Optimove CEO Discusses Google Ads Integration Into Cloud Marketing

Google Ads is a valuable tool for acquiring new business, but it’s less useful for targeting existing customers. However, the marketing cloud specialist Optimove is out to change that by integrating Google Ads into its services. With it, Optimove can help businesses target customers with personalized ads on Google.com and across the Google Display Network based on past and predicted behavior and purchasing patterns.

Pini Yakuel, CEO and founder of Optimove, talks to [a]listdaily about its “emotionally intelligent” approach to marketing, how Google Ads will help business engage and retain customers, and how the company has stated that it treats every campaign like a “marketing experiment.”

Pini Yakuel, CEO and founder of Optimove
Pini Yakuel, CEO and founder of Optimove

How would you describe Optimove’s approach to marketing?

Combining marketing art and data science, Optimove’s Customer Marketing Cloud empowers marketers with the “emotional intelligence” required to communicate with customers most effectively at all times, via all available channels. In other words, Optimove helps companies grow by more successfully engaging and pleasing their existing customers.

How is Google Ads integrated into Optimove’s services?

The Optimove software is granted access to a brand’s Google Ads account and then uses the Google Ads API to automatically add and remove customer IDs from individual Google Ads audiences.

What can Optimove accomplish that wasn’t possible before?

Effective retention marketing relies on targeting many small segments of customers, also known as customer personas, with highly relevant and personalized messages and offers. The biggest challenges for harnessing channels such as Google Ads in this way have been (1) determining which customers to include in which ad audiences and then (2) updating dozens or hundreds of different audience lists on a daily basis.

Because there has been no automated solution to both of these challenges, it hasn’t been possible for marketers to target large numbers of individual customers with timely, highly-personalized Google Ads.

This week’s announcement highlights the fact that Optimove now provides the only comprehensive solution to these challenges. Optimove fully automates the management of Google Ads audiences based on advanced, predictive, granular customer segmentation. We allow marketers to identify and target large numbers of highly-granular, behavior-based micro-segments of customers and then automatically update the customers in each Google Ads audience list every day, in tune with each customer’s most recent behavior signals.

In what ways does Optimove enhance the use of Google Ads, and how does it help marketers further understand, engage with, and retain customers?

Most marketers use Google Ads for customer acquisition. Optimove’s new Google Ads integration transforms this channel into a powerful tool for customer retention as well.

Optimove gives marketers the power to leverage the extensive information they have on their existing customers—what products they buy; how much they spend; how often they order; what web pages or app areas they visit; how and when they initially became customers; where they live; how they responded to previous marketing communications; their predicted future value; their predicted risk of churn, etc.—to engage with each customer in the most relevant ways, via all available channels.

The ability to hyper-personalize messaging (offers, incentives, etc.) to individual customers via online advertising channels such as Google Ads and Facebook Custom Audiences—either in conjunction with other channels (email, SMS, push notifications, etc.) or as stand-alone campaigns—enhances the customer experience and dramatically increases the financial uplift realized by retention marketing efforts.

What are the benefits of targeting small groups of customers using granular details?

Personalization means greater relevancy, which leads to greater customer satisfaction, brand loyalty and customer lifetime value. By presenting customers with the most relevant and appealing offers and incentives, they feel understood and are far more likely to respond to the offer and fall in love with the brand.

In the past, most marketers were product-focused, and thus would send most or all of their customers the same offers for the same products, regardless of what each customer was interested in, if and when they last purchased the mentioned products, or even if the products were in their potential price range. Today, by using all the customer behavior data available, marketers can send dozens or hundreds of different hyper-targeted messages to small, distinct customer groups, ensuring that each customer receives a highly-relevant offer.

Optimove_GoogleAd

How does Optimove use data to distinguish between an audience’s need compared to a fleeting interest?

At the core of everything Optimove’s Customer Marketing Cloud does is an advanced predictive customer modeling system. In fact, before a new brand can begin using Optimove, the brand’s marketers and Optimove’s data science team work together for a few weeks in order to create a unique customer model for that brand. The custom model reflects the brand’s business, the parameters which best define and differentiate its customers the terminology used by the brand and so forth.

Marketers use Optimove’s “explorer” applications to delve into their customized customer model; analyze and understand their customer base; discover new and valuable customer personas; and to create granular “target groups” of customers who will receive communications especially suited to their preferences, affinities and predicted behaviors. They can then assign automatically recurring campaigns to each target group, ensuring that each customer receives only the most relevant, personalized messages.

The possibilities with such an approach are endless. Savvy marketers can take advantage of this power to create deep, dynamic segmentation in order deliver the most relevant messaging to every customer.

The Optimove blog states that every campaign is run as a “marketing experiment.” Can you elaborate on what that means?

Many marketing delivery and/or automation systems measure the success of campaigns based on “proxy metrics,” such as open rates and click rates. However, much better metrics to track are actual spend (i.e., the financial uplift) and overall engagement. The first point here is that because Optimove’s single customer view data warehouse contains all customer-related data, Optimove is in the position to actually measure these effects.

The second point is that Optimove measures every campaign using the same methodology used by scientists to ensure that the results of their experiments are statistically valid. This involves two techniques:

  1. No additional stimuli may be applied to the test subjects while the stimulus being tested is active. In practice, this means that Optimove will not allow any customer to receive another marketing campaign while a prior campaign is active and being measured.
  2. Uplift metrics (such as increase in customer spend, increase in customer-generated profit, increase in site/app activity, etc.) due to a particular campaign must be calculated based on the differences in observed behavior between the actual recipients of a campaign (referred to as the “test group”) and very similar customers (taken from within the same target group) whose behavior is tracked—even though they do not receive the campaign being measured (referred to as the “control group”). At the time a campaign is sent, Optimove automatically and randomly divides the campaign’s target group into a test group and a control group, and calculates the campaign’s actual uplift based on an analysis of the difference in behavior between the two groups.

