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Google’s Mobile Advertising Strategy

Google’s mobile advertising business continues to fuel impressive growth for the online search engine pioneer. The company estimates its mobile advertising revenues will likely generate in excess of $2.5 billion a year and growing. Google generates 97 percent of its $34 billion in annual revenue from selling advertising and new CEO Larry Page promises that mobile advertising, including search and social media, will be a prominent part of its growth strategy.

Although Google’s assertive foray into mobile advertising has paid off royally, other technology powerhouses are challenging the company with highly competitive business models. Apple and Facebook promise mobile advertising and pricing strategies, and online audience reaches that rival or exceed Google’s. The year 2012 promises to be a pivotal year in which a few companies could dominate the mobile advertising platform competitive landscape.

This research analyzes Google’s emerging mobile advertising strategy to enable marketers to leverage Google’s platform to reach consumers with targeted messages. The report aggregates and synthesizes important metrics and trends on mobile advertising and marketing to inform executives making critical spending decisions during a down economy. The report evaluates key Google competitors in the mobile ad space.  It supports advertising buyers to ensure they can optimize their mobile ad dollar spending. The report focuses particular attention to the competitive strategy of Facebook and Apple in the mobile advertising space.

Key Findings:

•    Mind Commerce estimates that global spending on mobile advertising and marketing initiatives will reach nearly $37.5 billion in 2012, a near 15% compounded annual growth rate since 2008. The Asia-Pacific region is leading the mobile charge and will chalk up an estimated budget of $15.8 billion in 2012. In comparison, Europe’s spending on mobile advertising in 2012 will be about half as much ($7.9 billion) while North America’s spending for 2012 will be $11.2 billion.
•    Mobile search, especially localized search, will be the dominant activity platform for marketers to engage consumers with branded communications but they should not ignore the potential of downloadable applications, streaming video, WAP and, most certainly, mobile messaging.
•    Facebook is expected to roll out mobile ad services by the end of March 2012. Facebook originally planned to introduce the mobile ad platform earlier this year and the project could face additional delays, one of the sources adds. Facebook’s advantage is that it reportedly has over 800 million users with the company expecting to break the billion mark through mobile devices.
•    Apple originally required marketers to commit to a spending limit of at least $1 million, but this was later cut down to $500,000. Also, Apple was charging marketers every time a user tapped an ad, which would quickly eat through the budget. But Apple is now making some changes in order to beef up its failing ad service. For starters, it reportedly plans to drop the spending limit from $500,000 to $400,000.

Companies in Report:

•    Admob
•    Apple
•    Facebook
•    Google
•    ICrossing
•    Jumptap
•    Madvertise
•    Millenial Media
•    Mogreet
•    Rhythm New Media
•    Third Screen Media
•    Vdopia

Audience:

•    Smartphone and PDA manufacturers: They provide the hardware that enable next-generation mobile content possible
•    Mobile advertising networks: The suppliers enable different types of mobile ads to be broadcast over mobile networks, in videos, and in other mobile premium content.
•    Mobile search and content aggregators: Many are chasing Google but the smaller vendors offer localized search capabilities.
•    Cellular phone providers: They carry the millions of text messages, some of them sponsored, and are looking at ways to leverage mobile marketing campaign data for their own use.
•    Mobile platform developers: These suppliers create videos, games, downloadable applications for mobile that they in turn use to recruit sponsorship opportunities.
•    Traditional media outlets: Broadcast television stations and Internet properties are leveraging mobile to stream newscasts and other premium content.
•    Marketing and Advertising Agencies, and Corporate Marketing Departments: Chief Marketing and Advertising Executives are determining how best to allocate their budgets for 2012 and mobile is certainly on their radar.

To know more about this report:
http://www.researchkart.com/product/10381/Google-s-Mobile-Advertising-Strategy.html
or email us at shreya@researchkart.com

 
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Posted by on March 26, 2012 in Mobile & Telecom

 

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Gamification 2012 – 2017: Opportunities and Market Outlook for Next Generation Brand/Product Advertising through Embedded Gaming

Embedded gaming or “Gamification” is a next generation advertising approach in which gaming elements are integrated into a non-game environment.

