Casual Gaming Advertising White Paper 2023 Smartclip Digital EN FINAL
Casual Gaming Advertising White Paper 2023 Smartclip Digital EN FINAL
Game On
Engaging the Ever-Growing
Casual Gaming Audience with
Rewarded Video Ads
Casual Gaming Advertising 2
Contents
3 Executive Summary
4 Introduction
4 The game has changed
6 The gamers have changed
8 Gaming advertising
21 Summary
21 Key learnings
22 Looking into the future
23 About smartclip
23 About RTL AdAlliance
24 Authors
24 Contacts
25 Contributors
26 Terminology Guide
27 References
Casual Gaming Advertising 3
Introduction
Misconception
Jordan Shlachter
Head of Research, Activision Blizzard Media
Casual Gaming Advertising 5
The popularity and accessibility of gaming has been There is no question that gaming presents an
fuelled by the increasing omnipresence of mobile exciting prospect for advertisers — now and in the
devices (smartphones and tablets) in our lives. Mobile future — and to be successful, advertisers do not
devices are a key access point for gaming, particularly need the huge budgets or resources that some
casual gaming, and they have become central to our perceive as necessary. There are many accessible
day-to-day lives, with finance, shopping, food and opportunities beyond the more high-profile campaigns
drink, streaming, health and fitness, travel, and dating and partnerships, with gaming advertising offering
apps all contributing to our growing mobile-first habits. familiar ad formats and effective targeting and
When looking at time spent on smartphones in 10 key delivery solutions that are resulting in high-quality
markets, research showed that users spent an average KPIs for advertisers of all types and with all budgets.
of one third of their daily waking hours (4.8 hours) on For example, smartclip campaign data shows an
smartphones in 2021, which was 30% higher than the average 98% viewability for rewarded video ads.10 But
average time spent in 2019.7 for advertisers — and decision makers — to realise
the potential of the diverse and varied opportunities
In addition, trends and developments within the wider presented by this now mainstream channel, it is
gaming landscape point towards a healthy future for important to understand gaming, gamers, and
the entire sector as gaming becomes an increasingly gaming advertising and to leave behind outdated
established part of our culture: misconceptions and stereotypes.
Jordan Shlachter
Head of Research, Activision Blizzard Media
Casual Gaming Advertising 6
T H E G A M E R S H AV E C H A N G E D
The stereotypical hardcore gamer now represents just The increasing diversification of the gaming audience
a small proportion of the overall gaming demographic.11 is further reflected when looking at how many games
Newzoo’s insights into gaming across different are skewed towards the different demographic
population segments (as summarised below) illustrate groups. In a list of ‘Top 1,000 games by consumer
how large and heterogeneous the audience has spend’16, more than half of the games were skewed
become. towards the Generation Z audience group in 2021.
But, as gaming becomes increasingly mainstream,
Generation Z (age 11–25): In this often hard-to-reach the share of games directed at Generation X/Baby
demographic, eight out of ten play video games. They Boomers is also on the rise; for example, 19% of the
spend an average of just over seven hours per week top-grossing games in the UK skewed towards these
playing games, with gaming taking up the largest older age groups in 2021, compared with 11% in 2019.
share (25%) of leisure time spent on entertainment.12
Generation X (age 42–56): 60% play video games, “It’s too niche — our target
with gaming representing an 18% share of leisure customers don’t spend
time spent on entertainment, second only to
watching broadcast TV (24%). Generation X spend
their time or money on
an average of just over four hours per week playing gaming.”
games.14
With such a broad spread of people playing games Definitions of gamers can vary, and some gamers
and such a variety of devices available to play them will fall into more than one category, but it is possible
on, it is important for advertisers to understand the to identify four categories of gamers based on the
different gamer types and avoid any stereotyping. devices they use and the depth of their involvement.
GAMING ADVERTISING
Misconception
There is a diverse range of advertising opportunities
and formats available to reach the variety of gamer
types outlined above — from in-game and in-app
“Isn't gaming inventory
to display and merchandise — which can be mainly for other gaming
overwhelming to advertisers making their first foray
into gaming advertising. However, some of the key
developers to advertise
advantages of the casual gaming sector, where you their games?”
will find the ‘casual/mobile’ gamer type as defined
above, are that it reaches a mass audience and offers
video advertising formats that will be familiar to any
Reality
experienced online video marketer.
+39%
Overall revenue growth of gaming-only
bookings on smartx platform
Casual Gaming
Overview Misconception
A mass-market video game that is fun and easy to play, requiring minimal time
commitment and designed to appeal to players of all ages and skill levels.
