[casual_games] promotion
Tom Hubina
tomh at mofactor.com
Tue Jan 2 21:59:07 EST 2007
I would not bid rev-share percentages. Rev shares should be larger with
revenues being offset elsewhere (promotion for example).
I would bid fixed amounts (cost per click type of thing) with limits.
Basically, it would work like ad-words. You put in how much you'll pay per
click, and what dollar limit you'll go up to.
Tom
> -----Original Message-----
> From: casual_games-bounces at igda.org [mailto:casual_games-bounces at igda.org]
> On Behalf Of Dave Selle
> Sent: Tuesday, January 02, 2007 5:30 PM
> To: IGDA Casual Games SIG Mailing List
> Subject: Re: [casual_games] promotion
>
>
> The first example carries an assumption that a portal can create as many
> "marketing" slots as the developers demand at a constant price.
> Promotional space is more finite than this, and in any case it is
> doubtful the marketplace would support such an approach for very long.
>
> The ad-words analogy is apt: this is exactly the kind of approach that
> would be required for long term viability. The market should determine
> "prices" based on supply and demand--this is good for everyone. It also
> has the twin virtues of being both a proven and familiar approach.
>
> So to elaborate on my original query: would there be interest from
> developers in an auction based approach to marketing placements that
> allowed developers to bid rev share percentages per title for a defined
> period of time against specific promotional and marketing opportunities?
>
>
>
> -----Original Message-----
> From: casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org] On Behalf Of Tom Hubina
> Sent: Tuesday, January 02, 2007 3:36 PM
> To: 'IGDA Casual Games SIG Mailing List'
> Subject: Re: [casual_games] promotion
>
> What happens when "everyone" decides to take the reduced revenue for
> more
> exposure? Seems like the more people who go that route the less
> effective it
> becomes. Which means the portal then starts offering multiple tiers of
> royalty cuts .. each larger than before .. for incrementally better
> placement. That doesn't sound too healthy for anyone other than the
> portal.
> Particularly given that tracking the results of reduced revenue share vs
> regular share is quite challenging if you can't change it over the life
> cycle of the product.
>
> I'd rather pay a fixed rate to the portal for ad placement over a
> limited
> period of time instead of an across the board percentage change.
>
> It would be interesting to see this working like Ad-words where
> developers/publishers bid for the promotion slots available within
> different
> areas of the site. Automating the process makes it much more sustainable
> for
> the smaller guys who probably don't want to have a separate sales
> staff/marketing staff to fight for ad placement within all of the
> various
> portals ;)
>
> Anything where I can control the amount of exposure, and how much I'm
> paying
> for that exposure during a specific time period would be very valuable
> to
> me.
>
> Note - by exposure I'm meaning promotion on the site in the form of ad
> banners, featured game slots, etc. I don't think stuff like the Top 10
> list
> should fall into that category since that should be performance driven.
>
> Of course I also consider the exposure given to titles by being on a
> major
> portal to be a large reason for them to be taking their currently large
> cuts. I'd very much like to see them reduce their rates to 20%, and
> replace
> those revenues with the above idea of paying for placement / promotion
> inside the channel. This means the cost of promotion is higher, but if
> there's no promotion then you at least get a good cut of whatever sales
> you
> create.
>
> Tom Hubina
> Mofactor
>
> > -----Original Message-----
> > From: casual_games-bounces at igda.org
> [mailto:casual_games-bounces at igda.org]
> > On Behalf Of Dave Selle
> > Sent: Tuesday, January 02, 2007 2:09 PM
> > To: IGDA Casual Games SIG Mailing List
> > Subject: Re: [casual_games] promotion
> >
> >
> >
> > The comment on allocating revenue share points in exchange for
> > promotional opportunities is an interesting line of thought, and one
> > that we have discussed.
> >
> > Just out of curiosity would any of the developers out there like to
> > comment if this general approach is an appealing one?
> >
> > --Dave
> >
> > -----Original Message-----
> > From: casual_games-bounces at igda.org
> > [mailto:casual_games-bounces at igda.org] On Behalf Of Andreas Krogh
> > Sent: Wednesday, December 27, 2006 4:41 AM
> > To: casual_games at igda.org
> > Subject: [casual_games] promotion
> >
> > Hi all
> >
> > I was wondering if casual games are promoted at all? Here i'm thinking
> > of casual games made by third party developers and sold via a portal.
> > Does a contract between the developer and the portal state that the
> > portal must provide some promotion or do they just put the news of the
> > release of the game in their newsletter and in the "top 10 newest
> games"
> > on their website, and leave it to fate?
> >
> > Any examples of contracts made where the developer presumely would get
> a
> > lower royalty precentage in exchange for the portal investing money in
> > the game by promoting it?
> >
> > Regards
> > Andreas, Casual Kings
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