gaming
How Adtech Platform AudioMob Is Changing The Mobile Game Monetization Through Amazon Web Services
AudioMob was founded after we spotted a tremendous monetization opportunity for game developers.
Rewarded video ads in mobile games have made developers and publishers money, but always at the expense of interrupting games. Yet these interruptions don’t just irritate players, they can even push them away from a game entirely, thereby damaging retention. This can be incredibly frustrating for game developers, who have put time and craft into building games that they want to have thrive, both creatively and commercially.
In considering the solution to this challenge, the core AudioMob concept was born. We let advertisers reach their consumers and game developers monetize their games without interrupting gameplay by using audio ads. ‘In-game audio ads’ are what we do, and we’ve seen developers implement them in truly interesting ways.
Larger tech companies, such as Facebook and Google, already offer ad platforms. This begs the question – why create a new platform?
The answer is straightforward. Existing Demand Side Platforms (or DSPs) cannot deliver audio ads in-game. Our Ad Platform enables advertisers to serve In-game audio ads with banners while users play their game. Therefore, players are given something to click on to head to a landing page or another app, should they feel engaged by the ad.
That potential is most powerfully demonstrated through an active example of AudioMob. Grammy award winning artist Nas and his label Mass Appeal created the following audio ad in order to promote his new album, King’s Disease II. They were confident that mobile games would expose them to wider audiences. This also presents an example of how personal and direct audio ads can feel.
Amazon Web Services (AWS) suite has proved to be a powerful tool in helping us achieve our vision for in-game audio ads as an option that is better for players, advertisers, and game developers.
Why Amazon Web Services?
What we’re doing is unique, so we needed to build a unique stack, and AWS matched our vision and ambition. Be it hosting everything from our user interface to providing a Content Delivery Network (CDN), AWS lets AudioMob serve audio content worldwide in milliseconds.
Meeting AudioMob Privacy Requirements with AWS
On the subject of digital advertising, undoubtedly you will notice the privacy conversation occurring around the world. We believe audio advertising makes it possible to respect the privacy of our users while ensuring the games and apps we love remain free to play.
We’ve deliberately built privacy-first adtech that places contextuality at its core. This approach allows for the ‘best of both worlds,’ letting ads find relevant audiences without utilizing personal data.
However, ad campaigns inevitably generate large amounts of data. This includes the data about a campaign’s success as well as aggregated contextual data held for 90 days and more. And that means we have data to keep safe beyond the data that is processed and stored so that it can be analyzed for insight.
AWS infrastructure aligns with our privacy stance and has achieved numerous internationally-recognized certifications and accreditations. It has demonstrated compliance with rigorous international standards, such as ISO 27017 for cloud security, ISO 27701 for privacy information management, and ISO 27018 for cloud privacy.
Meeting Advertiser Demand with EC2
Choosing the AWS product line started with building our own DSP. A DSP ultimately lets advertisers buy ad space within websites and apps. Ours is known as the AudioMob Ad Platform, and it lets advertisers create, manage, and set the targeting criteria of their advertising campaigns, thereby delivering the right ads to the right people, optimizing, analyzing success, and much more.
When artists or brands want to start a campaign through the AudioMob Ad Platform, they upload an mp3 file and a banner image that is instantly compressed through our internal code hosted on AWS. Compressing those larger file assets to a global average of 35KB, AudioMob can later distribute those ads without latency concerns and into countries with slower mobile data connection speeds. Rendering and content load issues become non-existent.
AWS Elastic Cloud Computing (EC2) provides instant access to server space, computing power, and various databases. Purpose-built to make web-scale cloud computing easier for developers like us, EC2’s accessibility in 25 regions and 81 availability zones globally allows for an efficiency never seen before.
As a leader within the adtech industry, we couldn’t build our own equivalents to what AWS offers. We’re motivated to deliver player-centric ads that impact equally well for advertisers and game developers. To do that well, we have employed the AWS stack knack for scalability and elasticity, global reach, and intelligent data storage options.
Delivering Ads with CloudFront
Over 2.8 billion mobile gamers spend an average of 26 minutes per day on gaming apps. This provides AudioMob the unique opportunity to quickly serve audio ads to around 40,000 games. Based on the last three months of internal data, this allows an average impression rate of 372,908 per day, leading to a 1,000% increase in click-through-rate as compared to traditional banner ads.
We let advertisers reach users based on age, gender, location, language, mobile device, and mobile carrier through our Ad Platform. The process works as follows: ad slots open in games and are filled in a fraction of a second, as multiple advertisers make a bid for the opportunity to connect with a player. This makes a Content Delivery Network essential, as our audio content must reach the end user in any location defined by our advertisers without delay.