SLIVER.tv CEO Explains Why ESports Could Be The Killer App For VR

SLIVER.tv just closed a $6.2 million seed round of equity funding, which will help the company expand its virtual reality eSports technology beyond top PC games League of Legends, Counter-Strike: Global Offensive and Dota 2.

The company has launched the open beta of its eSports entertainment platform, which supports both 360-degree video and in-game virtual reality. The technology is currently available through a free Android and iOS app for any devices supporting Panorama-360 video for mobile, as well as Google Cardboard.

SLIVER.tv technology uses multiple virtual camera arrays to record video games in VR, including games that don’t currently support VR. The software development kit and game connector modules enable non-VR games to become VR-capable during playback, and using player and game metadata in VR environments.

The company’s Auto Content generation technology crawls, indexes and records over a dozen live professional tournaments and players at any given time, building up a database of top matches, players and tournaments along with unique game metadata. Hot Spot algorithms identify exciting moments from these matches and tournaments, and automatically create highlight reels, replays and top plays, such as CS:GO headshots or League of Legends multi-kills. The Special Effects algorithm then applies slow motion, zoom-in effects and dynamically places virtual cameras to capture the action from multiple angles. The company currently generates and publishes these 360-degree game highlights within 12 to 24 hours after the completion of a match.

Mitch Liu, founder and CEO of SLIVER.tv, explains why eSports could be the killer app the virtual reality industry needs in this exclusive interview.

How are you working with Valve and Riot Games on bringing their games to VR?

We integrate with Valve and Riot Games through their APIs and server platforms, and we hope to work even more closely as we continue to scale our platform and user base. Our goal is to work with the top eSports game developers and publishers in addition to the emerging PC, console and mobile game developers.

Valve launched its Dota 2 VR Hub recently. Will your tech connect to that? And how does it work differently than what people recently experienced at The International?

We see Dota 2 VR Hub as a huge leap forward in VR and we certainly share the same vision. We have a lot of plans in the upcoming months, and we’re working with some broad-reaching partners in the space.

We’ve seen ESL explore 360-degree video content. How do you see the future overlap for fans to watch 360-video and 360 in-game footage within VR?

We’re super excited about the possibility to combine a live 360 audience feed with our in-game rendered 360 cinematic experience. In the future, we envision the ability to teleport an eSports spectator from anywhere around the world into the 3D game world for experiencing the excitement of physically being at the event at the same time.

Wargaming was demo-ing in-game 360-degree footage at their World of Tanks finals this year. How easy is it for companies to use your technology? And what’s the advantage over using their own tech?

We’ve developed an end-to-end platform for eSports broadcasting in 360 VR. Third-party game developers and publishers can easily integrate utilizing our game connector APIs to any existing game, and leverage our patented 360 3D virtual camera array technology running on our Cloud-GPU farm to render the entire game world in fully immersive 360 VR video. We also built out a unique infrastructure to stream both 360 video-on-demand and live video worldwide at scale. Developers can spend a lot of time and money to develop their own platform and infrastructure, or work with us and be up and running immediately.

All of the initial games are PC. How does your tech work with console or mobile eSports games?

Our plan is to initially focus on the 140 million-plus players of the top eSports games today, namely Counter-Strike: Global Offensive, League of Legends and Dota 2. This enables us to build the destination platform for all things eSports, 360 and VR. We will be launching support for all console and mobile games subsequently.

What’s your business model for SLIVER.tv?

Currently, SLIVER.tv is free and all content is freely accessible via our apps. In the future, we will consider advertising, subscription, sponsorship and other revenue models.

What impact do you see new devices like Google Daydream and Sony PlayStation VR opening up for VR eSports?

We’re very excited about Daydream and PSVR. As a platform, our goal is to deliver the best eSports 360-video experience to spectators globally, supporting a broad range of games and more importantly across all VR devices. We think that eSports video content may be the killer app for mobile VR devices, perhaps even more engaging than games, and this opens up a larger market for the more casual or occasional eSports audience. On the PlayStation end, we see a huge overlap of console core gamers and early adopters of VR, and they naturally gravitate towards watching eSports as much as they like to play.

You’re focused on the larger mobile audience today, but what role do you see console and PC headsets playing for you in the future?

SLIVER.tv will be launching its VR apps for Oculus Rift, HTC Vive and PSVR in the upcoming months, and will be supporting the most popular VR headsets in the market. Our vision is to become the destination site for all things eSports, 360 and VR, and to transform the spectating experience.

How are you employing the $6.2 million seed funding?

We plan to invest aggressively in technology R&D, platform user acquisition and to work with strategic partners.

What type of overlap in interest are you seeing with eSports fans for 360-degree video or in-game content?

According to a NewZoo research report, between 24-52 percent of all eSports viewers in the US plan to buy a VR headset in the next 6 months. From our experience, we see a huge overlap of eSports fans and interest in experiencing these games immersed within the 3D world, and from different perspectives, not necessarily just from the player’s point-of-view.

The VR audience is small today. When do you see the demand catching up with the technology and price points?

SLIVER.tv launches today will full support for Panorama-360 video using a mobile device’s gyroscope to watch the 360-video, without the need for a headset. We see 2016 and 2017 as big inflection points for VR technology adoption, and we’re already beginning to see that growth in markets like China.

