It started with a discussion I was having was discussing with one of my cousin’s friends who was into digital media (pertaining to my career and stuff) and he mentioned that gaming was an area ripe for mobile advertising. So I basically went out to do some research and realized that most of the advertising is banner based i.e. either during the game, before and after the game, there are banners displayed that you click to probably go to a website of the advertiser or can make in-app purchases. I think this is ridiculous. No one playing a game is going to click on a banner or ad and go out of the game to make a purchase. That’s just unrequested interruption that a player will ignore.
It just seems that mobile advertising seems to track the web based model very closely rather than acting as the digital replacement of several different kind of ad strategies. One example which I don’t think is being exploited enough: product placement. And what’s really wetting my pants right now is a remix of a game, a product placement and a mobile coupon (I am getting too obsessed with this mobile coupon concept for my own good!).
For example, let’s say someone playing Angry Birds finishes a particular level (I understand Level 14 is one of the more difficult ones), there are already inherent rewards built into the game in terms of his scores or getting to move on to the next level. However, what if there were the possibility of also obtaining extrinsic rewards as well? For example, because he finished a tough level, he gets rewards such as: a 20% off on Mango merchandise, a free hukkah/ nachos combo at Times Cafe (This nachos and hukkah at Times Cafe is driving me crazy….i love them both !) or a 50% off on say three movies at Reliance Big Cinemas. You can choose any one and the reward (now obviously you realize we have now entered into the realm of mobile coupons) automatically gets registered against the player’s mobile number and the player continues with the game. Now at any time (before the expiry of the coupon) after playing the game, the player can access those coupons to get their requisite discounts.
One way to do this is tie up with advertisers at the game development stage itself. Something like in Sega’s Sonic the Hedgehog – along with picking up gold coins, you also pick up a discount for 20% of a Pepsi or 30% of a Bacardi Breezer or something. And later versions can have tie-ups with other advertisers. So depending on which version of the game you download, the offers will differ.
But even better, the best part is that I don’t see a reason why a particular coupon needs to be integrated in the game. If a profile-based advertising model can be built (where the customer needs to maintain an updated profile….duh!), the offers can be updated everytime the level starts through GPRS. This brings in another dimension to the typical content provider-ad network-advertiser model as shown below:
Notice something in the diagram on the left? The word “users” don’t seem to appear anywhere. That’s because the current advertising model rests on the basic assumption that people who use a particular content are interested in specific type of advertisements/products. That may be true for only specific types of content providers (technology blogs, MMORPG) where the content is somewhat specialized and the fan following are of a specific psychographic. But how do you extrapolate that to casual games like those from Zynga’s or general news such as CNN where there is no specific demographic that watches the kind of news/ content they provide. This is where I believe a user profile would be extremely important at the ad network level. I have some ideas on how that needs to be built-up but it requires some serious level of trust in the ad network (and that is a vicious circle – you don’t give information because you don’t trust them, they don’t have any information to safely maintain and hence have no way to win your confidence). However, if you do build that up , the game suddenly gets more interesting, a lot more rewarding and hell, the mobile coupon business gets a serious shot in the arm.
In fact, if any of you played the Mario Bros. games, there are these bricks you hit in the game levels and get these gold coins/ mushrooms (yummy!) that add to your powers. Now, imagine the same game remixed to include product placement (I’m going to use “hitting the brick” as an example of a specific desired action to access an ad/offer). During the game, there is also another brick that if you hit, opens an interface which offers you various coupon rewards ( as explained before), you immediately choose the option you want (including one that implies “none of the offers are interesting or relevant to me) and continue playing the game. The way it would be designed is that as per the original code, if such a brick exists in that game level, then use an API to download content in a pre-defined format during game load and when the brick is hit, display the content. So when the game level is loading, the API connects to the ad network and basically, downloads various relevant ads (based on the user’s profile). When the game is played, and the brick is hit, you get the requisite content i.e. the offers. In fact, the design can be modified either to display various offers that the person can access at the end of the level or when he hits the brick. More importantly, the design should ensure minimum intrusion during game-play i.e. literally simulate as much as possible the collecting of coins as per the usual gameplay. It should not simulate an unwanted distraction instead of a valuable reward. The song and dance around the offers can come after the level is completed.
I can easily imagine people sitting in cafes and restaurants playing games to get discounts on meals at that restaurant/ cafe. That would become similar to something what Scvngr is doing except that their games are a lot less complicated than a Angry Birds or a Super Mario Bros. game. In fact, it would be the reverse of what Scvngr is doing, in the sense that in a Scvngr model, both the game and the offer are store-specific, while in this model, the game is location/ store agnostic but the offers are not.
It seems to be an interesting and a more powerful way to enhance the mobile advertising process. I wonder what I am missing?