Gamification represents a promising strategy for public and commercial brands to increase customer activity, build loyalty, broaden reach and monetize assets.

Mind Commerce projects Gamification growth to reach $3.6 billion by 2017. It is also estimated that by 2017, 80% of Global 2000 organizations will have gamified applications and/or processes.

The goal of Gamification is to maximum user brand/product engagement through facilitation of entertainment in which the user interacts with the brand in a fun/pleasurable manner. One of the keys to success is to assess user behavioral patterns as a precursor to deploying optimal game mechanics that that align user likes, dislikes, expectations and behaviors.   Optimal design is based on research into extrinsic motivators, intrinsic values and facilitation of long term engagement.

This research includes:

•    Gamification business model analysis
•    In-depth analysis of Gamification solution and dynamics
•    Analysis of thirty two companies involved in Gamificiation
•    Case study analysis of brands capitalizing upon Gamification
•    Analysis of Gamification market trends and market projections 2012 – 2017
•    Analysis of potential benefit metrics and non-metrics of Gamification for Brands
•    Gamification process analysis including game mechanics, design techniques, and features
•    Guidelines for Brands, Vendors, Service Providers, and Investors to realize optimal success with Gamification
•    Feasibility assessment of Gamification solutions across various industries (education, enterprise, healthcare, education, entertainment)
As a complement to this valuable report, Mind Commerce provides Gamification consultancy services including:
•    Design a deployment solution with operational support
•    Define ROI measurement & tracking metrics from Gamified solution
•    Develop cross channel marketing solutions identification and implementation
•    Identify the specific Gamification potential for your industry, product or service
•    Identify game mechanics for your product or service that will act as extrinsic motivators

Companies in Report:

Vendor Platforms: Gamify.it, Badgeville, Bunchball, Bigdoor, CrowdTwist, Cynergy, SpectrumDNA, Reputely, IActionable, Scvngr, Manumatix, Leapfrog, beintoo, Objective Logistics, Rypple, CloudCaptive, Arcaris, Gigya, Gamisfaction, Play Nicely, Punchtab, Keas, RepTivity, Fusion, Badgy, Bulbstorm, Crowd Factory, FanGager, RoarEngine, Hoopla, Kitzy, and Snowfly

Brands, Service/Product Providers and others: XboxLive, Foursquare, Gowalla, Getglue, LinkedIn, Salesforce, Mint, Checkpoints, Shopkick, Hallmark, Starbucks, NIKE, Buffalo Wild Wings, Microsoft, American Airlines, Sundance Film Festival 2011, Nextjump, Speed Camera Lottery, Psych, NBC, Universal, Playboy, CrowqTap, RecylceBank, eBay, Amazon, Debhub, Playgen, Metycoon, Zynga, Cadbury, TFL Chromaroma, Bunchball, MOGL: Dinning Out, Nissan, Siemens, Hilton, SAP, BMW, Mashable, COCA COLA, Ask.Com, Google, and Facebook

Key Findings:

•    Gamification ranks 4th in Top Digital Marketing Trends for 2012
•    The Gamification market is anticipated to reach $ 3.6 billion by 2017
•    Mobile platform gamification is expected to increase by 90% in USA by 2017
•    For global 2000 organizations
o    o   80% will gamify products or services by 2017
o    o   70% will gamify enterprise process by 2017

•    Select industry metrics:

o    o   The entertainment industry currently holds the lead in Gamification market (45% market position)
o    o   The education, healthcare and financial sector will increase dramatically but will not overtake entertainment by 2017

Target Audience:

•    Mobile network operators
•    Content providers and intermediaries
•    Digital marketing agency or consultants
•    Internet and mobile based solution providers
•    Brands, advertisers, portals, and media companies
•    Mobile commerce application and service providers
•    Social gaming, mobile gaming and social commerce developers
•    System integrators, consultants, and professional service providers
•    Gamification platform and infrastructure providers (equipment, software, and services)

To know more about this report:
http://www.researchkart.com/product/10440/Gamification-2012-2017-Opportunities-and-Market-Outlook-for-Next-Generation-Brand-Product-Advertising-through-Embedded-Gaming.html
or email us at shreya@researchkart.com

 
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Posted by on March 26, 2012 in Mobile & Telecom

 

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