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“Video games are the most engaging medium ever invented”

– Doublefusion.com

“Marketers can no longer afford to ignore games as an advertising channel.

"Games reach ad-friendly, socially connected consumers across all age groups.”

– Shar VanBoskirk Forrester.com

“Advertisers are having a tough time connecting with the elusive 18- to 34-year-old male demographic because this group continues to spend less time watching TV and more time playing video games,”

- Joanne Bradford, corporate vice president of Global Sales & Marketing & chief media revenue officer at Microsoft

 

CAGR = Compound or Cumulative annual growth Rate (it measures the rate of change in a value between two points in time)

"The video game market will expand at an 11.4% CAGR to $46 billion in 2010 from $27 billion in 2005."

"Global advertising will increase at a 6.2% CAGR during the forecast period, to $521 billion in 2010 from $385 billion in 2005."

"The Internet will remain the fastest-growing advertising medium, at an 18.1% CAGR to $52 billion in 2010. The Internet will constitute nearly 10% of global advertising in 2010 compared with less than 3% in 2002."

 "Video games and the Internet will be the fastest-growing segments, with compound annual increases of 8.9% and 8.4% respectively."

- Metrics2.com

 

"...given the choice and power that viewers now have, how do we move from just exposure, which a 30 second prime-time spot gives us, to engagement?

"We really need to communicate, almost on a personal basis, with the viewer."

- Rupert McPetrie ZenithOptimedia.com

"The most powerful element in advertising is the truth."

- William Bernbach (American advertising executive, 1911-1982)

"Marketers can no longer afford to ignore games as an advertising channel. Games reach ad-friendly, socially connected consumers across all age groups."

- Forrester Research

 

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Testimonials

Read what people are saying about our upcoming Video Game

Prince of THUNDER

 

"Beijing youth spend 40% of their entertainment spending on online games and the Internet"

- Nielsen Media Research

"It is predicted that there will be 83 million online gamers in China alone by 2010"

- Renmin University Survey

“…a survey of 5,400 people age 12-65 years old which shows the reach of video games extends far beyond retail sales - the metric currently used to determine the reach of video games. This retail sales metric is then used to determine the value of in-game advertising, which the study suggests is significantly undervalued.”

Demographics

“…the report also provides new levels of demographic data for 80 video game titles”

56 percent are males 12 to 34-years old and 30 percent are females 12 to 34-years old.”

"The industry has been sorely lacking for something like this," said CEO Michael Dowling. This goes beyond demographics to include product consumption."

2008 “will be the "inflection point" for the industry, and said if done correctly, in-game advertising could be the most effective form of advertising.”

- Gameasure report, Media research firm Interpret

 

The iMU
Golden Guarantee

  Complete risk elimination for prospective Clients

For ANY REASON, if you are not totally 100 % Satisfied; we will return your complete purchase price to you for the unused portion of your campaign at ANY TIME during your campaign. We take all the risk, your ad is never locked in.

It is our Promise to give you best service possible and eliminate every single doubt from your mind.

100 % Risk Free Satisfaction Guaranteed

In-Game Ad Delivery - Products & Market Research Report

Advertising MARKETS: US promotional advertising industry is worth $256 billion with growth of 6.6% in 2006, Kagan.com forecasts a cumulative annual growth rate of 5.1% over the next decade to bring the total ad market to $400 billion by 2015.

Global advertising markets $421 billion in 2006, of which online advertising was $24 billion –ZenithOptimedia.com

 

TARGET MARKET: explosive growth of the computer Video Games industry "Video games and the Internet will be the fastest-growing segments, with compound annual increases of 8.9% and 8.4% respectively." - metrics2.com

 

Video Game MARKET VALUE Size & Growth: 2006 Gaming is BIG business, generating over $10 billion in annual US sales, selling over 250 billion units in the US

Video Games industry annual global sales, enter expediential expansion

 

Advertisers ask: Where did our Target Market go?

A $454 Billion dollar global advertising industry is wondering where their Target markets are migrating, only to discover the answer is Video Games.

While adoption from TV and Movie advertising may be cautiously moving into games, a powerful benefit emerges, something that Movies and TV can rarely do - Interactive Direct Sales

Impressions are not enough

Web + In-Game + Events = measurable direct sales

Other Markets & Games don't stand a chance!

Global video games industry nears $30 billion 2006
– reuters.com
Not all GAMES are created equal

“overall worth of the video game industry worldwide is projected to grow from $25 billion in 2004 to $55 billion in 2009.” – Gamasutra.com

Worldwide online gaming market poised to top $ 9.8 Billion in 2009 -DFC Intelligence predicts

On-going market research continues to reveal Video Game industry growth, that is explosive; a consumer driven marketing revenue machine with a massive future.

