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December 2015
Mobile now accounts for most of the time US adults spend with the internet,
and marketers have responded. From mobile social network advertising to mobile
programmatic, mobile video and push notifications, marketers are using an array
of tools to reach their audience on the go. eMarketer has curated this Roundup
of trends, insights and interviews to help advertisers and marketers keep up with
the latest mobile marketing trends.
MOBILE ADVERTISING AND
MARKETING TRENDS ROUNDUP
presented by
Mobile Advertising and Marketing Trends Roundup	 Copyright ©2015 eMarketer, Inc. All rights reserved.	2
MOBILE ADVERTISING AND MARKETING TRENDS ROUNDUP
Overview
This will be a benchmark year for ad spending in
the US, as mobile surpasses desktop spending
for the first time, eMarketer predicts. Mobile
will account for 51.9% of total digital spending
in 2015. That’s a higher figure than eMarketer
forecast earlier this year.
While desktop’s share of advertising dollars is expected
to slowly decline through 2019, mobile’s share will grow
robustly. eMarketer expects mobile advertising to grow
by 59% in 2015, a higher rate than forecast in March,
when eMarketer last released figures for US ad spending.
Meanwhile, long-term growth through 2019 has been
revised downward slightly.
“Brands and marketers continue to see increased value in
mobile advertising to reach consumers,” said eMarketer
analyst Martín Utreras. “Some of the shift is happening
organically from digital ad spending dollars, but also we see
additional dollars moving from traditional media and new
money coming from local advertising and small businesses.”
The shift to mobile ad spending is being driven mainly by
consumer demand. eMarketer estimates that US adults
are spending 2 hours and 51 minutes a day on nonvoice
activities on mobile devices. More than half of that, or 1 hour
and 31 minutes, is spent on mobile phones.
When examining the formats within mobile, eMarketer has
revised all of its 2015 figures upward. Display advertising
will continue to account for the largest share of the mobile
ad market, capturing 51.1%, or $15.55 billion. Within display,
banners, rich media, and sponsorships will account for
$12.77 billion, and video $2.78 billion, with both figures
revised higher than originally forecast. Search ads account
for the second-largest share, 44.7% or $13.62 billion.
Estimates for text messaging, classifieds, email and lead
generation figures have been revised upward in 2015, but
lowered slightly through 2019. SMS messaging will account
for 0.9% of mobile ad spending, while other spending—
mostly on classifieds and emails—will account for 3.4%.
Also noteworthy is that in 2015, eMarketer expects
mobile to surpass print advertising’s share of the total ad
market, sooner than originally forecast. Print’s share has
been revised downward, to 15.8% of the total ad market.
Meanwhile, eMarketer’s estimates for mobile have been
adjusted upward, to 16.6%.
“Consumers’ increasing on-demand consumption of media
through mobile—coupled with improvements in targeting,
attribution and ROI for mobile advertising—will continue to
take away ad dollars from magazines and newspapers,”
said Utreras.
US Mobile Ad Spending, 2014-2019
Mobile ad spending
(billions)
—% change
—% of digital ad
spending
—% of total media
ad spending
2014
$19.15
79.5%
38.5%
10.9%
2015
$30.45
59.0%
52.4%
16.6%
2016
$42.01
38.0%
62.6%
21.6%
2017
$50.84
21.0%
67.4%
24.9%
2018
$57.95
14.0%
68.6%
26.9%
2019
$65.49
13.0%
69.9%
28.9%
Note: includes classified, display (banners and other, rich media and video),
email, lead generation, messaging-based and search advertising; ad
spending on tablets is included
Source: eMarketer, Sep 2015
195293 www.eMarketer.com
billions
US Mobile Ad Spending, by Format, 2014-2019
Display
—Banners, rich media,
sponsorships and other*
—Video
Search
SMS/MMS/P2P
messaging
Other (classifieds,
email, lead gen)
Total
2014
$9.65
$8.11
$1.54
$8.72
$0.24
$0.55
$19.15
2015
$15.55
$12.77
$2.78
$13.62
$0.26
$1.02
$30.45
2016
$21.58
$17.50
$4.08
$18.54
$0.27
$1.63
$42.01
2017
$26.21
$21.02
$5.19
$22.18
$0.26
$2.18
$50.84
2018
$29.83
$23.85
$5.98
$25.11
$0.24
$2.77
$57.95
2019
$33.70
$26.89
$6.82
$28.25
$0.23
$3.30
$65.49
Note: ad spending on tablets is included; numbers may not add up to total
due to rounding; *includes ads such as Facebook's News Feed Ads and
Twitter's Promoted Tweets
Source: eMarketer, Sep 2015
195307 www.eMarketer.com
Mobile Advertising and Marketing Trends Roundup	 Copyright ©2015 eMarketer, Inc. All rights reserved.	3
Native Mobile Video Lifts Upper- and Lower-Funnel Metrics
In-feed mobile video ads lift recall, purchase intent
Mobile video is a fast-growing ad format, and many brands are rushing specifically to create video ads for
native mobile environments like Facebook or Instagram feeds. Research suggests that viewing such ads
improves a variety of metrics, from recall to purchase internet.
