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Why Machine-Generated Emails Are Ad Tech’s Next Nightmare
“The Sell Sider” is a column written by the sell side of the digital media community. Today’s column is written by Keith Petri, CEO and founder of lockr. After this exclusive first look for subscribers, the story will be published in full on AdExchanger.com tomorrow. If you don’t have the email address of the person… Continue reading »
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Putting The Supported In Ad-Supported; Google Turns To ‘Share Tactics’ In Canada Lobbying
Here’s today’s AdExchanger.com news round-up… Want it by email? Sign up here. The Four-Minute Mile Details of the new Disney+ ad-supported tier are leaking as Disney lays the groundwork for its upfronts sales pitch. For one thing, Disney+ will carry about four minutes of commercials per hour, with zero ads for preschooler-aged accounts, The Wall… Continue reading »
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How Microsoft plans to storm adland: ‘Attribution, CTV, in-game ads and potential M&A’
Following a brace of acquisition deals where it announced its intention to spend up to an (estimated) $70 billion on Activision Blizzard and Xandr, Microsoft’s advertising ambitions are starting to become a bit more clear.
Speaking earlier this week at the Digital Media Summit hosted by LUMA Partners, an investment bank known for brokering deals in the ad tech sector, Microsoft Advertising corporate vp Rob Wilk outlined his vision to take on adland’s triumvirate.
While he took care to stipulate that neither of its M&A deals has closed just yet — both are “very close but not yet done” — the digital giant, whose market capitalization has circled the $2 trillion mark as of 2022, plans to mesh its intended assets with its existing display, retail and search ad offerings.
In its April earnings disclosure, the company’s leadership announced that its search and news advertising revenues grew 23% during the period — it already announced that its ads business hit $10 billion last year — and further forecast growth of 20% in the coming period.
Speaking at DMS, Wilk conceded that “people have a justifiable reason to be confused where Microsoft stands as it relates to advertising” and claimed that its non-reliance on advertising is a “humongous advantage” when competing with “predominantly” ad-supported companies.
“We’ve got multiple lines of business that you believe in revenue that people in this room have probably never heard of,” he said, adding that its diversified revenue streams mean it faces less jeopardy than the likes of Facebook and Google have to negotiate stricter privacy laws.
Championing Microsoft’s credentials in the emergent retail media sector, he hinted at how its PromoteIQ business is poised to differentiate its retail media offering by catering to the “thousands and thousands of retailers that need this help.”
He further pointed to the potential for Xandr to bolster its interest in this sector, not to mention how its credentials in the CTV and search sector can help it compete with the industry’s largest players.
“You know, we’re the only company that competes with Google… we’re the only ones that compete with them on their home turf, which is search and we built a very healthy business with just our search data,” said Wilk, claiming that its search volume is 15 billion per month.
Cross-screen attribution
During the recent NewFront series, Roku announced a tie-up that would better help advertisers correlate ads running on the streaming service to searches on Microsoft’s search engine Bing with Wilk noting how the addition of Xandr could help further fuel its ambitions to provide cross-screen attribution services to media buyers.
“Obviously, they [Xandr] have got plenty of experience in CCTV, and we’re starting to get more serious about it,” he said. “Now we’re actually going to tie together Roku CTV data through LiveRamp with our search and audience data to help TV advertisers understand the impact of their advertising.”
In particular, Wilk noted how cross-screen advertising ambitions intend to help advertisers reduce their reliance on last-click attribution with a more holistic appreciation of how their media spend impacts user behavior, including their propensity to buy products.
In-game ads
Wilk pointed out how Activision Blizzard already has a robust advertising business, and noted its potential to grow, despite debates as to whether the gaming market and the advertising market are compatible bedfellows?
He drew a comparison with the early days of retail media, noting how many in the e-commerce space argued that placing ads on site could hinder a website visitor’s likelihood of completing a purchase. “To me, there’s a corollary there between gaming, which is people’s misunderstanding, who first of all gamers are,” said Wilk, adding there is a sector of the gaming market that will tolerate ads.
LUMA Partners’ status as one of the foremost investment banks in the ad tech sector means that conversations about M&A are never far from public discourse, so, inevitably, Wilk faced questions as to whether his company would make further inroads in the media game using its checkbook?