Global Entertainment & Media Industry will grow to 1.8 Trillion in 2010 increasing at a 6.6% compound annual growth rate -Metrics2.com


NEED: companies desire to make their brands more visible and appealing to target consumers

OUTLET: making in-game product placement the most desirable new form of brand communication

Never limit yourself by opting into a game that is merely a toy, a passing fad, a copy of another game, or single player product that people play once, or is a negative experience to the Player.

Association is vital; therefore accept NO violence, no acts of killing or negative social elements should ever be included in your strategy.

Associate your products/services with something much more positive, because world events sway public opinion, often and easily.

Only buy into a social episodic performance vision, that leads your campaign consistently from Video Game, through the booming Massively Multiplayer Online Game Market, and then into a touring network of live Event market connections - offering direct to consumer education, demonstration & sales.

"eMarketer predicts the fast-growing in-game advertising market will be worth $2 billion by 2011, with the market growing at a compound rate of 23 percent over the next five years." - senior analyst Paul Verna
Video Games – Growing, Maturing 18-34 Male Media


Research shows more than 20 million men between the ages of 18 and 34 are choosing video games as their dominant entertainment medium.

They are averaging an estimated 5 hours of their playing time each night during prime time! Mass media is losing its hold on this highly desired and influential video game demographic.

 

Males 8-to-34 Active, Influential, Money to Spend

According to Nielsen, males aged 8 to 34 spent more than 30 billion hours watching television last year.

More than Products; we build People.

Three-quarters of this market own a video game system, and the demographic spent an equal 30 billion hours-playing video games.

Advertisers spent more than $12 billion trying to reach them through television, but only $79 million on advertising in video games.

Sought-after advertising markets “Generation Y” who collectively spends more than $130 billion annually, top the target list.

Video game penetration into US TV households grew by 18 % during the past two years - Nielsen

Interactive Advertising = ultra engaging Media

Create magnificent Experiences

Powerful ideas and imaginative solutions are vital to making your brands stand out, creating powerful connections with consumers in striking and persuasive manners

 

Reach the right Audience

A Return On Investment (ROI) focus ensures that client's budgets are invested, never spent

 

Interactive = Measurable

Dedicated to creative sustainable advantages for our clients, providing them with quantifiable returns from their communication investments that outperform their competitors

 

Call to Action

Significant measurable increase in brand awareness and purchase intent means the most important campaign consideration is demonstrable effective outcomes - ACT NOW - BUY a PACKAGE DEAL

In-Game Advertising Products

Static Ads

Product placement constitutes a static ad

For a one-time fee, the advertiser has an easy figure commit to. For a publisher, it provides an immediate cash injection, rather than an aggregate cash flow.

Static ads have a "break even point" where the cost for the ad is paid for. If sales of this game do well, a company receives more viewings than paid for. If the game sales are poor, an advertiser may find that he or she gave the publisher more money than the return interest warranted. That may in turn grant ads in future games for reduced rates. Because we use an “Episodic Act” update system, even Static Ads are updatable.

 

Dynamic Ads

Dynamic advertising allows advertisers to run many campaigns over time within a single game title, (instead of having one ad run throughout the life of the game).

Dynamic ads favor the advertiser, getting exactly what they pay for. The advertiser purchases an allotment of "views" of a particular product, and the ad will run until that number of views is exhausted. Most websites run on this concept, as it is very successful for time-dependent advertising.

Though this ad favors the advertiser getting his or her money's worth, it rarely allows for much more. Because ads are paid "per view," they require constant upkeep and payments to keep them in the public eye. Contracts are only for finite views, so even if the game ends up selling a lot more than planned, an advertiser is only afforded so many views.

In-Game Advertising Products + Video Game Advantage

3D Object Advertising

Video Games have the powerful ability to present products as its 3 dimensional form in a game. They can float and spin, they can move, they can even be interactive (see below).

3D object advertising that allows Gamers interactive options with your virtual product, presents the highest pull in brand recall and purchase intent of all in-game advertising formats (multiplied further when positioned with Player empowerment).

 

Interactive Responsive Ads

A uniquely designed product embedded right into our gameplay that empowers Gamers with your product to create the most positive associations possible. Advertising that grants players extra ability, so they desire to discover your placement repeatedly.

Leveraging the immediate Player's interface, so the ad is close up and personal, no matter where the Player is, and never distance like a Static, Dynamic or 3D Ad may tend to be (however we can offer interactivity for our Sponsors on all ads so Players actively seek them out - ask us how).

 

Dynamic Story-based Integrations

Positively blending integrated placements and product placement, with interactive game media, where your product/service becomes an integral element of the Player/Game story. Benefiting the Player successively with dynamic story-based in-game advertising, that is measurable, updatable, and relative to our online players.