In a study conducted by Opera Mediaworks and comScore,
a group of US mobile users was shown a mobile native
video ad—the kind of ad created specifically for a mobile
feed environment.
Advertisers hope to develop creative that’s a “thumb-
stopper,” convincing people to stop scrolling long enough
to let the sound and motion begin. After viewing such
an ad, the mobile users took a survey about the relevant
brand or product.
When compared to a control group that hadn’t seen the
ad, the mobile users who watched a mobile native video
ad were 5 percentage points more likely to want to buy the
product. The ads produced a 4-point boost in favorability, a
7-point increase in likelihood to recommend, and a 6-point
increase in mobile ad recall.
Video ads on Facebook have proved popular with
marketers, and not only on mobile.
eMarketer estimates that US advertisers will spend
$2.78 billion this year on mobile video ads on all platforms.
US spending on mobile video ads will more than double
by 2019.
% of respondents
Performance Metrics for Mobile Native Video Ads
Among US Mobile Users, June 2015
Ad uniqueness
61%
52%
Aided awareness
52%
52%
Favorability
47%
43%
Likelihood to recommend
43%
38%
Purchase intent
30%
25%
Mobile ad recall
30%
24%
Test (viewed ad) Control (did not view ad)
Source: Opera Mediaworks and comScore Inc., "The Impact of Native
Mobile Video Advertising on Brand Metrics," Sep 10, 2015
196749 www.eMarketer.com
Mobile Advertising and Marketing Trends Roundup	 Copyright ©2015 eMarketer, Inc. All rights reserved.	4
Mobile Location-Based Ads Must Hit Audience Spot On
Mobile location advertisers focus on audience as much as location
Eight in 10 marketers worldwide use location targeting for mobile advertising, according to May 2015
polling by xAd. And responses indicated such campaigns are about more than location—it’s critical to
reach the right audience members once they’re in the right spot.
When xAd asked agency and brand marketers who used
mobile location-targeted ad campaigns how they did so,
respondents from both groups were most likely to say they
leveraged the tactic to target a specific audience. Targeting
consumers around businesses or points of interest ranked
second among both groups—with agencies much more
enthusiastic than brands about this option—while the more
general activity of sending location-relevant messages was
much less popular, landing in third.
Of course, mobile location targeting isn’t short of
challenges. When xAd asked brands and agencies why they
didn’t spend more on mobile location-based advertising,
respondents from both groups were most likely to cite
issues with success measurement—this, along with
campaign performance and data accuracy challenges,
could prevent marketers from determining whether or
not they’re indeed reaching the right audiences with the
optimal messages.
Mobile local ad dollars continue to flow. In April 2015,
BIA/Kelsey estimated that US mobile location-targeted
ad spending would rise 56% this year, vs. 37% growth for
national (not location-targeted) placements. However, local
ads were still expect to grab a smaller share of total mobile
dollars, at 37% ($6.7 billion) vs. 63% ($12.5 billion).
BIA/Kelsey forecast that mobile location-targeted
ads would continue to outpace national placements
in spending increases through at least 2019, when
investments were expected to hit $18.2 billion and $24.4
billion, respectively.
% of respondents
Ways in Which Agency vs. Brand Marketers
Worldwide Use Location Targeting in Mobile Ad
Campaigns, May 2015
To target a specific audience
50%
46%
To target consumers around businesses or points of interest
43%
37%
To send location-relevant messages
30%
31%
Agencies Brands
Note: among those who use location targeting in mobile ad campaigns
Source: xAd, "2015 Global Location Snapshot," July 27, 2015
194051 www.eMarketer.com
% of respondents
Primary Reason that Brands Do Not Spend More on
Mobile Location-Based Advertising According to
Agency vs. Brand Marketers Worldwide, May 2015
Ability to measure success
30%
29%
Campaign performance
21%
23%
Education around use cases and benefits of location-based ads
21%
19%
Data accuracy
18%
18%
Available location-verified inventory
10%
11%
Brands Agencies
Source: xAd, "2015 Global Location Snapshot," July 27, 2015
194052 www.eMarketer.com
Mobile Advertising and Marketing Trends Roundup	 Copyright ©2015 eMarketer, Inc. All rights reserved.	5
Mobile Programmatic Display Ad Spend to Eclipse Desktop as
Automation Grows
Moving past the experimental stage
Programmatic advertising, the use of technology to automate the buying, selling or fulfillment of ads, is
becoming the standard for marketers looking to simplify the media buying process.
The new eMarketer report, “Mobile Programmatic
Advertising: Grabbing the Vast Majority of US Display Ad
Dollars by 2017,” explores that while programmatic was
originally used to effectively buy desktop banners, the
process has naturally expanded to mobile. Moreover,
eMarketer forecasts US mobile programmatic ad spending
will reach $9.33 billion this year and account for 60.5% of
total US programmatic display ad spending.