“There are scenarios where we think we could grow organically and then there are areas where we’ll have to grow inorganically, that is true,” replied Wilk.
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In-game advertising experts question Microsoft and Sony’s gaming advertising plans
Microsoft and Sony are both on the verge of starting their own in-game advertising businesses, but their work is cut out for them. Both tech giants boast massive player bases and potential inventory, yet their premium console offerings are not particularly attuned to in-game advertising, according to industry veterans — and some experts believe they are investing in a modality of gaming advertising that is already outmoded.
In-game advertising experts — who could become competitors to the tech giants, and who have observed consumers’ shifting interest in these advertisements — aren’t all convinced Microsoft and Sony’s strategy could work.
Historically, gamers have responded most positively to ads placed inside free-to-play games, with the implicit understanding that they are exchanging attention and engagement for entertainment. “People understand that exchange of value,” said Samuel Huber, CEO of in-game advertising infrastructure company Admix. “But if you literally buy a game, and then you add ads on top of that, then that’s just being greedy.”
This is why mobile games have been, until recently, the primary source of inventory for in-game ad companies, with mobile gaming ads often taking the form of banners and rewarded video. It’s also why some in-game advertising experts are skeptical about Sony and Microsoft’s ability to succeed in the space. Though Xbox and PlayStation dominate the AAA console gaming market, both platforms offer a limited number of free-to-play games, with the official Xbox website currently listing 116 free titles.
“We know that there is pushback from gamers for branded content in games, especially branding/ads in immersive, AAA titles,” said Mason Bates, head of sponsorships for the agency Mindshare, who specified that he had not been in touch with either Microsoft or Sony since the news broke about their in-game advertising plans. “The true challenge for Microsoft and Sony will be to deliver ads within a premium experience that adds value for gamers, versus alienating and disrupting the community.”
Huber pointed out that both Xbox and Admix’s network boast around 100 million monthly active users, but that the proportion of the Xbox player base spending time inside free-to-play games is inherently much lower. “Not only that, but we don’t have a universal console ID right now,” Huber said, “So that leaves very little targeting and attribution opportunity. So not only do you have a small network, but it’s actually isolated from the rest of the ad tech ecosystem.”
Some in-game ad experts have a more positive outlook on the tech giants. Compared to free-to-play mobile games, console titles inspire higher engagement and have more repeat players, who provide more value to advertisers than less-committal mobile gamers, according to Itamar Benedy, CEO of the in-game advertising firm Anzu.
“When we’re speaking about advertising, we’re selling eyeballs — we want to make sure there are viewable impressions, we want to bring brand value and media impact. And part of the equation is the user base,” Benedy said. “So if 10 people play one minute, or one person plays 10 minutes — in the sense of how many impressions, or what’s the advertising size, it’s the same. The thing about Xbox and PlayStation is that, in comparison to hyper-casual games, where lots of people play for very short periods, here, they play for longer sessions.”
There is another form of in-game advertisement that might be a better fit for premium games: the virtual activations and branded spaces typified by proto-metaverse platforms such as Roblox and Fortnite. Unlike the in-game ads created by companies such as Anzu and Admix — which Microsoft and Sony hope to emulate with their own offerings — these experiences typically include their own mini-games and sometimes offer participants virtual prizes that they can use elsewhere on the platform.
“It is not a surprise that Microsoft and Sony are looking at this revenue stream, but I think they are both going to look to build something new and custom that is fit for their emerging strategies around game streaming,” Bates said. “Any in-game advertising they create is going to feed those newly developed strategies and ecosystems versus trying to use old technology or co-opting something from mobile.”
Companies such as Dubit, a game studio that specializes in the construction of such advertisement–experiences, believe that Microsoft and Sony are overly focused on an older business model — and that they would be better served by investing in metaverse platforms or adding brand activations to their own virtual spaces, such as Microsoft’s Minecraft. (Both companies are already making their own metaverse plays in other ways: last month, Sony invested $1 billion into metaverse development at Epic Games.)
“You would be very happy with 100,000 people turning up to your event in Hyde Park in London, but on Roblox, they’ve already had 3 million people turn up,” said Dubit CEO Matthew Warneford. “To me, just banner ads or billboards — I just don’t know what the advertiser expects to get from it. Whereas, when you create these fun, immersive experiences, that’s brand-building.”
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