
Cell Phone Games Advertising Kit Contents
Advertising Kit 3
The Opportunity for Cell
Phone Advertising.
3
Audience/Circulation. 3
United States Cell Phone
Use Demographics.
3
Impact 4
Types of Advertising Offered. 5
Total Impressions Based
on Type of Ad per Month.
6
Expected Number of Downloads. 7
Expected Results. 7
Game Description. 7
Rate Card. 10
General Rates. 10
Discounts. 10
Introductory Offer 10
Commission and Credit Policies. 10
Materials. 10
Mailing Instructions. 10
Issuance and Closing Dates. 11
General Conditions. 11
Examples. 12
Insertion Order 13
General Conditions. 13
Advertising Kit
Opportunity
for Cell Phone Advertising
MauiGames is offering a new and unique advertising opportunity on a
series of cell phone games customized for maximum advertiser sell-through
results.
Advertising in downloadable cell phone games
is like running ads in magazines but with greater impact. Cell
phone games are a new media with hundreds of thousands of downloads
per month at a fraction of the cost of magazines. In addition
this new media offers opportunities for local and/or customized
ads and the ability to track actual sales impact.
Players are downloading hundreds of thousands
of copies of individual games per month.
It is estimated that 150 to 300 million game
enabled phones will be shipped worldwide in 2003. That is out
of an estimated total of over 450 million phones sold worldwide.
Already over 120 different models have game playing capabilities.
Existing phone users typically upgrade about every eighteen months.
These phones have greater compute power than PCs that were shipped
in the 1980s. During idle time, many phone owners play games
on their phones for their personal entertainment. The games they
play tend to mirror their interests. As a result, they will tend
to often be interested in the products/services associated with
that game.
Because of the earlier availability of game enabled
phones and in some cases different cultural factors, cell phone
game play is very popular in Japan, Korea, China, and Europe and
coming on fast is the United States. In fact, over 37 million
Americans are now playing game on their cell phones. Typical
downloads are exceeding hundreds of thousands per month per manufacturer
and/or carrier.
United
States Cell Phone Use Demographics
| |
Scarborough
Research |
Gallup
Poll |
| Cell
Phones |
176
million |
155
million |
| AGE |
| Median
Age |
44.1 |
46.3 |
| Under
30 |
41% |
40.50% |
| 25-54 |
64% |
60% |
| 65
and older |
12% |
9% |
| GENDER |
| Male |
48% |
48.5 |
| Female |
52% |
51.50% |
| Married |
59% |
61% |
| Single |
41% |
39% |
| HOUSEHOLD
INCOME |
| $60,000
plus |
71% |
80% |
| $100,000
plus |
26% |
18% |
| Cell
users who play games |
21% |
26% |
A recent study by Professor Michelle Nelson of
the University of Wisconsin entitled: “Recall of Brand Placements
in Computer/Video Games” published in the Journal of Advertising
Research, March/April 2002 says:
“Players in the study held positive attitudes
towards in-game product placement. They did not consider the
practice deceptive. They said it adds to the game’s realism.
If the ad is a novel placement, recall is even higher. Interaction
with the product during the game also significantly enhances recall.”

In terms of gauging short and long-term recall
the study found that 30% of the advertisements in the game were
recalled in the short-term. 10 to 15% were recalled after 5 months.”
This is particularly true of sports games where
players “expect to see advertisements”.
If a person downloads a game they will play it
at least once because they made the effort to pick the game.
MauiGames expects that in-frequent players will play their game
at least ten times a month for about 15 minutes in total. More
frequent players can be expected to play twenty times per month
for about 30 minutes. Average games will take about two to three
minutes to play and can be paused if interrupted like with an
in-coming phone call.
Cell phone games developed by MauiGames will
offer several static impressions and interactive advertising immersions.
A static impression is where the player sees the name of the advertiser
placed strategically. An interactive immersion is where the player
will interact with characteristics of the product thereby learning
more about the product’s features, advantages and benefits.
A static impression will be made at the start
and at the end of the game. During game play several impressions
can be made with billboards, banners and other techniques.
Depending on the objective of the advertising
and the game play, the player may also interact with the product.
We call this interactive advertising an immersion ad and it is
three times more powerful than a static ad based upon training
retention studies conducted by the US Department of Defense.
Those studies found that people tend to remember 20% of what they
see, 40% of what they hear and 70% of what they see, hear and
do.
MauiGames Cell Phone Games offer five types of
advertising:
Please contact dfradin@mauigames.us
for more details about the type of ads that are available.