Mobile might be newer to the programmatic game, but
marketers have high expectations for it. A February 2015
survey conducted by RBC Capital Markets and Advertising
Age found that the biggest portion of US marketers cited
mobile as the channel or format expected to have the most
opportunity for programmatic buying. And with many of
the other cited areas—such as social, video and native—
increasingly intertwined with mobile, such an opportunity is
only growing.
“A year ago, clients were only doing science experiments in
mobile programmatic,” said Craig Palli, chief strategy officer
at mobile marketing firm Fiksu. “They were checking ‘test
mobile’ off of their to-do list. This year, we’re seeing the
larger brands come in with millions of dollars, because they
now realize that if they’re not reaching their consumers on
mobile, they’re ripe for disruption for competitors.”
Facebook is playing a substantial role in mobile’s
programmatic growth. With Facebook considered a
largely programmatic platform and its US mobile revenues
expected to total $5.89 billion this year and reach $10.32
billion by 2017, its direct contribution to total US mobile
programmatic digital display ad spending will be significant.
However, eMarketer also anticipates that Facebook will
play a secondary role in fueling the growth of mobile
programmatic ad spending as both mobile web and app
publishers increasingly look to redesign their sites in the
style of Facebook’s popular in-feed units.
Another key aspect to mobile programmatic’s
advancement is video, which will exhibit swift growth over
the next 24 months, albeit starting from a small base of
just $1.14 billion, or 12.2% of total US mobile programmatic
display ad spending. By 2017, that number will reach $3.79
billion, but its share will still remain small, at 18.5%.
Though these numbers may seem extremely conservative
to the many who are bullish on mobile video growth, it’s
important to note that eMarketer’s definition of digital video
only includes in-stream video ads (pre-, mid- or post-roll)
and does not include many of the fast-growing a types
often lumped into the digital video ad category, such as
native video or in-feed video.
billions, % change and % of total programmatic digital display
ad spending
US Programmatic Digital Display Ad Spending,
by Device, 2014-2017
Mobile*
—% change
—% of total programmatic
digital display ad spending
Desktop/laptop
—% change
—% of total programmatic
digital display ad spending
2014
$4.44
234.3%
43.0%
$5.89
73.3%
57.0%
2015
$9.33
110.2%
60.5%
$6.10
3.7%
39.5%
2016
$14.89
59.6%
69.1%
$6.66
9.2%
30.9%
2017
$20.45
37.3%
76.3%
$6.34
-4.9%
23.7%
Note: digital display ads transacted via an API, including everything from
publisher-erected APIs to more standardized RTB technology; includes
native ads and ads on social networks like Facebook and Twitter; *ad
spending on tablets is included
Source: eMarketer, Oct 2015
197076 www.eMarketer.com
Mobile Advertising and Marketing Trends Roundup	 Copyright ©2015 eMarketer, Inc. All rights reserved.	6
For Advertisers, It’s Mobile Game Time
Advertisers slow to spend on mobile games
The US mobile gaming user base is large and growing. In 2015, for the first time ever, over half of the US
population will be mobile phone gamers, eMarketer estimates. However, ad spending is not particularly
robust. That may change as advertisers become more comfortable with mobile in general and with some
of the special features mobile games offer creative marketers, according to a new eMarketer report,
“Mobile Games: A Large Audience, but Limited Ad Spending (So Far).”
But the sheer size of the mobile gaming audience should
make it attractive to advertisers, argued Julie Shumaker,
vice president of ad sales at game publisher Zynga. “I can
leverage a program for Coca-Cola today that reaches 28
million unique users in the US through one title. In console,
one publisher couldn’t reach 28 million users in a day, let
alone a month.”
In addition, Shumaker said, the mobile gaming audience is
diverse and broad—more akin to a TV audience.
However, there are differences. “Brands like to look at
metrics like time spent and impressions as measurement
of whether or not a branding campaign has been effective,
but if you think about it applied to mobile, the amount of
time spent with a brand might be more [associated with]
how potentially annoyed a user is with that brand,” said
Brian Wong, founder and CEO of Kiip.
As a defense against that “annoyance factor,” a number of
advertisers have invested in rewards-based advertising—
giving the audience a tool or a free pass to move up a level
within a game in return for viewing an ad.
“If a brand comes in and interrupts [a game] in any way, the
first thing [the user does] is look for the X button to close
the ad,” said Ari Brandt, co-founder and CEO of MediaBrix.
“However, you could be playing a game and you’re stuck,
and then you get a message that looks native to the game
and it says, ‘It looks like you could use some help. Coca-
Cola wants to help you. Click here and Coca-Cola will give
you a boost to help you clear the level.’ The user not only
appreciates that you’ve acknowledged their state of mind,
but beyond that you’re coming in and offering to help.”
Another game-specific opportunity for marketers is brand
integration. Game publishers like Zynga and CrowdStar
work with brands to integrate their products within mobile
games. For example, CrowdStar’s Covet Fashion game lets
users style, shop and win virtual clothing and accessories
from more than 150 brands. In addition to styling a
look, users can also purchase the actual clothing and
accessories featured in the game using the app.