At the highest level, game quest paths, PLUS purchase of your real world products, grants greater game access for Players. Note: these types of Ad Product plans and designs must come early in the development cycle, to be effectively executed, to create interactive response paths – further leveraging game ads to enhance direct connections between advertiser and prospects.

Why LIVE EVENTS Work to add Direct Sales Components

Package Deals

We want people to seek your virtual products in-game, your offers online, and touch the real thing at Events to create the whole buying desire experience, from introduction, to benefits, to peer usage and adoption through to purchase, and ongoing upgrades/repurchase from satisfied life-time customers.

Discover Synergy 1 + 1 + 1 + 1 = 101

The Launch Event

Promotion of Launch Event brings in the curious and early adopters to get the FREE Sponsored game, and see the Game in action associated with your Products/Services. People can learn the special direct prices for the items you offer. Media, the Web and the Launch Event work together to plant the seeds of what event staff use (your Products as real Testimonials).

 

The Exhibition Event

By this time there is an excited buzz, your Products are talked about (perhaps as a feature prize and as a special offer only available at this event offering a powerful deadline). People already know the special direct price from the media, web, in-game, at Launch Event, and by word of mouth, now they come to your booth, staff answers their questions, gain immediate interactive response, and present the benefits, granting an opportunity for the consumer to buy it, order it, or make financing arrangements with you or with an Event Financing Sponsor.

Product Placement in-game video screen

“In game” advertising product placements are emerging as a cost-effective, measurable, sector

A valuable venue for companies seeking performance in an essential territory of unlimited ad space

Environmentally safe zones, expansive district locations, opening virtual domains for unlimited eyes

Video Game Cost per 1,000 impressions is about $2 to $5
(Television Advertising comparative cost is about $10 to $25)

WARNING: Product placement in video games is less expensive NOW than it will be as demand rises

Nielsen reports more than half of the serious gamers surveyed like games to contain real products

35% of male gamers "agree that advertising in video games helps them decide which products to buy."
Game Content is King

We create powerful content experiences to leave meaningful impressions on the Video Game Players plus their “Spectators” (an inclusive elemental market too few are addressing that "goes beyond demographics to include whole market product consumption."). Upon that base, we build our endeavor to keep feeding the hungry content marketplace with episodic products. We desire thoughtful, growing Ad components, Accounts that grow with our projects, to ingrain positive memories and create lasting response.

Limited Advertising Positions Available

The idea here is not to sell out every pixel of every game asset to Advertisers. Ultimately, it is the gamer that must win to be King of the Content. All ambient factors in harmony, the Gamer finds meaningful product relationships, without losing any of the joy and fun game play elements. Therefore, we limit the amount of positions available to exclusive advertising packages taken by qualified Sponsors. Along the way looking for long-term, “life of product line” ad relationships. While the contract may be for each game product, the forward ideal is toward far-reaching perpetual growth.

Creative Advertising

Eighteen to Thirty-four year-old males or “Screenagers” share a hunger for "authenticity”. If the ad message does not jive with the brand's image, your ad dollars are wasted. Advertisers can sense that consumers do not trust ads. Sponsors are shifting marketing resources from traditional advertising towards hidden product placement, interactive ad associations, and “feel-good promotions”.

You know there is profit in markets when…

1) Microsoft acquires In-game advertising pioneer Massive Inc.'s Massive Network technology and media solutions for weaving dynamic, relevant ads into video games, serving over 35 million game sessions. The deal cost Microsoft between $ 200 million and $ 400 million USD

&

2) Google acquires independent In-game advertising firm AdScape Media for $23 million in order to break into the burgeoning in-game advertising lucrative in-game advertising market

 

“…the move is a positive one for the fledgling in-game advertising sector, saying more competition ‘validates' the industry.” - Ed Bartlet VP of Publishing for IGA Worldwide Europe In-game advertising firm

Video Game Industry: Vast, Rich and Untapped

We frame player's positive metal state in various refreshing ways in game. Coupling music emotion, ride sensation, accomplishment, and rewards to fulfill the Player's indulgence. In the virtual game world, these peak state moments exist all the time. As essential action events occur, simply insert product placements at empowering points of “high hope” within the game. This top emotionally charged condition manifests a stronger product association during this peak positive state. Without any annoyance of advertising ever experienced.

Imagine standing in front of a global audience… winning a gold metal at the Olympic games… now entertain the idea of enjoying your favorite product at that precise moment. It is a powerful lasting memory that correlates, to create a profound emotional response shared across diverse markets. This is the target accomplishment of in-game product placement. Used repeatedly, your interactive product becomes a bonus sought out by the players. Programmed to give Gamers a variety of special abilities, your product placement occurs at this utmost enthusiastic state, at the height of their exhilaration.