SuperData: ‘Pokémon GO’ Is The Most Successful Mobile Launch In History

Making its world debut in July, Pokémon GO shot up to first place in both grossing and download rankings for every country it launched in. According to the latest digital game revenue report by SuperData, this makes Niantic’s creature-catching game the most successful mobile launch in history. While gamers worried about Nintendo’s move to mobile, Pokémon GO caught on faster than “YOLO,” and has been for many, far less annoying. The strategy of using “gateway” mobile games to attract non-traditional gamers to consoles and handhelds has thus far paid off, opening the floodgates of nostalgic fans and newcomers alike onto the streets. Music streaming services reported a spike in plays for the Pokémon theme song, and Nintendo responded with plans to explore additional merchandising to meet demands.

In his July 2016 revenue report, SuperData CEO, Joost van Dreunen notes a connection between the success of Pokémon GO and increased consumption of the Nintendo 3DS handheld gaming system. “3DS unit sales rose by over 50 percent year over year,” van Dreunen reported, “An astonishing feat for under-powered hardware nearing the end of its lifespan. Furthermore, sales of 3DS games boomed. Combined sales of Pokémon Omega Red and Alpha Sapphire and Pokémon X and Y (2015 and 2013 releases) nearly doubled. Pokémon GO is the only factor that can explain jumps in sales of this magnitude. We are optimistic that mobile spin-offs for Fire Emblem and Animal Crossing will have a positive impact on Nintendo’s ecosystem.”

Thanks to Pokémon GO and reduced prices for the 2DS, the combined spending for 3DS and 2DS handheld systems increased by 44 percent to $28 million in July 2016, according to a report by The NPD Group.

COD Black Ops 3
Call of Duty: Black Ops III was the top-grossing game for digital consoles in July 2016.

July 2016: Digital Video Game Sales

The digital games market reached $5.9 billion in total sales last month, up 10 percent from July 2015.  The mobile game category experienced the most growth at 16 percent, followed by digital console and free-to-play PC games, both growing by 11 percent. SuperData describes the summer video games season as “much stronger than expected” due to several high-performing titles such as Overwatch, The Division, and of course Pokémon GO. Overall, social gaming, PC DLC and pay-to-play MMOs all saw a decline in sales.

Top-selling digital console games include Call of Duty: Black Ops III, FIFA 16, Grand Theft Auto V, Tom Clancy’s The Division and Overwatch (listed in order from number one to five). For PC DLC, Overwatch reigned supreme in July, followed by Counter-Strike: Global Offensive (CS:GO)Minecraft, Guild Wars 2 and Doom. The top free-to-play MMO title was League of Legends, while World of Warcraft West topped the pay-to-play MMO category. On mobile, it’s no surprise that Pokémon GO took the number one spot, knocking Monster Strike down to number two.

Clash Royale superdata

To Clone Or Not To Clone?

SuperData observed the pros and cons of IP-sharing, particularly when it comes to Supercell’s Clash of Clans and Clash Royale, which dropped to number four and five on the charts for July. “It appears Clash Royale is cannibalizing Clash of Clans,” noted van Dreunen. “Clash of Clans revenue initially tumbled 23 percent from March to April while Clash Royale experienced a similar drop in the same period. The downward trend has continued, with total revenue for the two titles falling 16 percent from May to June and 12 percent from June to July. Despite Clash Royale’s initial success, aggregate revenue for the Clash franchise has seen little growth overall.”

“In comparison,” van Dreunen continued, “In October 2015, Machine Zone launched Mobile Strike, a Game of War: Fire Age clone with a modern warfare theme. Despite its humble launch, Mobile Strike grew rapidly achieving 3rd place in revenue ranking this July, right behind Pokémon GO and Asian juggernaut Monster Strike. However, Mobile Strike’s impressive rise came at little cost to Game of War. Both titles are enjoying significant growth, with total Game of War revenue for the first half of 2016 up 16 percent year over year.”

NPD: ‘Grand Theft Auto V’ And Nintendo Dominate July 2016 Sales

The NPD Group has just released its monthly sales figures and July 2016 saw a significant drop in video game revenue compared to last year. NPD’s video game industry analyst, Sam Naji, attributes the drop to “lack of strong new titles for the month,” resulting in a 14 percent drop year-on-year for hardware, software and accessories.

“[Hardware] spending declined by 30 percent versus last July due to a 10 percent decline in unit sales and a 22 percent decline in the average price,” Naji observed. “Spending on portables increased by 23 percent, but this was offset by a 37 percent decline in spending for consoles. Total spending came to $141 million, a decline of $61 million compared to July 2015.”

Xbox One was the best-selling eighth-generation console for the month in terms of units sold, thanks to a 30 percent average reduction in price since July of 2015. Together with the PlayStation 4, both current-gen consoles have earned 41 percent more cumulative hardware sales than their predecessors, the Xbox 360 and PlayStation 3 when compared to the same point in console life cycles—in this case, 33 months since launch.

2ds july 2016 sales

Nintendo outperformed the competition overall in hardware unit sales, thanks to reduced average prices for the 2DS, resulting 78,000 sold—a five-fold increase. The combined spending for the 3DS and the 2DS increased by 44 percent to $28 million. “The 3DS also saw an increase in unit sales of 18 percent,” Naji noted, “Making the combined 2DS and 3DS platforms the best-selling hardware for July 2016 (based on units).”

Speaking of Nintendo, it’s no surprise that the July release of Pokémon GO inspired consumers to “catch them all” on other platforms as well. “The popularity of the app had a positive effect on sales for Pokémon Alpha Sapphire and Pokémon Omega Ruby for the 3DS. Units sales for the two games increased by 79 percent compared to the previous month,” said Naji.