US Mobile Phone Gamers and Penetration, 2013-2019
Mobile phone
gamers (millions)
—% change
—% of mobile
phone users
—% of population
2013
129.3
21.1%
52.3%
40.9%
2014
147.6
14.2%
58.4%
46.3%
2015
164.9
11.7%
63.9%
51.3%
2016
180.4
9.4%
68.8%
55.7%
2017
192.2
6.6%
72.3%
58.9%
2018
202.8
5.5%
75.0%
61.6%
2019
209.5
3.3%
76.5%
63.1%
Note: mobile phone users of any age who play games on mobile phones at
least once per month; excludes preinstalled games on feature phones
Source: eMarketer, Feb 2015; confirmed and republished, July 2015
184791 www.eMarketer.com
Mobile Advertising and Marketing Trends Roundup	 Copyright ©2015 eMarketer, Inc. All rights reserved.	7
Mobile Coupons Effective Way to Link Mobile Ad to In-Store Purchase
In-store beacons also help
While mobile advertising can be an effective way for companies to reach consumers, being able to
actually link a mobile ad to an in-store purchase is important. An October 2015 survey found that mobile
coupons can help.
According to research by Marchex and Digiday, almost
two-thirds of US marketers said mobile coupons were the
most effective method for attributing in-store purchases to
mobile ads.
Indeed, mobile coupons are valuable. In 2015, 40.5% of
US companies with more than a hundred employees will
use mobile coupons for marketing purposes, eMarketer
estimates. By 2017, that number will grow by 7.5
percentage points.
Furthermore, eight in 10 US adult mobile coupon users will
redeem a coupon or code via their mobile device for online
or offline shopping in 2015. And, in 2017, more than nine in
10 adults will do so.
Like mobile coupons, in-store beacons—which retailers are
beginning to use more of—are another effective method
for attributing in-store purchases to mobile ads, Marchex
and Digiday found. In fact, 22.7% of US marketers indicated
so, even though beacons are still in relatively limited use
at retail.
Beacons also help influence in-store sales. A February
2015 forecast by BI Intelligence estimated that this year,
$4.1 billion in in-store retail sales among the top 100 US
retail locations would be influenced by beacon-triggered
messages. By 2016, that value will grow to $44.4 billion.
% of respondents
Most Effective Methods for Attributing In-Store
Purchases to Mobile Ads According to US Marketers,
Oct 2015
Mobile coupons
62.9%
Using mobile phone as in-store point of purchase
36.1%
SMS text offers
26.8%
Attribution vendor
25.8%
In-store beacons
22.7%
Promotions in shopping apps
22.7%
Other
3.1%
Source: Marchex and Digiday, "State of the Industry: How Mobile Is
Changing Marketing," Oct 27, 2015
199617 www.eMarketer.com
Mobile Advertising and Marketing Trends Roundup	 Copyright ©2015 eMarketer, Inc. All rights reserved.	8
App Install Ads Help Marketers Cut Through the Clutter
Flooded app marketplace means paid install campaigns are a must
Consumer demand for mobile apps is insatiable. Both the number of app users and their daily time spent
are growing rapidly. But in some cases, apps have become victims of their own success. At a time when
demand is soaring, it’s harder than ever for apps to get noticed, and increasingly difficult to keep users
coming back once the apps have been downloaded, according to a new eMarketer report, “App Marketing
2015: Fighting for Downloads and Attention in a Crowded Market.”
Paid app discovery and install campaigns are increasingly
important for many app marketers. Paid install campaigns
might have been seen as a marketing luxury in the past,
but in today’s hypercompetitive app environment, they’re
increasingly a necessity. “If you only are driving through
one channel—for example, organic—and you’re ignoring
the paid channel, you’re missing an opportunity to get
the type of bumps that you need to maintain longevity in
the rankings of the app store,” said Raj Aggarwal, CEO of
mobile analytics firm Localytics.
Indeed, more marketers than ever before are investing in
app install ads. eMarketer expects US mobile app install ad
spending to rise by 80.0% this year, reaching $3.00 billion.
That said, install spending is still relatively small, making up
10.4 % of all mobile ad spending in 2015.
As spending grows, a range of app install ad formats are
competing for marketers’ budgets and attention. Most
parties familiar with app marketing agree that Facebook
is the de facto leader for paid acquisition campaigns.
“Facebook is far and away the most important app install
channel,” Aggarwal said. But other players like Twitter and
Google, among others, are aggressively building their own
offerings as well. For example, Google recently announced
Universal App Campaigns in May 2015, an app marketing
tool that lets developers promote their apps across
multiple Google-owned channels, including web search,
YouTube, Google’s Display Network and AdMob, its mobile
advertising company.
