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  • Richard W is a Senior Analyst at Library House in charge of CleanTech.  He has previously worked as a consultant in the area of Open Innovation in the consumer goods sector, and has an educational background in engineering.

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Library House Blog

Blog Archives for: January 2008

Looking inside in-game advertising

Posted by Chris C at 5:07pm, 18th January 2008 / Add Comments

Advertising in and around video games is a growing business. The 14 in-game advertising companies Library House tracks have raised nearly $250 million in disclosed venture financing, and Yahoo!, Google and Microsoft have each acquired a startup in the space. The opportunities and challenges faced by these startups vary substantially based on what type of games and which platforms they target. The three major categories of in-game advertising are as follows:

Console and hardcore PC games
The most radical innovation in video game advertising involves inserting ads directly into the 3D worlds of today’s console and PC titles. Realistic titles such as Atari’s “Test Drive” are set in contemporary environments, where gamers would expect to encounter real advertising.Selected video game advertising companies

Working with publishers to insert advertising opportunities into such titles requires heavy lifting on the startup’s behalf, both from a business and from a technology perspective, so companies in this sub-group of in-game advertising companies have raised the largest amount of venture funding per company.

Massive, a pioneer in the space, raised $17.6 million before its 2006 trade sale to Microsoft, which was reported to have been worth between $200 and $400 million. Rivals Double Fusion and IGA Worldwide have each raised over $40 million in venture capital to build out their networks.

Those networks are live and reaching gamers: IGA Worldwide, which serves ads into over 50 games such as Electronic Arts’ first-person shooter “Battlefield 2142,” is serving 100 million ad impressions to over 1 million gamers per week.

Despite this, advertising has not yet made a substantial contribution to game publishers’ turnover. In the quarter ending 30 September 2006, for example, EA earned $5 million from in-game advertising – less than 1% of its total quarterly revenue.

The video games industry has high expectations for in-game advertising, however. During that quarter’s earnings conference call, EA’s CEO John Riccitiello said, “I really think when it comes to in-game advertising, the way to think about it is it will be some day a great business. It is not today. Most people involved in the business are investing spending to establish position and it’s just currently not at all at scale.”

Casual PC games
A fast-growing segment of the video games market is casual gaming. The Casual Games Association estimates that 200 million each month play casual games like PopCap’s “Bejeweled” and PlayFirst’s “Diner Dash” online. The model varies substantially from console titles, which attract a younger demographic and a smaller audience (there is a next-generation console install base of only 46 million worldwide, according to VG Chartz).

Real Networks’ RealArcade casual games service, for instance, reaches an audience that is over two-thirds female, with 80% between the ages of 35 and 64. The company operates a hybrid model, where users can trial any game for free – with advertising – but must pay a monthly fee to download games for unlimited play.

Other games services are entirely ad-funded, such as Kongregate. Game developers upload games to the site in the same way that users upload videos to YouTube, and Kongregate shares the revenue from ads shown to its 1.3 million monthly visitors with developers.

Advertising in casual games typically surrounds the game or is run before or after gameplay. In either case, serving ads onto games sites does not require the complex integration performed by console and hardcore PC in-game advertising firms. Startups addressing the casual games advertising market therefore function more like standard online ad networks. Some examples of casual game ad networks are San Francisco-based Mochi Media and Silicon Valley-based NeoEdge Networks. Google purchased AdScape, another San Francisco firm, in Q1 2007.

Mobile games
Gaming on mobile phones is at an earlier stage of its evolution than either console or PC gaming, but already publishers and mobile operators are bringing advertising into the picture, hoping that advertiser-subsidised gaming will allow mobile games to reach a wider audience. Despite substantial improvements in game quality over the last 3 years, mobile gaming has failed to crack the mass-market, even as interest in other mobile data services - particularly the mobile web - is surging.

London’s Amobee and San Francisco-based Greystripe are competing to provide the technology to wrap ads around mobile games. This is no simple feat, since games publishers produce hundreds of variants for each mobile game title in order for their games to run on as wide a range of mobile phones as possible. In building their networks out, Amobee has placed a high priority on mobile operator engagements, and received investment from Vodafone and Telefonica last November. Greystripe, meanwhile, is pushing its own free mobile games portal, called GameJump, and has struck several deals with high-profile mobile games publishers such as Digital Chocolate, Vivendi and Hands On Mobile.

Snapshot for 2008: government action, solar traction

Posted by Richard W at 9:51am, 3rd January 2008 / Add Comments

In keeping with tradition, this is the time of year for predictions. According to the National Venture Capital Association, who surveyed 170 US venture capitalists, 80% predicted that cleantech venture investment was set to see a rise again in 2008. Perhaps an unsurprising prediction, but less easy to predict is what will shape the direction of investment in the coming year.


Allied with the business view of increasing attention to clean technology, the political climate is certainly upping the anti, with pressure on international governments to take real meaningful action. Whilst recent developments at the Bali conference on climate change did not cement any firm actions, there was unanimous agreement to cut global emissions, as a basis for further negotiations. Whilst this may seem a minor step, given it is agreement made with near global representation, it is as the UK environment secretary Hilary Benn described, a “historic breakthrough”.

Whilst the Goliath of the global community moves slowly, it is likely that 2008 will see much more focused leadership from national governments, and not just in Europe, with policy and legislation being an important force in helping to accelerate market adoption of some clean technologies. Investors would be wise to keep an eye on the moves of governments in assessing the fertility of different regions for different technologies.


A case in point, energy shortfall and dwindling domestic coal reserves has led the Indian government to pursue incentive policies and feed-in tariffs to help drive the use of solar, and other renewables. This combined with new financing models to pay for solar energy adoption is set to fuel greater up-take. Recent indications from the Chinese government has led experts to predict that China too, will begin to represent a significant market for renewables, in particular solar, rather than just a manufacturer. In part this will be stimulated by the 2008 Olympics, where China is expected to go some way to playing down its growing reputation as a major global polluter by installing flagship clean energy projects.


Solar seems an apt area for further predictions in 2008, off the back of news this week that Nanosolar, one of the leaders in solar technology, is now selling what it describes as “the world’s lowest-cost solar panel”. Nanosolar focuses on so called “third wave” solar technology that uses thin film materials, rather than silicon. The bold claims seem timely, given news this week that silicon demand for the solar industry has outstripped demand from the semiconductor industry. Despite this increasing demand silicon costs are expected to fall in 2008 providing greater advantage to the less advanced, but traditional silicon based solar panels.


These competing forces in solar are likely to play out in 2008, with established silicon technologies seeking to gain ground in installations before newer thin film based solar technologies can gain traction in the market. How this trend plays out in the longer term remains to be seen, but with claims of greater efficiency and lower costs being linked to newer thin film technologies, it seems substitution seems inevitable, but this may take years.