The NPD’s top 10 best-selling games for July 2016 are:

  1. Grand Theft Auto V
  2. Overwatch*
  3. Lego Star Wars: The Force Awakens
  4. Monster Hunter: Generations*
  5. Call of Duty: Black Ops III
  6. Minecraft*
  7. NBA 2K16
  8. Doom 2016*
  9. Destiny: The Taken King
  10. Tom Clancy’s Rainbow Six: Siege

Asterisks indicate that digital sales were not accounted for.

Since June, Rock Star’s Grand Theft Auto V overtook Blizzard Entertainment’s Overwatch for the number one position, Lego Star Wars: The Force Awakens dropped one spot to number three and Monster Hunter: Generations took over the number four spot, pushing Doom all the way down to number eight. The best-selling new release for the month was Capcom’s Monster Hunter: Generations for the 3DS, but the title earned 52 percent fewer dollars than last July’s new game, Rory Mcllory PGA Tour.

“The lack of strong new releases for the month have resulted with a poorer comp year-on-year, and the top 10 games for July 2016 generated 21 percent fewer dollar sales than they did last year,” Raji explained.

overwatch

When it comes to accessories, gamers took a step back from gamepads, headphones and interactive gaming toys compared to last July. Total spending in this category declined by 4 percent to $98 million, which includes subscription cards to console services such as Xbox Live Gold and PlayStation Plus and named full-game download cards.

Raji added that previous-generation console accessories helped reduce the hit in revenue that eighth-generation (Xbox One and PS4) would have sustained. “Although dedicated eighth-generation gamepad spending and headphones/headset spending increased by 22 percent and 23 percent, respectively,” he said. “They were offset in declines in spending on older models such as dedicated seventh-generation gamepads and headphones/headsets.”

Disney Infinity and Lego Dimensions saw an increase in sales for July, taking a 34 percentage point shift in dollar share away from Skylanders accessories and amiibos. “Although total spend for interactive gaming toys declined by 3 percent compared to last year,” Raji concluded, “Consumers spent an additional 55 percent on Disney Infinity accessories and $3MM on Lego Dimensions, which launched in September 2015.”

Adobe: Virtual And Augmented Reality Buzz Far Surpass Retail Sales

According to a new report from Adobe Digital Insights (ADI), US gaming console and PC sales will reach $25.3 billion in 2016, up 7.7 percent over 2015, and represent a growing opportunity for marketers. Tamara Gaffney, principal analyst and director for ADI, said online revenue was up 42 percent in Q1 2016 over the same quarter last year. Gaffney forecasts online game sales in the US will generate $1.1 billion in revenue this year.

“Q1 is traditionally a slow time of year in the games industry,” Gaffney said. “We’re seeing a transition of more money being spent in online gaming, which is why we saw offline game sales down 7.7 percent compared to Q1 2015.”

ADI was established four years ago. Gaffney was placed in charge of the new division, which analyzes information in the Adobe marketing cloud. For this new gaming report, Gaffney and her team analyzed data from 2.5 billion visits to retail websites, providing a much deeper dive into data by looking specific transactions this year. They were able to capture details in online shopping carts such as product name, price and quantity, and if it was purchased. They analyzed 2.2 million products overall through online shopping cart data, including 8,000 in the computer space and 4,000 in the gaming space.

Virtual reality was also a focus of the ADI 2016 Gaming Report. Gaffney said to date, the buzz around VR has far outweighed retail sales. In fact, retail sales weren’t robust enough to even include in the data-driven report.

“The VR headset marketplace hasn’t taken off yet,” Gaffney said. “We’ll track it once it takes off, which we expect to happen around Christmastime (2016).”

Adobe Social View is a scraping agent that goes into social platforms to collect the number of mentions with keywords around the virtual reality space. Gaffney’s team has been doing this every month for over a year. She said social media buzz is very predictive of what will happen in the future when it comes to retail sales.

“The big buzz around VR started with the Oculus Rift announcement, and when it started shipping we saw a 548 percent increase since January 2015,” Gaffney said. “And we’re not seeing much decline. VR is holding that excitement, especially the HTC Vive, which has seen an over 2,000 percent increase since January 2015.”

Gaffney said the sustained excitement is because different devices are coming out. But that’s not translating to a lot of sales.

“Right now the market is early adopters who want to try all the new stuff, while others are waiting,” Gaffney said.

Gaffney believes Facebook owning Oculus may be preventing the VR platform from making partnerships across the games business, which gives HTC, which is more independent and has its own partnership with Valve, an edge up in the PC VR competition.

Both Oculus and HTC face the major hurdle of the price of PC hardware, according to Gaffney. While the cost of PCs that can run high-end VR remains high, this opens up a door for Sony.

“PlayStation is different because they have 40 million consoles in homes and it’s easy to upgrade to PlayStation VR,” Gaffney said. But there are still a lot of question marks in the VR market.

“Maybe the HTC won’t be the thing, maybe Samsung will come out with something at Christmas that knocks everyone out,” Gaffney said. “What new thing will come out that consumers will want? That’s the game we’ll get into with augmented reality.”

Another growing area in the video game industry is eSports, which has impacted every sector of gaming to date. ADI looked at the growth of eSports communities across top games and found that Valve’s Counter-Strike: Global Offensive (CS:GO) saw a 66 percent increase, topping all five games. Valve’s Dota 2 saw a 17 percent increase, Riot Games’ League of Legends saw a 9 percent rise, Blizzard Entertainment’s Hearthstone saw an 8 percent growth and Activision’s Call of Duty saw a 1 percent rise.