It may pay to spread app marketing dollars across different
channels—smartphone users appear to be agnostic about
which types of paid install ads influence their download
choices. In a September 2014 study by Google regarding
the types of digital ads that prompted app downloads, no
clear winner emerged, with search ads, social ads and in-
app banner ads all mentioned at nearly the same levels by
US smartphone users.
For now, many marketers say the highly sophisticated
targeting options and ability to leverage word-of-mouth
make social media the best channel for paid install
campaigns. But that is changing, as Facebook’s popularity
is also driving up prices. “It’s relatively inexpensive to find a
small handful of users on Facebook on a daily basis,” said
Craig Palli, chief strategy officer at mobile app marketing
platform Fiksu. “If you then want to find a large volume on
Facebook on any daily basis, it gets real expensive fast.”
US Mobile App Install Ad Spending, 2013-2015
Mobile app install ad spending (billions)
—% change
—% of total mobile ad spending
2013
$0.77
-
7.3%
2014
$1.67
115.5%
8.7%
2015
$3.00
80.0%
10.4%
Note: includes advertising that appears on mobile phones and tablets, and
includes all the various formats of advertising on those platforms; excludes
app re-engagement ads
Source: eMarketer, March 2015
186911 www.eMarketer.com
% of respondents
Types of Digital Ads that Have Prompted Smartphone
App Downloads According to US Smartphone Users,
Sep 2014
Search ads 50%
Social ads 49%
In-app banner ads 47%
Banner ads on websites 45%
Video ads 43%
Note: ages 18-64 who used any smartphone app in the past 7 days
Source: Google, "Mobile App Marketing Insights: How Consumers Really
Find and UseYour Apps" conducted by Ipsos MediaCT, May 4, 2015
190093 www.eMarketer.com
Mobile Advertising and Marketing Trends Roundup	 Copyright ©2015 eMarketer, Inc. All rights reserved.	9
ESPN Plays More and More to the Mobile User
David Coletti
Vice President, Digital Media Research and Analytics
ESPN
With constant innovations in the mobile space,
the sports industry is focused on new ways to
present relevant and engaging content on a
smaller screen. David Coletti, vice president of
digital media research and analytics at ESPN,
spoke with eMarketer’s Rimma Kats about this
shift to mobile, how it varies by device and what
advertisers are doing to reach sports fans.
eMarketer: Sports fandom has been undergoing this shift
to digital for years. Is mobile the linchpin?
David Coletti: All of the usage and traffic data that we
see supports that strongly. We see it manifest itself in a
couple of different ways. Ultimately, mobile provides an
incremental usage, which makes sense because it’s a
device that is available in so many additional settings than
a desktop or a laptop.
Looking at our July research, 56% of digital usage came
from smartphones and tablets. That was the 15th
consecutive month where we’ve seen our overall share of
usage weigh more toward mobile than desktop and laptop.
The interesting thing is not that 44% is shrinking, it’s that in
mobile—usage is growing.
eMarketer: According to that same July research,
57.6 million users access ESPN content through their
smartphones and tablets. Have we come to a point where
a majority of content is accessed via mobile because of its
on-the-go accessibility?
Coletti: If someone is checking the score of their favorite
team or athlete, that’s a moment-in-time use case that
mobile facilitates well.
“The number of uniques that we see every
day, every week and every month tends
to be larger on the mobile web. Total time
spent tends to be higher on the app.”
There’s also breaking news. We’ve done a lot of research
on case studies of breaking news to show how mobile
impacts the news cycle and how that drives usage. It’s
about setting or resetting your lineup as news breaks.
eMarketer: Are there any differences with how
smartphone users vs. tablet users access ESPN’s content?
Coletti: In a lot of ways they’re similar, but there are
a couple of notable differences. I’ll use an example of
streaming video. People will spend more time with video
per visit, per session on a larger screen. Smartphones, on
the other hand, are more pervasive. They have a larger
degree of reach.
eMarketer: What about differences with how users
access ESPN via the mobile web vs. the app?
Coletti: The number of uniques that we see every day,
every week and every month tends to be larger on the
mobile web. Total time spent tends to be higher on the app.
It makes a lot of sense because we certainly have fans who
are loyal to one or the other and sometimes both.
Mobile web tends to lend itself to being the kind of
platform of choice when it comes to socially referred traffic.
We have a presence on Facebook and Twitter, and a lot
of the links that drive people to stories end up in a mobile
web experience.
“[T]he ESPN app user tends to be our most
engaged user. It’s someone who has self-
selected to download the app, oftentimes
putting it prominently on their home
screen right along some of the most-
used apps.”
Mobile Advertising and Marketing Trends Roundup	 Copyright ©2015 eMarketer, Inc. All rights reserved.	10
ESPN Plays More and More to the Mobile User
At the same time, the ESPN app user tends to be our
most engaged user. It’s someone who has self-selected
to download the app, oftentimes putting it prominently on
their home screen right along some of the most-used apps.
eMarketer: Does mobile usage spike during big-
game events?
Coletti: We do this data visualization here that we call an
X-ray. Picture a bar chart covering a whole 24-hour day.
