HAMPSHIRE - With the increasing popularity of mobile gaming, the portion of ad spending on media was also predicted to increase to 10-fold in the next five years.
British research agency, Juniper Research, indicated on Wednesday (05/01/2011), by 2015, the share of ad spending for mobile gaming could reach USD894 million. In fact, throughout 2010, spending the same ad for a new media reached USD87 million. That is, the more interested companies poured money to promote their products or brand by utilizing the mobile game.
This increase, continued the Juniper, driven by increased awareness of the company to make mobile phones as a new advertising media, plus many emerging applications that domination by the game.
As disitat cellular-news.com, on Wednesday (05/01/2011), phenomenal games like Angry Birds made by Rovio, noting significant influence by offering them a full version game free of charge to end-users, while their revenues derived through advertising in the game.
Opportunities in this area is strengthened with the launch of a number of key platforms that are designed to optimize the distribution of advertisements within the application. The most obvious example can be seen on Apple's IAD, July 2010.
Juniper Research has also found that gaming is now a successful marketing tool by various brands. Some of them, Barclaycard and Volkswagen, which provides new revenue opportunities for developers like Fishlabs and Firemint.
According to reports Daniel Ashdown in Mobile Games, since it was launched, Angry Birds experienced great success in the iPhone over the past year. But viewed in terms of downloads, Angry Birds scored higher on Getjar and Android market. This is due to offering free games to include advertising.
"Users can get a good game for free, but the advertisers gain significant exposure for their product or brand. The same can be said of mobile gaming as a marketing tool," Ashdown added.
Even so, the report states, while adspend in the mobile gaming grows higher than the revenue from end-users, business models like this will continue to be a main source of income for players in the industry. In 2015, the end-user revenue, which is taken from the cost-per-download and purchase games, will still be 10 times higher than the income from advertising.