Gaffney believes that in the future, VR and eSports will go together like peanut butter and jelly.

One key takeaway from this new report for brands is that gamers like to test things out before buying. ADI explored online games that featured open betas and found that games that allowed players to test the product during development sold 4.2x more units than games that didn’t have open betas.

“Millennials don’t react well to closed environments,” Gaffney said. “They like openness and the ability for friends to be on something with them, sharing the experience.”

Gaffney believes it might pay off for those in the software and technology industry to allow potential customers to test technology before it is released to the masses. That could even apply to an advertising campaign.

“Think of all the useful feedback gaming companies get when they have open betas for their games; now think about how much a brand could benefit from that type of feedback when launching a product, service or campaign to ensure it really resonates with the audience,” Gaffney said.

Unity CMO: Adoption And Use Of VR “Will Explode”

At the recent Casual Connect conference in San Francisco, Unity’s chief marketing officer Clive Downie spoke to attendees about the scope of the opportunity ahead in virtual reality (VR) and augmented reality (AR). The time is right to jump into the markets, and Downie made a convincing case for jumping in despite the risks. Unity, being the supplier of development tools used in millions of products, has a unique perspective on the adoption and use of VR and AR, since they provide tools for developing products in those realms. When Downie spoke, [a]listdaily was among the attendees in the packed session.

“People knew a long way back that VR and AR were going to change the world at some point,” Downie said. “We’re just starting to see that now.” We should remind ourselves of the pioneers of decades past who started on early versions of what we are beginning to take for granted. Virtual reality has been a mainstay of science fiction novels and movies for a long time, and early VR devices and headset began to be constructed in the 1970s, with development continuing from that point. “Fifty years ago people dared to dream that VR could change the world,” Downie noted. “While we think we’re at the beginning of a curve, actually we’re at the latter stages of one of the longest technology arcs we’ve been part of.”

Clive Downie
Unity CMO Clive Downie

The VR market has been buzzing for years now. “There’s a lot of heat around this magical thing called VR,” Downie said. Analyst numbers show that AR/VR is forecasted to hit $120 billion in value by 2020, with about 90 percent of that coming from VR and about 10 percent of that from AR. By comparison, Downie pointed out, the global market for game software in 2016 is projected to be less than $100 billion. Of course, much of the revenue projected for the VR market comes from hardware and from software that’s not games—other entertainment, business and commercial uses, scientific and medical applications and so on.

While some analysts see the progress of VR as a simple linear growth projection over time, Downie rejects that as simplistic. “A linear growth rate isn’t what’s going to happen, and it’s not what we’re seeing, either,” said Downie. “The prediction that we have at Unity is we’re going to see AR and VR start slower than some people predict. Some will say that AR and VR are fizzling out, that it’s just not getting traction, despite things like a $25 billion market cap increase for companies like Nintendo because they dared to do something different.” While Nintendo’s enormous share price rise was due to the success of Pokémon GO, it’s since dropped back somewhat as people realized Nintendo won’t be directly profiting from the title.

“We’ll see this gap of disappointment between perception and reality, and it will be real, but in the end it will be fairly meaningless. Because just like all those people knew 30 or 40 years ago, we have to recognize what we have. We are in this once-in-a-generation production of new tech so compelling that will change everything. This is a once-in-a-generation moment.”

Downie sees VR as a not just an interesting technology, but as a technology that will change the world. Getting there won’t be easy, and those who develop for VR at the beginning are going to have to overcome difficulties.

“Like every major step-change in technology, the early pioneers who grit it out face high risk but supremely great reward,” Downie said. “This is a step-change in technology, right up there with electricity, the combustion engine and the internet. The reason why adoption and use will explode to those levels is fundamentally straightforward: there’s going to come a time and VR and AR will make your life better.”

The point at which VR and AR become viable, revenue-producing markets is of course the critical issue for investors, developers, and consumers. “How close are we to mass adoption? I think we’re closer than ever, and mobile is leading the way,” Downie stated. “This is no disrespect to the excellent Rift, to the Vive, to PlayStation VR, which are putting immense gaming power in the hands of consumers very affordably. They can and will have deep communities of customers, but I believe it is mobile that will speed these new realities to to a voluminous amount of people around the world.”

The pre-eminence of mobile as the VR platform with the biggest audience is already clear from the success of Google Cardboard, with over 5 million units shipped and over a thousand apps in place, Downie noted. Gear VR has a million users in place. “Google announced Daydream, which is going to bring a controller, and right away it will be more functional and accessible and approachable. Facebook 360 was introduced in June, and you don’t need to use a headset. It gets users to move around in a 360 space, and it can be used with both Gear VR and the Rift—getting the masses more used to VR step by step.”

Of course, Downie noted the amazing success of Pokémon GO as getting people familiar with AR—and by extension, VR—preparing the way for more content. “AR and later VR are becoming acceptable as media for people to interact with and get used to,” Downie said. “This is massive adoption on a global scale, This product alone could easily get to 10 percent of that 1 billion consumption number.”

Downie went on to note the tools and techniques necessary to succeed in VR, but he had some general advice of use not only to developers but to marketers as well. “The master rule is there are no rules,” Downie opined. “At this point in the VR experience, people are just trying to figure out what will work and what doesn’t. So you have to take chances, you have to try new things. Don’t let yourself be constrained by what you think will work. That’s the worst thing to do in this moment. Free yourself from the conventions that you already know.”

“And because there are no rules, you have to remember that you’re going to make mistakes. You’ll make more mistakes when you go into AR and VR than you’ve ever made in your game-making career,” Downie warned.