You look at the level of usage throughout the day, if you
could picture mobile, you see it’s almost like a two-humped
camel. Mobile usage grows throughout the day, and then
depending on whether it’s a weekday or a weekend, it
always tends to peak into the evening hours.
On a weekend, with college football Saturday or NFL
Sunday, there’s a similar pattern, but it occurs earlier in the
day because games are typically happening much earlier
in the day on weekends. For example, on a Saturday, you
see that curve start to build substantially at noon, because
that’s when the first college football games are kicking off.
It builds throughout the afternoon into the evening. A lot
of times our marquee games are in primetime and usage
peaks then as well.
eMarketer: Are advertisers zeroing in on the sports
audience through mobile channels as mobile becomes
more popular?
Coletti: Advertisers want to reach their target customer,
do it at scale and get a certain amount of reach behind it.
They’re looking for their ad or message to resonate.
Mobile is a massive reach vehicle. You can build a
tremendous amount of scale. It’s such a personal device
and your attention is solely focused on that screen. There’s
very little distraction when you’re staring at your phone. For
an advertiser, that’s valuable and compelling.
Mobile Game Advertising Looking and Feeling More Like TV
Julie Shumaker
VP, Ad Sales
Zynga
Much of mobile gaming has moved from a
premium to a freemium model, opening up more
opportunities for advertising. Julie Shumaker,
vice president of ad sales at game publisher
Zynga, spoke with eMarketer’s Rimma Kats about
monetization opportunities within mobile gaming,
and why the medium has continued to grow and
change so quickly.
eMarketer: How has the gaming space evolved over the
past few years?
Julie Shumaker: We’ve seen an evolution from paid
gaming, where consumers would pay for downloads onto
their mobile devices, to a mainly premium model, where
the core product is free, and there are additive services
that can be purchased or often consumed on behalf
of advertising.
eMarketer: How do you monetize your games?
Shumaker: Zynga is 100% in the freemium model. We
monetize our games through both in-app purchase
and advertising.
eMarketer: Are the advertising opportunities bigger on
mobile, as opposed to PC?
Mobile Advertising and Marketing Trends Roundup	 Copyright ©2015 eMarketer, Inc. All rights reserved.	11
Mobile Game Advertising Looking and Feeling More Like TV
Shumaker: We believe that the environment for
advertising in mobile games is larger than PC and web
games. The value [of mobile] looks more like a traditional
media format. Mobile gaming and mobile gamers look
more like television viewers than web gamers. They’re
purposely sitting down, they’re consuming this media.
“The breaks that come with ads are a
natural part of the content. Mobile is a
much bigger opportunity because of that
native experience.”
The breaks that come with ads are a natural part of the
content. Mobile is a much bigger opportunity because of
that native experience.
There are many research groups, including Nielsen
NetView, that demonstrate that over 60% of all time on
mobile is spent playing games. You can imagine that much
time spent in a terrific advertising medium.
eMarketer: Why do you think mobile gaming has grown
so quickly?
Shumaker: It’s a personal device, and you just have so many
opportunities to consume on your mobile device.We’re all
drawn to entertainment, but we don’t get to sit in front of our
television for eight hours a day—at least most of us don’t.
eMarketer: What type of brand advertising do you think is
really the most effective within a mobile game?
Shumaker: [Mobile games] are sight, sound, motion and
emotion the same way television is. And now you’ve got a
dominant behavior, spending more time on mobile gaming
than even mobile video consumption. What that says to
me is that the ad tactics that worked so well in television—
commercial breaks that leverage the power of the media,
sight, sound, motion and emotion—are going to be the
strongest products.
A 15-second video is the No. 1 ad product in all our mobile
games. Overall, mobile is a mainstream medium. Therefore,
it’s a much higher-reach medium. I worked at Electronic
Arts for six years, and spent enough time in the PC and the
console business. However, I can leverage a program for
Coca-Cola today that reaches 28 million unique users in
the US through one title.
The openness to ads of a consumer who has just spent $60
on a retail product is much different than that of someone
who just downloaded a free game to his or her phone.
Coverage of a Digital World
eMarketer data and insights address how consumers spend
time and money, and what marketers are doing to reach
them in today’s digital world. Get a deeper look at eMarketer
coverage, including our reports, benchmarks and forecasts,
and charts.