Easily “Seen” Online Multiplayer PC ADVANTAGE

Unlike product placement in movies, TV or single player games that flash a few times across the screen, Gamers and Spectators go back and forth across our Game World Arenas ‘like football players' in our multiplayer games. Ensuring that your product placement has repeated exposure as the gameplay takes place in arena style levels, rotated to be played in continually. An in-game real-time ranking system drives players to excel in their performance, playing longer to become all-star Players.

Games played online average about 5-7 hours per day, per player. Increasing the repetitive exposure of Ad impressions. Gaming receives more time per user than any other activity on the Web. Online gaming is on the rise, up 37% in US households.

 

"the PC continues to gain momentum as an optimal option for gaming. Nielsen//NetRatings estimates that more than 95 million American Internet users had broadband access as of February 2006. Following years of double-digit growth, broadband now reaches a record 68 percent of active Internet users in the U.S. (Overall Internet penetration in the U.S. reached 74 percent at home in February 2006.)

Nearly 80% of U.S. households have at least one PC and the average home has two. - Nielsen Net Ratings

By 2010, three out of four global online households will connect to the Internet via broadband. - Amy Harris Lind, IDC, "Worldwide Broadband Services 2006-2007," May 2006

The most significant growth factor: broadband penetration Note: the coming Fiber/Internet 2 revolution

 

Currently PC gamers spend an average of 18.5 hours playing each week - more than console (13.6 hours), portable (8.9 hours), or mobile games (4.6 hours). Of those PC gamers, 70% play some form of multiplayer online game. - rtoonline.com

In Game Advertising -- refreshing & creative interactive advertising strategies that enlist peer product use to showcase (Sell In-Game & at Feature Events), Direct Sponsor-to-market products = measurable sales metrics

Engage your Move ~ In-Game Advertising
Sponsors
Features

Ad Industry Stats

Advertising
MARKETS
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Interactive Advertising

Static Ads
Dynamic Ads
3D Object Ads
Interactive Ads
Story-based Ads
Direct Sales Components
Package Deals
Launch Event
Exhibition Event

Direct Market Connect

Rate Cards
Web Sponsors

In-Game Sponsorship
Events
Booths

Prizes

Competitions
Product Placement

 

Want to reduce the cost of your advertising?

 

 

In-Game when you purchase Web + In-Game + Events =
Package Deal!

In-Game Ads

We target any texture map image that makes up any billboard ad system in-game, and then serve any image we want to it. Allowing for a single image campaign, a slide show of images, or animate multiple images to share your message.

Displaying one real billboard ad today and a totally different one tomorrow, for whatever your campaign requires, to reflect your chain's real specials or events.

A marketing message that is directly part of the graphical interface of the game yet is seamlessly integral a part of it.

"Nielsen Entertainment today released its third annual Active Gamer Benchmark Study, which shows that the social elements of video games are becoming an increasingly important part of the overall gaming experience.

"The research found that among the roughly 117 million Active Gamers in the U.S. in 2006, more than half (56%) play games online, and that 64% of all online gamers are women."

"Given the penetration of personal computers in U.S. households, it is not surprising that 64% of Active Gamers play on PC-based systems.

"These systems offer users connected experiences through Massively Multiplayer Online Games that other platforms cannot match."

- Computing News Press Service

Research shows ‘pervasive product integration in video games can be highly effective, leading gamers to not only recall featured brands but also recommend them to friends or rate them highly.”

- Nielsen Interactive Entertainment

"Outlook rosy as gamers numbers mushroom and the influence of social games spreads"

- screen digest

“Interactive delivers an arsenal of options for advertisers no matter their marketing and business objectives."

"Interactive is of increased important to marketers today to engage their consumers and drive sales.”

– Greg Stuart, President and CEO, IAB

“Even when there is no call to action, games have been proven to provide a significant and measurable increase in brand awareness and purchase intent .”

- Interactive Advertising Bureau

“Information plus entertainment plus engagement, minus intrusiveness, equals effectiveness.”

- Nielsen Interactive Entertainment

"E-commerce opportunities can be embedded in any Interactive game, closing the loop at a time when consumer enjoyment is at its highest."

- Interactive Advertising Bureau

“Although 91% of teenagers play online games, they're outnumbered by adults six to one.”

- Interactive Advertising Bureau

"For advertisers worried about the effectiveness of the 30-second TV spot and the clutter of real world billboards and Internet pop-up ads, Second Life is appealing because it is a place where people literally immerse themselves in their products."

- nytimes.com

"It is no news that video games are hot, but what's new is that they are becoming a hot advertising medium.

"Globally, it's estimated that video game advertising will grow nearly 23% a year over the next five years.

"The main reason? Everyone is playing."

- eMarketer.com

 
 
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