Downie had words of encouragement for game makers and marketers who are looking to jump into the early days of the VR and AR markets. “Great content is going to drive adoption—it always does,” Downie said. “Content is, and always has been, king. That’s where the creators of tomorrow come in. The opportunity is here, it’s real, and the opportunity is waiting for people like you to dream and to invent something we haven’t thought about. Eventually everyone will be in this place. My advice is to get there first, because it’s going to be worth it.”

AppsFlyer: Mobile Advertising And Retention Dominated By Facebook

AppsFlyer’s latest report ranks the top media sources in mobile advertising between January and June, 2016. The Performance Index evaluates the global mobile advertising ecosystem through app user growth, retention rates and which advertising platforms attract the most engaged app users.

Facebook remains the top media source for mobile advertising across all global markets, regions and platforms except on Android Europe, where it came in at third place. Unity has made significant strides—rising to the number four spot on global power rankings for both Android and iOS, the number three spot for Android and number two for iOS in APAC countries. Google is also moving up the charts for mobile advertising, up to second place in the power ranking for Android and third for iOS.

appsflyer gaming

As for app retention, iOS and Android had a virtually identical retention score globally. “Slightly different numbers were only evident in North America,” the report notes, “Where iOS retention was 6 percent higher than Android, and in Europe where Android’s score was 8 percent higher than iOS.”

Facebook’s retention score moved three spots up the iOS global ranking, hitting the number two position, while it dropped one spot on Android, landing at number three. Twitter still holds the number two retention spot for Android and rose to number five for the global iOS index, but its global power ranking remains less strong at number 16 and 12 for Android and iOS, respectively.

AppsFlyer noted that video attributes greatly to customer loyalty, “proving that when a player views a preview of a game, there are less surprises, leading to improved retention.” Video networks Vungle, AdColony and Unity all climbed four spots in Android global retention as a result. On iOS, only Unity had a 4-spot climb but overall, video networks performed exceptionally well coming in at number one, three and seven, respectively in retention score indexes.

CNN’s Courageous Studio VP Talks About Square Enix Partnership

Audiences caught a glimpse of the future last week at the Human by Design conference last week, hosted by Square Enix and CNN’s Courageous studio. The event, held at the Paley Center for Media in New York City, was inspired by the upcoming game, Deus Ex: Mankind Divided and its vision of what a society with cybernetically augmented people might look like. The game, which some see as a window into the future, imagines a deep societal divide between ordinary people and those with cybernetic enhancements.

Experts and self-described cyborgs include the avant-garde artist Neil Harbisson, who has an antenna implanted into his skull that allows him to experience colors despite being color blind. Additionally, Steve Mann, who is credited for pioneering High Dynamic Range (HDR) technology for digital photography, spoke about his head-mounted computer, the EyeTap, which grants him an enhanced view of the world (such as seeing radio waves) using augmented reality and other technologies. In 2012, Mann was assaulted in Paris by people who mistook his eyewear for Google Glass, which makes him an ideal person to speak about society’s potentially violent reaction to wearable technology.

Human by Design was livestreamed on Twitch to millions of viewers and a documentary film version, developed by Courageous, is available to watch on Amazon Prime. Square Enix currently has a partnership with Open Bionics to develop a 3D-printed prosthetic arm inspired by the game’s main character, Adam Jensen.

Otto Bell, vice president and group creative director at Courageous (CNN’s in-house brand studio), talked with [a]listdaily about Courageous and how it worked in partnership with Square Enix to make Human by Design a reality and how a video game might shape the future.

How would you describe Courageous and its goals?

I would say that it’s editorially minded. It’s committed to high production standards, ensuring that we meet clients’ objectives and marketing objectives, but we do so in a way that is generally additive to our audience on the Turner Network. Either it provides some kind of utility, it deepens people’s understanding, or it makes them smile.

Otto Bell
Otto Bell, vice president and group creative director at Courageous

How did you partner with Square Enix to put together the Human by Design conference?

Square Enix came to CNN with what I would describe as a fairly standard media brief. They were looking for some page takeovers and some kind of high-impact day of announcement to coincide with the release of their new game, Deus Ex: Mankind Divided.

The thing is, we’ve got a staff of Emmy and Murrow-winning journalists at Courageous, and they tend to scratch beneath the surface of every creative brief that we get. They started to dig into the story of Mankind Divided, which is set in the future. This installment deals with a world divided between people who have augmented their bodies and those who have not. So when we started to dig into this imaginary world, the guys discovered that a lot of the themes and tensions the game addresses are actually not science fiction. They’re kind of bubbling up to the surface in today’s society.

We’ve got Steve Mann here; he’s the first victim of a cyborg hate crime. Someone tried to pull that camera out of his head. You’ve got Neil Harbisson, who elected to add an antenna to his skull, and he’s a self-identifying cyborg. He sees this as a new organ—a new sense—that he has added to his body. These themes and tensions that the game handles aren’t future tense; they’re present tense. These are things that are happening today.

Once we realized that, we went back to them and said that we could do the page takeovers and traditional advertising, but right now there is a vacuum. There is a wide space that you can fill. There’s no bill on the floor of Congress. There’s no coordinated thinking about the implications of this rapidly developing science and what the ramifications could mean for humanity at large. We said that there’s a larger conversation to be had here, and we should pull together academics, scientists and people who identify themselves as cyborgs and bring them all together. Let’s thrash out some of these thorny questions about medical ethics, weaponization and choice. That’s what brought us here today.

How did the partnership with Amazon to create a Human by Design documentary come together?

