ad booster touch - introduction
DESCRIPTION
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.TRANSCRIPT
Introduc)on to
www.adbooster.asia
The 2nd Opportunity in Game Mone)za)on besides real money
Powered by:
Branding, Mone)za)on & Rewards
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.
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
Track Record
has proven records and
performance as advertising solutions in Korea. is SEA version. Hence, it’s performance and system stability is proven.
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.
Market Trend #2 : non-‐paying user%
Out of all the Free-‐mium game users, Paying Users are under 5%
How can we mone<ze Non-‐paying Users?! Non-Paying
Users
±95%
Paying Users
±5%
By giving rewards, participation of ads are more effective than traditional CPC / CPM
Additional Revenue and potentially change 95% of non-paying users into paying users
at some point
Motivates 95% of non paying users because it’s
rewarding
AD Client
Media Media
Media
AD Client
AD Client
Overview
Ad Booster’s
“Touch” is.. Micro Incen)vized Ad PlaOorm for PUBLISHERS / DEVELOPERS
VS Generic Mobile AD Network
Generic Mobile AD Network System
Generic Mobile ADs are based on CPC and CPM • Typical (CTR) 0.1%~0.3% : no participation • Typically intrusive and hamper user experience • More than 10% of mobile screen hides
advertisement causes users feel bad to the Apps. Companies that develops the game thinks.. With each click, average results draws profit of (USD 0.03) , and it needs exposures of 300~1000, just for 1Click.
Touch AD Network System
The behavior of gamers is different in Free-mium Apps It needs suitable advertising model for each game. • Non-intrusive • Only certain part of the games will be used for Ads Results: Advertising can be customized for proper contents and with this system, the amount of clicks does not matter but it is the participation from users towards the ads that rewards them. Hence, this also increases users’ activeness to the ADs.
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.
Developers / Publishers do not get revenue shares from the Ads operated by SNS
Average CTR: 0.051%
Seamlessly blends into the game This area is managed by developers
High CTR: 20~30%!
General SNS ads. “Touch” In Game Ads
can be integrated on Mobile or PC plaQorms
flow on Mobile
flow on PC
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
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.
To click Ads. Icon & participate
Check the Event Details Go to Store/Market & download
Install & Run Apps then AD performance measured
By UDID
1. Expose Ads.Icon 2. Expose Event Details 3. Download App 4. Run App and
Reward
Install + Execution Billing Point
Ad Type #2 : PC to Mobile (CPI)
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 - Redeem code is only effective in 30 minutes after generated.
④ Type redeem code (Mission Complete and
Reward) <PC View> <Mobile View>
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)
Ad Type #3: FB Likes / Twitter‘Followers
5. Participation 6. Rewards
3. Expose Ads.Icon 1. Logon to Platform 2. Select Game
4. Expose Event Details
Click on the In-Game “Touch” icon
Show Ad details Login to FB / Twitter and proceed to Like / Follow
• 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.
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 facebook and it causes 400% additional influx by the social effect.
39.7% out of 23% participated in posting at SNS (AD Cost
generated at this point.)
23% of UV that is Ads. Page viewer including other Media, influx by us.
Ad Type #4 : SNS Posting • Watch Video Ad + SNS posting • Supports various SNS (Facebook, Twitter) • Supports multiple devices (PC / Smartphone / Tablet PC)
Click on “Touch” icon Mission Complete & Reward Play video and asks user to give comment
Successful comments will create viral effect to friends
1. Expose Ads.Icon 2. Expose Event Details 3. SNS Posting 4. Mission Complete
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.)
Control Rewards for Games (Randomized) • Publisher / Developer decides what to give users • Example: Special Pets, Daggers, Scrolls, Virtual Game Coins
“Touch” encourages Gamification and maximizes user experience for players. Hence, publisher rewards to users is not fixed Game Coin ratios.
Order of items issued and the odds of winning are randomized to encourage users to participate.
USD 0.50 worth of items
Ex: Publisher is paid KRW500 per each completed ad. However, the items are set to worth on an avg. of KRW255 in the publisher’s internal pricing system
Case Study: Publisher is paid USD 0.50 per completion of one Ad Base on publisher’s internal pricing, publisher can decide to randomly give out expensive items as long it stays within the average.
Revenue Analytics - Reporting Support
Order of items issued and the odds of winning are randomized to encourage users to participate.
Ex: Publisher is paid KRW500 per each completed ad. However, the items are set to worth on an avg. of KRW255 in the publisher’s internal pricing system
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)
For both Developers and Adver)sers
Revenue Analytics - Reporting Support
Order of items issued and the odds of winning are randomized to encourage users to participate.
Ex: Publisher is paid KRW500 per each completed ad. However, the items are set to worth on an avg. of KRW255 in the publisher’s internal pricing system
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)
For both Developers and Adver)sers
Marketplace
Digital Content Aggregation Service
Order of items issued and the odds of winning are randomized to encourage users to participate.
Ex: Publisher is paid KRW500 per each completed ad. However, the items are set to worth on an avg. of KRW255 in the publisher’s internal pricing system Earn Points Spend Points
From Media
Touch promotes “Point system” a virtual currency in the media
Game publishers can par)cipate here
For live demo, please visit
www.adpopcorn.com/m/product/eng/index.html
best viewed on mobile
For more informa)on on how to Brand your product, Mone)ze your games, or Reward your users, contact me!
2B-‐8-‐1, Plaza Sentral, Jalan Stesen Sentral 5, 50470 Kuala Lumpur, MALAYSIA.
(1021956-‐P)
THANK YOU
Colin Tan | [email protected] | T: +6.012.293.7328