Casual games are characterised by their simple gameplay, highly visual nature,
few buttons/controls/rules, and easy accessibility via mobile devices or PCs.
Casual Gaming Advertising 11
As casual games are so readily available and designed entertainment while they go about their daily routines,
for a mass audience, the demographics of people but they do not play every day for multiple hours, invest
playing them are very diverse, spanning all ages, money in gaming consoles, or immerse themselves in
genders, and education and income levels. the wider world of gaming. The convenience and easy
access of casual games on mobile devices appeals
The audience data provided by emetriq, smartclip's to casual gamers, but their motivation to play is not
targeting partner, offers the opportunity to carry out a necessarily to defeat others or to play the biggest
broad analysis of gamer demographics, the results of or latest games. A survey of mobile game players
which underline the conclusions that have been drawn found that the main motivation to play was relaxation
in the previous chapters. (83%), closely followed by entertainment (67%) and a
distraction from serious issues (57%).25
As can be seen in the data below24, which refers to
casual gaming inventory on the smartx platform, and In fact, the link between casual games and relaxation
on the following pages, casual gaming reaches a has been highlighted through research looking at
diverse audience spanning various demographics. the impact of casual games on mood and stress.
A study looking at changes in electrical activity in
Casual gamers are commuters on trains or parents different parts of the brain when playing casual games
waiting for their children to finish school or an activity. indicated changes consistent with increased mood,
They are people looking to relax after work or to pass as well as heart rate variability changes that were
time while in a doctor’s waiting room or queuing consistent with autonomic nervous system relaxation
at a store. They regularly play games as a form of or decreased physical stress.26 27%
Age
Anyone who plays video games with minimal commitment — they regularly
play games but do not play every day for multiple hours. They often play easy-
to-access games on mobile devices when they have some free time and are
looking for entertainment or distraction, or to relieve boredom, but they are not
invested in the game or immersed in the wider world of gaming.
Although there are many casual gamers, 65% of puzzle game apps attracting a wide age range.28 Their
people who play mobile games do not identify simple gameplay ensures casual games are accessible
as ‘gamers’ , possibly because of the low level of
27
to gamers of all levels of digital proficiency. This,
commitment or equipment required, and this could combined with the ever-increasing digital proficiency
explain why some still do not see gaming as a mass- across all age groups, means that the casual gaming
market medium. But ask anyone if they have played audience is highly diverse in terms of age groups and
a game on their smartphone recently and, with skill levels, and does not just include ‘digital natives’.
increasing frequency, the answer will most likely be
‘yes’. Gaming apps are among the most popular apps As the way we play games evolves as quickly as the
with smartphone users — 1 in 4 smartphone owners way we watch television, more and more of us are
play casual games each month, with casual and becoming casual gamers — playing our favourite
games wherever, whenever, and however we want.
Gender Education
34%
Female
61%
graduated from college/university
30%
66% Employment
87%
40%
Male
are employed
Casual Gaming Advertising 13
Status Family
42%
are household budget managers
27%
are in a relationship/married
27%
22%
are main income earners
are single
10%
12%
have children aged 0-3 years
7%
are retired people
have children aged 4-6 years
Households 10%
63%
have children aged 7-14 years
C A S U A L G A M I N G : E N T E R TA I N I N G ‘ G A M E R M O M S ’
H O W E F F E C T I V E A R E R E WA R D E D
VIDEO ADS?
Who doesn’t like rewards? As the web evolved from the static pages of Web 1.0
Boosters and other items into the more dynamic and interactive Web 2.0,
advertising became the dominant form of
help players stay in the monetisation. In Web 2.0-based advertising, brands
game longer and associate are simply paying for users’ attention. However, as
increasingly sophisticated, immersive experiences
them with positive
emerge in Web 3.0, the third generation of web
experiences. Advertising technologies, brands will need to work smarter
to attract that attention. Ads built into the gaming
is consciously perceived,
experience and value exchanges such as those
and brands benefit from offered by rewarded video are predicted to play a key
this with pretty high-quality role in effective campaigns in this new monetisation
model.30
KPIs.
Rewarded video ads offer something of value in
Anja Junold
exchange for a player’s time and attention, and the
Team Lead Digital & Business Strategy,
gameplay boost they receive translates to a positive
media plan GmbH
brand association. Players actively decide to watch an
ad, so the message is non-disruptive and delivered at
a time when players are receptive to it.