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MOBILE ADVERTISING AND MARKETING TRENDS ROUNDUP

  • 1. December 2015 Mobile now accounts for most of the time US adults spend with the internet, and marketers have responded. From mobile social network advertising to mobile programmatic, mobile video and push notifications, marketers are using an array of tools to reach their audience on the go. eMarketer has curated this Roundup of trends, insights and interviews to help advertisers and marketers keep up with the latest mobile marketing trends. MOBILE ADVERTISING AND MARKETING TRENDS ROUNDUP presented by
  • 2. Mobile Advertising and Marketing Trends Roundup Copyright ©2015 eMarketer, Inc. All rights reserved. 2 MOBILE ADVERTISING AND MARKETING TRENDS ROUNDUP Overview This will be a benchmark year for ad spending in the US, as mobile surpasses desktop spending for the first time, eMarketer predicts. Mobile will account for 51.9% of total digital spending in 2015. That’s a higher figure than eMarketer forecast earlier this year. While desktop’s share of advertising dollars is expected to slowly decline through 2019, mobile’s share will grow robustly. eMarketer expects mobile advertising to grow by 59% in 2015, a higher rate than forecast in March, when eMarketer last released figures for US ad spending. Meanwhile, long-term growth through 2019 has been revised downward slightly. “Brands and marketers continue to see increased value in mobile advertising to reach consumers,” said eMarketer analyst Martín Utreras. “Some of the shift is happening organically from digital ad spending dollars, but also we see additional dollars moving from traditional media and new money coming from local advertising and small businesses.” The shift to mobile ad spending is being driven mainly by consumer demand. eMarketer estimates that US adults are spending 2 hours and 51 minutes a day on nonvoice activities on mobile devices. More than half of that, or 1 hour and 31 minutes, is spent on mobile phones. When examining the formats within mobile, eMarketer has revised all of its 2015 figures upward. Display advertising will continue to account for the largest share of the mobile ad market, capturing 51.1%, or $15.55 billion. Within display, banners, rich media, and sponsorships will account for $12.77 billion, and video $2.78 billion, with both figures revised higher than originally forecast. Search ads account for the second-largest share, 44.7% or $13.62 billion. Estimates for text messaging, classifieds, email and lead generation figures have been revised upward in 2015, but lowered slightly through 2019. SMS messaging will account for 0.9% of mobile ad spending, while other spending— mostly on classifieds and emails—will account for 3.4%. Also noteworthy is that in 2015, eMarketer expects mobile to surpass print advertising’s share of the total ad market, sooner than originally forecast. Print’s share has been revised downward, to 15.8% of the total ad market. Meanwhile, eMarketer’s estimates for mobile have been adjusted upward, to 16.6%. “Consumers’ increasing on-demand consumption of media through mobile—coupled with improvements in targeting, attribution and ROI for mobile advertising—will continue to take away ad dollars from magazines and newspapers,” said Utreras. US Mobile Ad Spending, 2014-2019 Mobile ad spending (billions) —% change —% of digital ad spending —% of total media ad spending 2014 $19.15 79.5% 38.5% 10.9% 2015 $30.45 59.0% 52.4% 16.6% 2016 $42.01 38.0% 62.6% 21.6% 2017 $50.84 21.0% 67.4% 24.9% 2018 $57.95 14.0% 68.6% 26.9% 2019 $65.49 13.0% 69.9% 28.9% Note: includes classified, display (banners and other, rich media and video), email, lead generation, messaging-based and search advertising; ad spending on tablets is included Source: eMarketer, Sep 2015 195293 www.eMarketer.com billions US Mobile Ad Spending, by Format, 2014-2019 Display —Banners, rich media, sponsorships and other* —Video Search SMS/MMS/P2P messaging Other (classifieds, email, lead gen) Total 2014 $9.65 $8.11 $1.54 $8.72 $0.24 $0.55 $19.15 2015 $15.55 $12.77 $2.78 $13.62 $0.26 $1.02 $30.45 2016 $21.58 $17.50 $4.08 $18.54 $0.27 $1.63 $42.01 2017 $26.21 $21.02 $5.19 $22.18 $0.26 $2.18 $50.84 2018 $29.83 $23.85 $5.98 $25.11 $0.24 $2.77 $57.95 2019 $33.70 $26.89 $6.82 $28.25 $0.23 $3.30 $65.49 Note: ad spending on tablets is included; numbers may not add up to total due to rounding; *includes ads such as Facebook's News Feed Ads and Twitter's Promoted Tweets Source: eMarketer, Sep 2015 195307 www.eMarketer.com
  • 3. Mobile Advertising and Marketing Trends Roundup Copyright ©2015 eMarketer, Inc. All rights reserved. 3 Native Mobile Video Lifts Upper- and Lower-Funnel Metrics In-feed mobile video ads lift recall, purchase intent Mobile video is a fast-growing ad format, and many brands are rushing specifically to create video ads for native mobile environments like Facebook or Instagram feeds. Research suggests that viewing such ads improves a variety of metrics, from recall to purchase internet. In a study conducted by Opera Mediaworks and comScore, a group of US mobile users was shown a mobile native video ad—the kind of ad created specifically for a mobile feed environment. Advertisers hope to develop creative that’s a “thumb- stopper,” convincing people to stop scrolling long enough to let the sound and motion begin. After viewing such an ad, the mobile users took a survey about the relevant brand or product. When compared to a control group that hadn’t seen the ad, the mobile users who watched a mobile native video ad were 5 percentage points more likely to want to buy the product. The ads produced a 4-point boost in favorability, a 7-point increase in likelihood to recommend, and a 6-point increase in mobile ad recall. Video ads on Facebook have proved popular with marketers, and not only on mobile. eMarketer estimates that US advertisers will spend $2.78 billion this year on mobile video ads on all platforms. US spending on mobile video ads will more than double by 2019. % of respondents Performance Metrics for Mobile Native Video Ads Among US Mobile Users, June 2015 Ad uniqueness 61% 52% Aided awareness 52% 52% Favorability 47% 43% Likelihood to recommend 43% 38% Purchase intent 30% 25% Mobile ad recall 30% 24% Test (viewed ad) Control (did not view ad) Source: Opera Mediaworks and comScore Inc., "The Impact of Native Mobile Video Advertising on Brand Metrics," Sep 10, 2015 196749 www.eMarketer.com
