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RTL Group’s adtech unit smartclip has published its latest whitepaper, titled “Game On: Engaging the Ever Growing Casual Gaming Audience With Rewarded Video Ads”. The paper provides key insights into casual gaming advertising with a particular focus on the highly-performing rewarded-video ad format. It is intended to help advertisers understand this growing market and assist them in reaching casual gaming’s diverse, leanedin audience.
Gaming has grown to be one of the most popular forms of entertainment in recent years. Casual games, which are easy to use on mobile devices and have a simple gameplay that appeals to all ages and genders as well as requiring minimal skill or time, have grown to be a significant segment of the gaming market. For agencies and advertisers, it can be difficult to navigate this complex market. It is important to provide them with the information and insight they require in order for their business success.
This paper draws on the extensive expertise of smartclip Europe, supported by real-world data and contributions from industry executives. It also includes facts and figures from other industries. This paper explores the possibilities of using familiar ad formats for targeted, scalable campaigns that are effective in measuring, reporting and targeting.
A detailed study of rewarded videos, which are in-game video ads that offer a game-related boost to players who have viewed the entire ad. Rewarded video is an easy and effective way to reach casual gamers. It creates positive brand associations because it offers a valuable value exchange. This feature will be an increasing part of successful digital campaigns.
Shira Leffel (Executive Director Marketing & Product Education, smartclip) stated that brands are increasingly leveraging casual gaming advertising’s potential to reach a wide audience. “Casual Gaming Advertising, particularly rewarded video, offers a powerful, brand safe, and effective way of reaching myriad target customers. It delivers high viewability rates at 98% and high click-through rates on average at 94%. This paper aims to increase understanding and accessibility of gamers and gaming advertising.