R E WA R D S F O R A D V E R T I S E R S
THE KPIs
Misconception
smartclip data shows that rewarded video ads
deliver consistently high-quality KPIs for advertisers
across various industries, including CPG, automotive,
“Pre-video ads are
telecomms, entertainment, and travel. Looking at of higher quality than
smartclip campaign data from 2022, the average
rewarded video ads in
viewability of rewarded video ads was 98%42, and the
format delivers constantly high view-through rates gaming environments.”
(VTRs) on the smartx platform, with VTR averaging at
94%.43
Reality
98%
average viewability of
As detailed in the
information provided in this
rewarded video ads
report, rewarded video ads
in gaming environments
appear within high-quality
94%
average VTR of rewarded
games played by a diverse
audience, and when
video ads looking at KPIs, deliver
impressive view-through
and viewability rates.
Casual Gaming Advertising 19
TA R G E T I N G , M E A S U R E M E N T , A N D
V E R I F I C AT I O N
Misconception
The wide range of apps and inventory available In addition, ads delivered within gaming app inventory
within gaming, alongside the wide range of user can generally be measured via the IAB Open
demographics reachable, leaves many with the Measurement Video Software Development Kit (OM
impression that it is a highly fragmented landscape that SDK) for In-App using the IAB Video Ad Serving Template
is too difficult to navigate or too risky for their brand. 4 (VAST4) facilities — smartclip serves as a support for
However, there are a wealth of automated and manual publishers and video player providers to ensure these
solutions that advertisers can utilise to uncomplicate standards are being implemented on both ends. The OM
gaming advertising, eliminate risk, and bring a tailored SDK set of coding provides a consistent and transparent
approach to campaigns. audience measurement and verification solution, while
the VAST framework provides a common protocol for the
Adtech solutions are available to curate inventory, safe and standardised delivery of video ads from a video
ensuring that ads are delivered in environments ad server to multiple publishers/devices. This ensures
appropriate to the brand. These include rigorous media that ads appear as intended, that concerns regarding
quality processes that are automatically applied to viewability measurement are unwarranted, and that
guarantee high-quality inventory. Ad verification tools gaming inventory is no more prone to invalid traffic than
such as Pixalate, DoubleVerify, and Moat, which can other content-driven inventory sources.
carry out measurements of various ad verification KPIs
on gaming inventory, are also used — for example,
when advertisers book campaigns with a viewability
Misconception
guarantee via smartclip. And the manual processes
that can be blended with these automated solutions
include thorough checks of all apps, extensive research, “It’s an impenetrable
and utilising knowledge from experienced supply and
jungle of apps — booking
verification experts who understand the needs and
requirements of the demand side. When advertisers gaming inventory is just
book inventory through smartclip, all these solutions are too complicated.”
combined to ensure maximum performance from all
gaming ad campaigns.
Reality
Summary
Gaming advertising — particularly rewarded video KEY LEARNINGS
— presents an exciting opportunity for advertisers
across all sectors, and it does not exist in isolation
✓ Breaking down preconceived notions is essential
to other types of advertising. Advertisers can
to ensure everyone understands the potential of
utilise video ads across multiple platforms —
gaming advertising.
gaming, digital, and television — reducing expense,
enhancing ad recall, and creating 360-degree
✓ Gaming is no longer niche, a gamer is anyone
brand awareness. However, it is essential that
engaged with a digital game, on any device, at
advertisers get the message and targeting right
any time.
in order to achieve the impressive KPIs that are
possible through the rewarded video ad format.
✓ Casual gaming offers the potential to reach a
Players are highly motivated to watch rewarded
diverse range of consumers — but the message
video ads as they are about to receive a reward for
must be engaging.
doing so; nevertheless, ads need to be relevant,
clear, and concise to ensure players either engage
✓ New targeting solutions are evolving as the
with the message then and there or remember
advertising industry reduces its reliance on
it later. It is also essential that advertisers invest
identity-based tracking.
in understanding the composition of a gaming
audience rather than make generalisations — with
✓ Gaming is a fragmented market, but advertisers
such a leaned-in viewer, reaching the right audience
of all types and sizes can make use of a range of
and maintaining their attention is vital to success.
adtech and curation solutions — such as those
offered by smartclip — that will enable them to
In our conversations with advertisers who are
take advantage of the opportunities available.
utilising rewarded video, some of the key success
factors they noted include prominent branding
✓ Advances in technology, including 5G and cloud
and messaging, building emotional connections,
gaming, will make gaming more accessible and
ensuring mobile optimisation, delivering thematic
omnipresent than ever.
consistency, and offering eye-catching creatives.
