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Interactive


PLAYER ENGAGEMENT ADMIX


Admix: Sounding the death knell for intrusive adverts


From the gradual democratisation of advertising since the 1970's through to the opportunity of spatial reality to engage Generation Z, Samuel Huber, Founder of Admix, offers insight into the monetisation landscape for games and expresses his distaste for intrusive advertising.


Samuel Huber Founder, Admix


Samuel Huber is the founder of Admix, a monetisation platform for games, VR and AR based in London. Before that, Sam was the owner of an indie game studio, building hypercasual mobile games before they were cool. His frustration with intrusive advertising stems from these days, leading him to start Admix. Today, Sam regularly speaks about game monetization, advertising and extended reality at conferences across the world.


We are estimating there are around 500 million extra hours’ worth of games being played per day since the virus outbreak. When you consider 1.5 billion people are playing games across the globe, this amounts to a massive number of hours on aggregate. For brands, this is a great chance to get in front of customers, particularly as users are not accessing traditional media and out of home advertising.


P120 NEWSWIRE / INTERACTIVE / MARKET DATA


Te idea for Admix originated when I was developing content and building hyper casual games in my own studio. At the time, we did not have many resources and it was difficult to build games with nice graphics, so we opted for hyper casual games where we could get instant feedback from users. We had a bunch of successes and failures but most importantly learnt about what it takes to create content and successfully monetise it. We tried traditional ad networks and solutions to monetise our games such as banners or integrated videos before games started and ended. We found these were intrusive to our users and created a bad experience.


Although we were able to attain a significant amount of revenue, the intrusive nature of the advertising negatively affected user retention in the long term. It was then that I started to think about ways for advertising to work better for users, publishers and advertisers. Whilst I found the industry’s general acceptance for users to be annoyed with advertising quite shocking, the publishers and game creators did not enjoy using these traditional solutions either. Tey were simply a necessary evil. I then went about building a solution for monetisation developers would love to use and this led to the founding of Admix.


At Admix, we have a technology that places sponsored content within games through product placement. For instance, if you have a game that is played within a football stadium there are advertisements at pitch side. For a racing game, advertisements surround the track. In a city landscape, there are branded messages on billboards. Importantly, these advertisements do not intrude or interrupt. Users can engage and interact with them, but this does not stop them doing what they came to achieve. Tis creates a much better experience and blends in well with the game design. For the first time, developers have complete control over player’s experience of advertising. As such, they can craft the players experience alongside exposure


for brands. It is a solution built to benefit the three parties of player, developer and advertiser.


IMPACT OF COVID-19 People are at home and have


more time to dedicate to entertainment with few other options. Under normal circumstances people have a finite amount of time for entertainment due to socialising and working. Now all this time is going into digital entertainment. More than half of people’s time dedicated to entertainment is going towards interactive entertainment which comprises gaming and gaming live experiences. We have seen over a 25 per cent increase in the time people are spending on games and ultimately more time means more eyeballs. For brands, this is a huge opportunity as suddenly there are more users spending more time in this environment.


We are estimating there are around 500 million extra hours’ worth of games being played per day since the virus outbreak. When you consider 1.5 billion people are playing games across the globe, this amounts to a massive number of hours on aggregate. For brands, this is a great chance to get in front of potential customers, particularly as users are not accessing traditional media and out of home advertising. A lot of marketing budgets are being reshuffled towards gaming as its where the audience is. Every time there is a crisis or change, the first thing advertisers look at is how consumer behaviour has changed.


MEDIA STEREOTYPE Te media’s stereotype of gamers is hugely


damaging. Data shows the average gamer is a


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