There are now three billion mobile gamers, and this audience is growing annually in double digits. More users within each major demographic segment game more often than not; this includes 65+ and over. This is also attractive to brands looking to enter mobile gaming in a price-efficient way. Mobile gaming ads are usually very expensive performance ads with a $40-$80 CPM. This price range is too high for brand advertisers. In-game audio ads are considered a great entry point.
Developers have also been aggressively looking for new forms of monetization that improve the player experience and don’t damage player retention. Branding ads, which don’t promote installing other games, are becoming more attractive to game studios. This is especially apparent because of Apple’s IDFA changes last year and general player concerns around data privacy.
AudioMob is the first company to create a method of buying audio ads in-game and the only company globally to verify that an audio ad can be heard. This creates a compelling case for advertisers to use our platform. Furthermore, gaming is now a mass marketing channel with extreme scale, and a variety of world-leading brands such as Pampers, Disney, Samsung, etc., quickly adopted the platform. Another critically important to advertisers is the quality of games our network provides.
However, this isn’t the case at all! For example, I’m sure you can recall the sonic identity of certain ads, such as the McDonald’s theme tune. It’s about how and where you place the ad. It’s the execution that counts. What is key is that the delivery of general ads, such as video ads, are intrusive, the negative prior event to watching the ad; being blocked by a video disrupting gameplay. Brands can now advertise in key moments.
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