Wherever we deliver an ad in a game, AWS’ Cloudfront’s vast geographic spread puts us anywhere globally, thereby ensuring that AudioMob fills the available advertising space extremely fast, and with minimal latency. Furthermore, this ensures that we fill ads in a timely manner, and can continue to deliver the non-interrupting audio ads into mobile games anywhere that advertisers have specified.
Before these developments, we handled many of these processes in-house, which was pretty costly to our bottom line. AWS’s Cloudfront integration allows data serving capabilities without transfer fees for origin fetches, and it offers custom Transport Layer Security (TLS) certification at no charge. Most importantly, the highly secure Content Delivery Network provides both the network and application comforting levels of security.
Meeting Reporting Requirements with S3, RedShift, and Glacier
Measuring creative engagement and providing campaign reporting is critical in advertising. We have built volume detection with selected partners, so that brands can be sure that players hear ads rather than mute them or set the volume extremely low. Furthermore, we can track whether users mute, close, or click on an ad. However, all of this requires data processing, storage, and reporting.
At AudioMob, we utilize Amazon S3 to store our campaign serving logs and RedShift for analysis. That lets us keep our data secure, while giving advertisers the power to optimise their audio ad campaigns based on the insights we provide using RedShift.
RedShift is a column-oriented DBMS database management system (DBMS) that stores data tables by column rather than by row and utilizes parallel processing to enable fast execution. This makes querying large amounts of data extremely fast and lets our advertisers query campaign data within milliseconds (0.7 seconds).
In addition, we utilize the AWS cold storage solution S3 Glacier. For data inquiries older than five years, this yields slower but reasonable query times (around 100x our RedShift query times). This is achieved by using Amazon Redshift Spectrum, which lets us query data from older campaigns directly from our log files stored on Amazon S3.
AWS facilitates the potential of audio
Ultimately, AWS has provided AudioMob with backend tools and services that greatly aid the performance of the ad format we’ve created. It’s been a perfect accompaniment to our rapid growth, helped us stay elastic and scalable, let us meet the needs of real-time international bidding, and support our data values and strategy. As well, of course, it lets our tech empower advertisers to reach wider audiences.
“The team here at AudioMob are extremely proud of everything we built ourselves, from the in-game audio ad concept to executing and expanding our company. We did those things ourselves – but AWS has facilitated our progress in myriad ways, and ultimately been a tremendous help in letting us deliver on our vision of in-game audio ads as a more user friendly and seamless advertising experience.” – Wilfrid Obeng, Co-Founder & CTO, AudioMob
gaming
Getting ready for Xmas: SplitMetrics partnership with Wargaming helps World of Warships app sail to new heights with 15% uplift in organic conversions
The post Getting ready for Xmas: SplitMetrics partnership with Wargaming helps World of Warships app sail to new heights with 15% uplift in organic conversions appeared first on European Gaming Industry News.
gaming
Nolimit City revisits the brutal factory life in Outsourced: Slash Game
Nolimit City takes you back to the grind with its latest release, Outsourced: Slash Game. For those who thought their consumerist cravings were a safe indulgence, think again. Following in the footsteps of Outsourced, this new addition pulls back the curtain on the sweat and sacrifice lurking behind those everyday luxuries—this time with a dash of danger. Outsourced: Slash Game is the studio’s second venture into crash-style gameplay, the first being xCrash™ in Skate or Die – but this time it’s a standalone crash game!
In Slash Game, players have to make some cutthroat decisions as a laser traces the outline of their hand, increasing the multiplier with every pass. Players hit “stop” to cash out, locking in the multiplier when they feel the timing is right. After which, they will be shown the potential winnings if they wouldn’t have stopped. But here’s the catch: if players hesitate a second too long and the laser slips, all the winnings are lost. A live scoreboard displays the Top Win, Top Miss and Last Round, so that players can keep track of their previous rounds.
Outsourced: Slash Game is not a familiar Nolimit City slot to some players but could cause some excitement with an increasing multiplier and a maximum payout of 1,500x the base bet. Outsourced: Slash Game, unlike Nolimit City’s high-volatility slots, is rated as ‘Medium Volatility’ but don’t let that fool you as it still includes the risk of losing your hand.
Per Lindheimer, Head of Product at Nolimit City, said: “Get back to work, will you? We’re bringing players back to the unrelenting factory floor of Outsourced with an all-new twist. Slash Game is a standalone take on our crash-style games, and it’s packed with plenty of heart-stopping moments (and maybe a few hand-stopping ones, too). We’re thrilled with how it turned out and we hope that our fans will be too!“
‘Outsourced: Slash Game’ will be available to all Nolimit City partners on November 5th, 2024.