The Amazon relationship came together through Square Enix as an important retailer for this upcoming game. I think when Square Enix walked into Amazon and showed them some of the early materials for the conference and talked to them about what they were doing with Courageous, Amazon (from what I’m told) was very enthusiastic about the level of thought Square Enix was bringing to this video game launch. Amazon, upon reviewing some of the early materials, said to Square Enix that if they could make this into a documentary, they’d put it on Amazon Prime. They believe that the conversation has sufficient editorial merit for them to put it on their channel and promote it through Prime Video.

The conference is being streamed through Twitch, but the half-hour documentary that we produced during the run-up to this conference is on Amazon Prime and is being actively promoted on the homepage. That’s not a paid promotion. That’s something that Amazon—after reviewing the content—believed in highly enough to place on their homepage and encourage people to watch it.

The documentary was put together by Courageous people. The same people who put together today’s conference were out in the field researching, meeting the participants and filming their stories.

How do you feel about a video game being a kind of window into the future?

I think a video game as a window into the future is entirely appropriate for the time in which we live. It used to be H.G. Wells and Jules Verne who would author books on imagined futures. Then it fell to great movie directors like Spielberg and Ridley Scott to imagine what the future could entail and what the tensions and challenges that we face as a race could be.

Given video games’ share of market, leisure time and mind, I think it’s entirely appropriate that a video game should weigh in, forecast and imagine what might happen to us all. It’s another art form in a long line of art forms that have looked to the future.

Human X Design Conference, August 3, 2016.
Prosthetic arm inspired by Deus Ex franchise. Photo credit: Courageous.

Given the partnership with Open Bionics to design a prosthetic arm, Deus Ex could be in a position to help shape the future. What are your thoughts on that?

I didn’t decide what Square Enix was going to talk about today in the keynote. They could have talked about their game and shown a bunch of adverts. I’m really impressed that they chose instead to highlight their partnership with Open Bionics because they are literally and figuratively stretching out a hand from science fiction into the real world. The choice of highlighting that partnership is a tasteful and appropriate way into today’s larger conversation. I think the work that they’re doing with Open Bionics is truly additive and it’s changing people’s lives. It’s a profoundly positive example of the fact that so-called branded content can also be great, important and life-changing content.

How This Virtual Reality Music Company Could Help Artists And Brands

TheWaveVR used this year’s Game Developers Conference to host a live demo of its music virtual reality experience, which allows a DJ to play live music in an evolving colorful virtual reality landscape. It’s like a rave inside your headset. The company is demonstrating its technology at VRLA this weekend.

Now backed by a seed round of $2.5 million from KPCB, Rothenberg, RRE, Presence Capital and Joe Kraus (Google Ventures), the VR music platform is expanding its team and adding hip hop and pop music to its initial EDM focus.

“After we began showing the first demo of the experience, we generated so much interest from not only members in the tech and VR community, but also musicians and the music industry at large,” Adam Arrigo, CEO of TheWaveVR, said. “Artists are always looking for new ways to reach their fans, and in electronic music especially, technology can be this empowering force from both a revenue and creative standpoint. So our goal as a company is to use these resources to best serve both artists and their fans.”

The platform creates a VR venue where artists can perform live music by importing their tracks, customizing the visuals and sharing virtual shows. Everyone at the company is a musician, which was also the case at Arrigo’s previous company, Harmonix, makers of music games like Rock Band, Dance Central and Disney’s Fantasia.

 “We’re all inspired by how music has this incredible power of bringing people together—whether it’s for a concert, party or a video game,” Arrigo said. “My time working at Harmonix taught me the incredible social power music has, and how much room there is to innovate in the interactive music space.”

Co-worker Clarke Nordhauser (aka GRIMECRAFT) is a popular video game DJ who streams his shows on Twitch. He sets up his webcam feed alongside a music visualizer and has cultivated an impressive community of fans who tune in weekly, subscribe to his artist channel, and socialize with other fans. And he doesn’t have to leave his living room. He’s also found that a lot of the fans come to his shows -—and meet up with each other—in real life.

“We thought VR could take this experience to the next level in a ton of different ways,” Arrigo said. “Imagine being able to be co-present with those people in VR and attend multiple artists’ shows, flipping through them with the click of a button.”

TheWaveVR separates itself from the pack of early music VR experiences by creating an interactive platform set within a video game-style world, rather than employing 360-degree video. Arrigo said his platform adds a third dimension to how music experienced through interactivity. The first two dimensions are audio and video.

“We’re offering the ability to not only hear the music or watch a music video, but actually be inside the music and interact with it —and other people—in totally new ways,” Arrigo said. “For example, people love using glow sticks at shows. In TheWaveVR, you can paint your own light shows in 3D space, and collaborate with other attendees on creating custom visuals.”

Arrigo said the platform is being designed to generate revenue for music companies. Being able to host and attend shows from anywhere lowers the barrier of entry to engage with live music content.

“Think of all the fans who can’t see their favorite artists because of factors like physical location, age, cost or fear of large crowds,” Arrigo said. “There’s a huge amount of untapped revenue in serving these groups. Most importantly, we’re building the tools that let artists create this new type of content that is equal parts audio, visual and interactive.”

The platform will also open up opportunities for sponsorships and brands.

“We’ve discussed brand integrations and sponsorships as being a revenue opportunity for the future,” Arrigo said. “Right now we’re laser focused on creating the most engaging experience for music lovers.”

TheWaveVR is working directly with artists like Morgan Page, who has provided user feedback on what they need to perform their music in VR.