Advertisers may select one or more of these types
of advertising for monthly insertions. Each month a new game level
and/or track is released to keep the game fresh.
This chart estimates advertising impressions
per download by type of ad per month, vs. frequency and duration
of play. In summary, ad impressions are 50 to 1800 times more
than a standard magazine ad insertion. However, the rate card
is based only on download CPMs. Like with magazines we expect
the fun game play will be shared as the player hands their cell
phone to others to try their hand at the game.
Please contact dfradin@mauigames.us for impressions
information.
In addition the player is not distracted while
seeing the ad since the game has their full attention. There
is also a halo effect being associated with the enjoyment of the
game and as a result the positive impression is longer lasting.
In North America there are nine carriers and
more than a dozen manufacturers. In addition there are several
“aggregators” or distributors of cell phone games. In April,
2003 approximately 2.4 million games were downloaded in North
America. MauiGames will guarantee 200,000 downloads per monthly
ad insertion.
Monthly download reports will be provided. Additionally
a mechanism can be created to track the impact to sales effect
such as a coupon or rebate program. Further MauiGames offers
an independent post-testing option to be conducted by Assistant
Professor Michelle R. Nelson of the School of Journalism &
Mass Communication at the University of Wisconsin-Madison.
Please contact dfradin@mauigames.us
for alternative game options for advertising.
Please contact dfradin@mauigames.us
for the rate card.
Location
of Circulation: Can be customized for local, national,
and foreign.
Audit:
Number of downloads can be tracked via web access
and through an independent third party.
Frequency rates are based on cumulative insertions
run within a 12-month period.
MauiGames is offering a 50% discount for first
6 months of advertising.
MauiGames will pay 15% to recognized agencies. A
50% deposit is required to hold spot and month of insertion.
Remaining 50% of the advertising fee is due 45 days prior to date
of insertion.
Acceptable file formats for logo, art, and ad
copy is JPEG, EPSF, Photoshop with intact layers. Minimum size
is 160x180 pixels. 24-bit color. MauiGames will size reduce for
each targeted phone.
Please contact dfradin@mauigames.us
for mailing instructions
Games issued monthly on the first of each month.
Closing dates are three months before insertion dates.
Conditions, other than rates, are subject to
change by MauiGames without notice.
MauiGames liability for any error will not exceed
the cost of the ad.
Cancellation of ad space must be confirmed in
writing by the advertiser or agency. Changes or cancellation
may not be made after the closing date.
All insertion orders are accepted subject to
provisions of the current rate card.
Advertisers have been very successfully using
“advergaming” as simple web based games to drive traffic to their
web sites and/or encourage players to “stick” on the web sites.
More immersive type PC based games as described below has been
used with great effectiveness. Cell phone advertising is just
starting. Here are some examples from on-line and/or downloadable
games:
Chrysler
Chrysler, for the 2003 Jeep Wrangler Rubicon
sport utility vehicle, teamed up with PC game developer to build
awareness for the SUV and with a software publisher-distributor
to deliver the Rubicon's exclusive version of another original
simulated off-road game. In short it offered a virtual test drive
of the vehicle. The free Jeep 4x4 Evo2 game features the Jeep
Wrangler, highlighting its capabilities via virtual four-wheel-drive
test drives on rugged, well-known off-road trails. The game was
released in early 2002. Gamers could download it or order a CD-ROM
version and submit their scores for a sweepstakes offering the
Rubicon as the grand prize. The 10 players who submitted the highest
scores by June 14, 2002 won a trip to Jeep's annual Camp Jeep
event and a face-off on the Rubicon Trail, the final trail in
the game. Nearly 50,000 visitors had downloaded the game as of
April 28 and 7,315 ordered the CD. At that time they were predicting
some 70,000 visitors will have registered for the game by June
14. Online survey results of the players showed 51.7% of registrants
and 61% of score submitters said they were "very interested"
in four-wheel drive games. Chrysler is able to track car and
truck sales directly to prospects from its gaming efforts.
In the area of in-game advertising Jeep also
bought ads in the popular Tony Hawk skateboard games.
Toyota
Toyota 4Runner Challenge game. The custom built,
4-level game takes players through tough terrains in a 2003 Toyota
4Runner, showing off specific vehicle features such as the Torsen
Limited Slip-Center Differential. The game entices players to
enter contact information with a chance to win outdoor gear.
Mazda
Mazda has a futuristic racing game with effects
from their TV ads and campaign branding.
Please contact dfradin@mauigames.us for an insertion
order and conditions.