The post Nolimit City revisits the brutal factory life in Outsourced: Slash Game appeared first on European Gaming Industry News.
CS2 Intel Extreme
CS2 Intel Extreme Masters Rio 2024 SuperComputer: NaVi to bounce back after Blast Fall Final loss
Final: Natus Vincere (36.5%) to beat Team Vitality (28.1%)
Semifinal 1: Natus Vincere (52.6%) to beat MOUZ (16.3%)
Semifinal 2: Team Vitality (47.7%) to beat G2 Esports (18.7%)
Quarterfinal 1: G2 Esports (39.8%) to beat FaZe Clan (32.8%)
Quarterfinal 2: MOUZ (35.9%) to beat Eternal Fire (24.7%)
Group stage:
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Natus Vincere – 48.7% to finish 1st; 17.0% to finish 2nd; 84.1% to make playoffs
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Team Vitality – 40.8% to finish 1st; 17.4% to finish 2nd; 77.7% to make playoffs
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G2 Esports – 19.3% to finish 1st; 20.4% to finish 2nd; 56.7% to make playoffs
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MOUZ – 14.5% to finish 1st; 21.8% to finish 2nd; 53.0% to make playoffs
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FaZe Clan – 13.9% to finish 1st; 21.0% to finish 2nd; 50.2% to make playoffs
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Eternal Flame – 40.7% to finish 1st; 16.2% to finish 2nd; 40.7% to make playoffs
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Liquid – 16.3% to finish 7-8th; 35.7% to make playoffs
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Virtus.pro – 15.4% to finish 7-8th; 29.9% to make playoffs
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Astralis – 28.9% to finish 9-12th; 31.5% to make playoffs
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The MongolZ – 32.7% to finish 9-12th; 25.4% to make playoffs
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Complexity – 34.3% to finish 9-12th; 21.2% to make playoffs
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Heroic – 26.8% to finish 9-12th; 23.5% to make playoffs
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paiN – 36.5% to finish 13-16th; 21.0% to make playoffs
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FURIA – 36.4% to finish 13-16th; 20.9% to make playoffs
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9z – 44.7% to finish 13-16th; 14.6% to make playoffs
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Imperial – 49.1% to finish 13-16th; 13.9% to make playoffs
It has been quite the run for NaVi despite their loss with back to back grand finals in recent weeks but CSDB.gg’s predictive model suggests there will be no let up for the Ukrainian esports organisation.
G2 will also be looking to build more momentum in preparation for Majors season with NiKo on a quest to finally get over the line this year to win his first major title. Hopefully Rio won’t have to see a repeat of his reaction in the semifinals at BLAST Premier Fall Final 2024 where he punched a hole in a table after losing out to Team Vitality in a key moment.
However, the hosts of Intel Extreme Masters Rio 2024 may want to lockdown any nearby furniture and reinforce their desks if G2 are set for disappointment at the semifinals stage as predicted by the CSDB.gg SuperComputer.
A victory in Rio could be even more consequential for how the end of the year shapes up for the leading teams on the circuit. The Valve Global rankings have both teams close at the very top (NaVi at 1988 and G2 at 1953) meaning a win for either team could hand them a key advantage when it comes to who enters the Majors as top seed.
Back-to-back wins in T1 events for G2, should they prosper in Rio, would set the Berlin-based team on an incredible trajectory going into the winter months.
Meanwhile, Brazilian hopes for glory look slight according to the CSDB.gg SuperComputer with FURIA, the team co-owned by Neymar, having only been given a 20.9% chance of even making the playoffs.
They are the leading contenders to make an impact for the home crowd but there are other teams flying the flag for Brazil with paiN and Imperial also set to give it their best to give local fans something to cheer on.
In terms of forecasted matchups of note, G2 and FaZe Clan could offer up a fascinating encounter in the quarterfinals should both teams qualify, with each organisation rated as having a strong chance of making the semis with little to separate them should they meet.
How was the CSDB.gg CS2 Tournament SuperComputer created?
The CSDB.gg CS2 Tournament SuperComputer is a predictive model created using world ranking points, team quality ratings and performance trends. An element of randomness is also included in the model to avoid the best teams and players always winning, to reflect the fact that upsets can happen.
Every tournament is simulated 1,000 times with the results aggregated into a percentage rating of the chances teams or players have to achieve the predicted result.
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