Chapter 1 - Executive Summary
1.1. Importance of advertising
1.2. Using mobile as an advertising tool
1.3. Scope for mobile gaming
1.4. Market trends
Chapter 2 - Introduction
2.1. Technological progression
2.2. Trends in mobile
2.1. Mobile apps
Chart 2.1: Free vs. Paid for app comparison (%)
2.2.1.1. Which apps are popular?
Chart 2.2: Most popular app categories (selected app stores)
2.2.2. Rise in social networking
2.2.3. Web browsing
Chapter 3 - Advergaming
3.1. What is advergaming?
3.1.1. Types of advergaming
3.2. Advergames compared with other ad methods
3.2.1. TV ad
3.2.2. Online banner ad
3.2.3. Print ad
3.3. What can use of advergaming achieve?
3.4. Advantages of advergames
3.5. Opportunities
3.6. Barriers
Chapter 4 - Mobile Advertising
4.1 Building trust
4.2. Mobile advertising efforts being made
4.2.1. Market drivers for mobile advertising
4.2.2. Mobile advertising vs. traditional methods
Chart 4.1: Ad spend
Chart 4.2: Agency and brand mobile ad spend survey, 2009-2010
4.2.3. Mobile advertising barriers
4.3. Types of advertising
4.3.1. Apps
4.3.2. Banner
4.3.3. Competitions
4.3.4. Coupons
4.3.5. LBA
4.3.5.1. GPS-enabled handsets
4.3.6. Mobile Web
4.3.7. Mobisodes
4.3.8. MMS
4.3.9. Proximity marketing
4.3.10. SMS
4.3.10.1. Premium SMS
4.3.10.2. Short Codes
4.3.11. Video
Chart 4.3: Would consumers be willing to receive ads in order to receive
free video content on mobile?
4.4. Big players take action
Table 4.3: US mobile ad spend 2009
4.4.2. Apple
4.5. Ad-funded content
4.5.1. What affect will ad-funded content have?
4.5.2. Ad-funded apps
4.5.3. Music and video
4.5.3.1. Is ad-funded music profitable?
4.5.3.2. Emerging markets better suited to ad-funded video
4.6. Why are companies turning to mobile advergaming?
4.6.1. Which markets in particular are best suited to mobile
advergaming?
Chapter 5 - Mobile Gaming
Chart 5.1: Mobile media usage trends amongst teens
5.1. History and development of mobile gaming
5.1.1. Handset progression in games market
5.2. Appeal in mobile games increases
5.2.1. Video game developers enter market
5.2.2. Greater quality increases appeal of mobile games
5.2.3. Improved network capability
5.2.3.1. Network capability improvements facilitate gaming growth
5.2.3. Smartphone popularity increases appeal
Chart 5.2: Ages of Smartphone users in the US
5.2.3.1. User interface
Table 5.1: Touch screen and Smartphone adoption in US, August 2008 -
August 2009
5.2.3.2. Web browsing
Chart 5.3: US Smartphone data consumption per subscriber, 2010-2015
5.2.3.3. Advertising
5.2.2. Effect of the iPhone
5.2.3. Improved UI
5.2.3.1. Accelerometer enables games
5.2.3.1.1. Accelerometer usage in advergames
5.2.4. Screen size
Chapter 6 - Companies involved
6.1. 123play.com
Table 6.1: Publishers working with 123play.com
6.1.1. MetroPlay
6.2. Blockdot
6.2.1. iPhone Apps
6.2.1.1. Universal
Figure 6.1: Screenshot of "Land of the Lost" game
6.2.1.2. Klondike
6.2.1.3 Simply Organic
6.2.2. Moving to Android and other devices?
6.3. Cellufun
Table 6.2: Examples of Cellufun Partners
6.3.1. Butterball
6.4. Fishlabs
6.4.1. Scope for Advergames
Chart 6.1: Fishlabs revenue percentage from advergames, 2009-2010
6.4.2. Games produced by Fishlabs
6.4.2.1. Volkswagen
6.4.2.2. Barclaycard's Waterslide Extreme
Figure 6.2: "Barclaycard's Waterslide Extreme" screenshot
Chart 6.2: Barclaycard's Waterslide Extreme download and brand
engagement figures, July 2009 - January 2010
6.5. Greystripe
6.5.1. AdWRAP
Table 6.3: AdWRAP games publishers at launch
6.5.2. Success in mobile
6.5.3. Company deals
6.5.3.1. Engage
6.5.3.2. Celltick
6.5.3.3. AXE/LYNX
6.5.3.4. Tapjoy
6.6. Handjoy
Table 6.4: Handjoy Client Examples
6.6.1. Kidnapped bartender
6.7. innerActive
Table 6.5: Example of brands that have worked with innerActive
6.8. Jump Games
Table 6.6: Jump Games Selected Mobile Operators
6.8.1. Coca Cola
6.8.2. ITC
6.8.3. KPS Film
6.9. Mamut Digital
6.10. Phonevalley
6.10.1. HP - "Computer Is Personal Again"
6.10.2. Puma "F-Wan"
6.11. Punchkick
6.12. Unkasoft
Table 6.7: Selection of Unkasoft customers
6.12.1. Mobixell
Chapter 7 - Future Strategies
7.1. Advergames must not be too transparent
7.2. Cost Saving
7.2.1. For Consumers
7.2.2. For Advertisers
7.3. Change with the times
7.4. Follow on from examples set
Chapter 8 - Conclusions and recommendations
8.1. Advent of app stores crucial
8.2. Recommendations
8.2.1. For Advertisers
8.2.2. For Content Providers
8.2.3. For Manufacturers
Appendix A
Appendix B
About visiongain
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