Interview: Mike Yuen, Senior Director, Gaming, Qualcomm, On Revenue Models And Portable Consoles
Moconews.net caught up with Mike Yuen earlier this week at the Mocollywood mobile content conference in London. Mike
Moconews.net caught up with Mike Yuen earlier this week at the Mocollywood mobile content conference in London. Mike
In-game cell phone advertising is not "a long way away" as Mr. Yuen suggests. Nor do ads have to be on "big" screens to be effective. We have been delivering such ads for as long as since 2003 and last year executed an agreement with Qualcomm to offer our BREW ad APIs. We have ten types of effective ad types that we marry with the advertiser's objectives.
I don't question the value of advertising on mobile phones, but what I do question is how soon in-game ads will really come to fruition on a small screen. And what I mean here is the traditional definition of in-game advertising as in being able to swap out adevrtising dynamically in the artwork of the game itself like the vision Massive (MSFT), Double Fusion, et al have painted from a few years back for console and PC titles. Interstitial, pre and post level and/or pre and post game ads is not what I was putting under the same umbrella of in game advertising as mentioned in the interview.