“We’ve found that being able to customize the visuals of the venue is equally as important as audio-related features, so we engaged David Wexler (Strangeloop), one of our advisors, to help us build out some of the visual features,” Arrigo. “We’re working with a select group of artists on developing the world’s first VR concert series, which we’ll be launching soon.”

Softgames CEO: Messaging Apps Are The New Gaming Platforms

The games industry has expanded to $100 billion in annual revenue, not just through steady growth, but through the explosive rise of new gaming platforms. We’ve seen how new consoles can drive demand for games, but let’s not forget how Facebook gaming generated billions in revenue and created billion-dollar companies like Zynga before mobile games took over. Mobile games have grown to well over $30 billion in annual revenue this year, with more growth ahead. Virtual reality (VR) and augmented reality (AR) are poised to become multi-billion dollar gaming markets over the next few years according to many analysts. Yet, there may be another game market growing right now that could be worth billions, and it’s a place where the biggest tech companies are placing very successful bets: messaging.

Alexander Krug
Alexander Krug, Softgames CEO and founder

“2016 is the year of messaging,” said Alexander Krug, CEO and founder of Softgames, talking to [a]listdaily. “Messaging is about to become the new platform, and chatbots are becoming the new apps.” Krug’s optimism for messaging is founded in observation of the patterns in technology over the past few decades, and some of the current numbers reflecting the state of the mobile game market.

“It may be hard to believe, but the golden era of apps is more or less over,” Krug states. “Sure, everybody’s using apps, and that will pretty much always be the case, but the app boom is more or less over. People are becoming more and more selective of the apps they are finding and downloading. The reality is that the average American is downloading zero apps a month. The reality is that just 1 percent of the developers out there get 94 percent of the revenue.”

It’s not that there isn’t money to be made in apps—in fact, there are billions of dollars in app revenue. However, most of that is going to very few publishers. Krug sees this as following the pattern of technologies introduced since the 1980s. We saw the PC in the early 1980’s, and applications were created for them, which rapidly grew into a substantial market. Eventually, the PC boom gave way to the internet age in the 1990s, and the browser started becoming the place where small developers could enter the market. That time saw both Flash games becoming popular as well as multiplayer online games gaining new prominence. The Facebook gaming era was the height of the browser-based market for games.

Then mobile came along in the mid-2000s, bringing with it the App Store, the Google Play Store, and the explosion of apps. Apple recently announced that developers made over $50 billion dollars from the App Store so far.

Despite the high revenue numbers, Krug sees the current rise of messaging apps, and the opening of them to developers, as a new market with tremendous potential for developers small and large as it booms.

“Messaging apps are showing explosive growth now,” Krug said. “Now almost 2 billion people use messaging services. There’s a massive opportunity out there. Messaging is the top app type in terms of usage. This is where chatbots come into play, as messaging apps become the new platform, subsuming the role of the mobile operating system. Instead of having an app for shipping, game, or whatever’s out there, you just have a messaging app and within it is a bot for a service or a game. Bots are the new apps, and the Bot Store is the new App Store.”

This isn’t just idle speculation. There are several examples of how important messaging apps can be to the success of games, including WeChat, Kakao, and Line. Those are the leading messaging apps for China, South Korea, and Japan, respectively, and their influence on game marketing and downloads in those countries is enormous. Developers create games specifically designed around these messaging apps. We have not seen this take place in the US, but it’s coming. Facebook has already enabled its enormously popular Messenger (with over 1 billion users) to work with developers, who are building chatbots to make it easy to shop, use services, and a wide variety of other functions. In a couple of months, iOS 10 will go live, bringing with it a massively upgraded iMessage app (also with over 1 billion users), which will also allow developers to build apps inside of it. That’s not even counting WhatsApp, Facebook’s other messaging app with over 1 billion users, nor all of the other messaging apps like Snapchat.

Chatting with bots
WeChat chatbot robot.

“Bots are very easy and cheap to build, it’s super easy to upgrade them, and they are built for specific cases,” said Krug. “From a user perspective, it’s an amazing thing. I don’t have to lose my comfort zone. I can just stay within Messenger or another messaging app. Plus they don’t have to download or install.” There are bots for shopping, news and a variety of services, like ordering an Uber ride. Right now, it’s mostly text-based, so it’s similar to the early days of the internet, Krug pointed out, but that’s changing fast.

“In China, they are further developed,” Krug said. You can see images of things you want to order, “like a mini web page.” Additionally, “smart messages like this are a way better experience for the user than just pure text. Bots in combination with smart messages enable the replication of virtually every website.”

“Bots can also be the starting point for a game,” Krug said. There are already strategy games, card games, and many other types of games in WeChat and other messaging services. “It’s [in its] very early days so far, with a very limited user experience, and very text-based. This reminds me of the early days of games on the C64. Bots are going to implement more pictures, and they are going to take over well-known mechanics from Facebook games. When you look back to the early days of Facebook gaming, they grew extremely fast. The growth opportunities are similarly strong, but probably even better.” You send out invitations to your friends, they click on it, and they start. What could be easier? It’s a marketer’s dream, with an acquisition process that’s about as frictionless as possible. There are no restrictions on virality as yet, so games can grow as fast as possible.

Games can be graphically animated, and the platform is evolving very quickly. “The combination of chatbots with HTML 5 gives us huge opportunities—everything is possible,” Krug said. Discovery is the biggest challenge for the messaging platform, but that’s true of games on nearly any platform. “How do you make money out of this? Advertising is possible. In-app purchases are possible since you can access the APIs for purchase within the messaging app.”

Krug’s final advice: “Instead of wasting hundreds of thousands on user acquisition to an unwilling audience, grab $10K and invest it in a bot and try to make your own experience and push this platform forward.”