Appropriate targeting is also important — casual
✓ Rewarded video delivers the highest positive
gaming has a broad audience, but different games
sentiment among players, ensuring a viewer-
appeal to different demographics, so advertisers
led experience that results in high-quality KPIs,
need to make full use of targeting capabilities.
positive brand associations, and high ad recall.
LO O K I N G I N TO T H E F U T U R E
With casual gaming continuing to grow and diversify to offer innovative, immersive experiences. While
with new games and new players, and advertising not all these developments directly impact casual
opportunities such as rewarded video offering gaming, they all serve to build an ecosystem that
clear value exchanges, strong engagement, and delivers multiple ways for advertisers to reach
advanced targeting capabilities, we predict that we various target audiences. Just as revolutions in
will see more and more advertisers embracing the television viewing and advertising have created
potential it offers. brand-new opportunities for all types of advertisers,
the continued evolution of gaming — how games
The smartphone — the main device used for are played, who plays them, and how those people
casual gaming — is increasingly growing in can be reached — is resulting in exciting new
importance when it comes to entertainment. And opportunities that any advertiser looking to reach an
the smartphone is also our go-to destination for engaged audience cannot ignore.
many other activities such as engaging with others
and shopping. With smartphones playing such a
prominent role in every part of our lives and gaming
apps so easily accessible on them, the popularity
of casual gaming — and the effectiveness of casual
gaming advertising — can only rise in tandem.
About smartclip
smartclip is the adtech development unit of RTL Group
— Europe’s leading free-to-air broadcaster group. Our
proprietary advertising technology is custom-built for the
needs of European broadcasters and publishers — enabling
media owners to implement smarter monetisation strategies.
We are committed to delivering the most innovative video
ad experiences spanning in-stream, out-stream, connected
TV, addressable TV, and gaming — ultimately empowering
brands with true cross-screen storytelling opportunities on
all devices. The media sales division of smartclip will merge
with RTL AdConnect and G+J i|MS to form RTL AdAlliance,
an international advertising and technology sales champion.
Once the merger is complete, smartclip will focus strictly on
technology development.
Authors Contacts
A D V E R T I S E R C O N TA C T
P R E S S C O N TA C T
Kathrin Müller
Executive Director Europe PR & Communications
Henning Schwandt smartclip Europe
[email protected]
Executive Director Europe Supply
smartclip Europe (moving to RTL AdAlliance)
Lisa-Theresia Rischke
Head of Brand
smartclip Europe
Sarah Peters
Contributors
Thomas Servatius Martin Voss
Co-CEO & MD, Platform & Technology Head of Ad Verification & Analytics
smartclip Europe smartclip Europe (moving to RTL AdAlliance)
Giuseppe Bronzino
Managing Director Damir Avdic
smartclip Italy (moving to RTL AdAlliance) Supply Manager Europe
smartclip Europe (moving to RTL AdAlliance)
Stephen Byrne
Managing Director, Adtech & Platform Partnerships Harshita Parnami
smartclip Nordics (moving to RTL AdAlliance) Motion Graphics Designer
smartclip Europe
Halvard Kristiansen
Managing Director, Demand & Advertising Partnerships Rosen Dimitrov
smartclip Nordics (moving to RTL AdAlliance) Designer
smartclip Europe
Mirjam Naves
Senior Director Process Management Katie Froggatt
smartclip Europe Editor
CopyKate
Anne Papsdorf
Executive Director Europe Supply Jordan Shlachter
smartclip Europe (moving to RTL AdAlliance) Head of Research
Activision Blizzard Media Ltd.
Daniel Spångvall
Head of Products Grig Paul Petrescu
smartclip Nordics (moving to RTL AdAlliance) Programmatic Operations Manager – Gameloft for Brands
Gameloft
Michael Zeiler
Senior Director Market Development Europe Ari Brandt
smartclip Europe (moving to RTL AdAlliance) Global VP
ironSource Exchange
Sebastian Neumann
Director Demand Solutions Anja Junold
smartclip Europe (moving to RTL AdAlliance) Team Lead Digital & Business Strategy
media plan GmbH
Casual Gaming Advertising 26
Terminology Guide
AAA (‘triple A’) games - An informal gaming industry classification
for high-profile, high-budget ‘blockbuster’ video games from large,
well-known publishers.
Web 1.0 - A term used for the earliest version of the internet,
which mostly consisted of static, read-only web pages with limited
interactivity.
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Casual Gaming Advertising 28
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