals or iphone apps developers, and need to drive eyes as cheaply as possible. !  Video Ad networks !  Ad networks who look to buy inexpensive inventory to run video banners 23
  • 24.
    INFRASTRUCTURE: SALES SALES DEALSARE DONE BY !  MOCHI SALES FOLKS !  MOCHI AUTHORIZED REPRESENTATIVES ! MOCHIADS SELF-SERVE !  PREFERRED AD NETWORK PARTNERSHIPS 24
  • 25.
    INFRASTRUCTURE: GETTING ADSIN YOUR GAME ADS ARE SERVED INTO YOUR GAMES VIA: !  MOCHI SITE SERVING !  AN XML CONNECTION TO BRANDERS’ AD SERVERS !  CUSTOM AD SERVER INTEGRATION 25
  • 26.
    DIFFERENT TYPES OFADS: PRE-LOADER AD PROS: •  Great for guaranteeing an ad impression for a play of your game •  Coupled with LiveUpdates is a great technology for updating your game across the internet as well as encrypt it for security •  Easy to implement 26
  • 27.
    DIFFERENT TYPES OFADS: PRE-LOADER AD CONS: •  From a player standpoint, it does force an ad impression for a play of your game and some ads have a required time limit •  If the game is hacked in any way and LiveUpdates is removed, then the advertisement will also be removed. 27
  • 28.
    DIFFERENT TYPES OFADS: CLICK-AWAY AD PROS: •  Excellent alternative for Pre-Game Ad •  Unobtrusive – player is not forced to wait for anything •  Even if LiveUpdates are removed, these advertisements are not tied into the code and will stay inside your game 28
  • 29.
    DIFFERENT TYPES OFADS: CLICK-AWAY AD CONS: •  300x250 ad space required that cannot be rotated, skewed or obstructed in any way •  Lower eCPM as higher, richer media based ads are not passed through Click-Away Ad displays 29
  • 30.
    DIFFERENT TYPES OFADS: INTERLEVEL AD PROS: •  Excellent alternative for Pre-Game Ad •  Even if LiveUpdates are removed, these advertisements are not tied into the code and will stay inside your game 30
  • 31.
    DIFFERENT TYPES OFADS: INTERLEVEL AD CONS: •  Player will be forced to wait a period of time (like a Pre-Game Ad) before being able to progress with the game •  A bit more obtrusive than a Click-Away ad as it takes over the screen 31
  • 32.
    MR. SHEN’S SUMMARY Ad  Type   PROs   CONs   Pre-­‐Game  Ad   •  Richer  media  ads  capabili3es  (ex:   •  Hacked  games  removing   Flash,  video,  etc.)  meaning  higher   LiveUpdates  also  removes   eCPM   the  ad   •  Compa3ble  with  Mochi  Media’s   •  Forces  a  predetermined   LiveUpdates  Service   wait  3me  for  each  3me  the   •  Easy  to  implement  (one  line  of   game  is  loaded   code)   •  Takes  over  whole  game   stage   Click-­‐Away  Ad   •  Unobtrusive   •  Generally  lower  eCPM  than   •  Can  be  integrated  into  the  game   pre-­‐game  ads   stage  how  the  developer  sees  fit   •  300x250  minimum  space   •  If  LiveUpdates  are  removed,  Click-­‐ required  for  ad   Away  Ads  will  s3ll  work   Inter-­‐Level  Ad   •  Placed  at  natural  breaks  of  the   •  Forces  a  predetermined   game;  does  not  force  an  ad  when   wait  3me  for  each  3me  ad   the  game  starts   is  shown   •  If  LiveUpdates  are  removed,  Inter-­‐ •  Takes  over  whole  game   Level  Ads  will  s3ll  work   stage   32
  • 33.
    FIN 33