  • 4. Mobile Advertising and Marketing Trends Roundup Copyright ©2015 eMarketer, Inc. All rights reserved. 4 Mobile Location-Based Ads Must Hit Audience Spot On Mobile location advertisers focus on audience as much as location Eight in 10 marketers worldwide use location targeting for mobile advertising, according to May 2015 polling by xAd. And responses indicated such campaigns are about more than location—it’s critical to reach the right audience members once they’re in the right spot. When xAd asked agency and brand marketers who used mobile location-targeted ad campaigns how they did so, respondents from both groups were most likely to say they leveraged the tactic to target a specific audience. Targeting consumers around businesses or points of interest ranked second among both groups—with agencies much more enthusiastic than brands about this option—while the more general activity of sending location-relevant messages was much less popular, landing in third. Of course, mobile location targeting isn’t short of challenges. When xAd asked brands and agencies why they didn’t spend more on mobile location-based advertising, respondents from both groups were most likely to cite issues with success measurement—this, along with campaign performance and data accuracy challenges, could prevent marketers from determining whether or not they’re indeed reaching the right audiences with the optimal messages. Mobile local ad dollars continue to flow. In April 2015, BIA/Kelsey estimated that US mobile location-targeted ad spending would rise 56% this year, vs. 37% growth for national (not location-targeted) placements. However, local ads were still expect to grab a smaller share of total mobile dollars, at 37% ($6.7 billion) vs. 63% ($12.5 billion). BIA/Kelsey forecast that mobile location-targeted ads would continue to outpace national placements in spending increases through at least 2019, when investments were expected to hit $18.2 billion and $24.4 billion, respectively. % of respondents Ways in Which Agency vs. Brand Marketers Worldwide Use Location Targeting in Mobile Ad Campaigns, May 2015 To target a specific audience 50% 46% To target consumers around businesses or points of interest 43% 37% To send location-relevant messages 30% 31% Agencies Brands Note: among those who use location targeting in mobile ad campaigns Source: xAd, "2015 Global Location Snapshot," July 27, 2015 194051 www.eMarketer.com % of respondents Primary Reason that Brands Do Not Spend More on Mobile Location-Based Advertising According to Agency vs. Brand Marketers Worldwide, May 2015 Ability to measure success 30% 29% Campaign performance 21% 23% Education around use cases and benefits of location-based ads 21% 19% Data accuracy 18% 18% Available location-verified inventory 10% 11% Brands Agencies Source: xAd, "2015 Global Location Snapshot," July 27, 2015 194052 www.eMarketer.com
  • 5. Mobile Advertising and Marketing Trends Roundup Copyright ©2015 eMarketer, Inc. All rights reserved. 5 Mobile Programmatic Display Ad Spend to Eclipse Desktop as Automation Grows Moving past the experimental stage Programmatic advertising, the use of technology to automate the buying, selling or fulfillment of ads, is becoming the standard for marketers looking to simplify the media buying process. The new eMarketer report, “Mobile Programmatic Advertising: Grabbing the Vast Majority of US Display Ad Dollars by 2017,” explores that while programmatic was originally used to effectively buy desktop banners, the process has naturally expanded to mobile. Moreover, eMarketer forecasts US mobile programmatic ad spending will reach $9.33 billion this year and account for 60.5% of total US programmatic display ad spending. Mobile might be newer to the programmatic game, but marketers have high expectations for it. A February 2015 survey conducted by RBC Capital Markets and Advertising Age found that the biggest portion of US marketers cited mobile as the channel or format expected to have the most opportunity for programmatic buying. And with many of the other cited areas—such as social, video and native— increasingly intertwined with mobile, such an opportunity is only growing. “A year ago, clients were only doing science experiments in mobile programmatic,” said Craig Palli, chief strategy officer at mobile marketing firm Fiksu. “They were checking ‘test mobile’ off of their to-do list. This year, we’re seeing the larger brands come in with millions of dollars, because they now realize that if they’re not reaching their consumers on mobile, they’re ripe for disruption for competitors.” Facebook is playing a substantial role in mobile’s programmatic growth. With Facebook considered a largely programmatic platform and its US mobile revenues expected to total $5.89 billion this year and reach $10.32 billion by 2017, its direct contribution to total US mobile programmatic digital display ad spending will be significant. However, eMarketer also anticipates that Facebook will play a secondary role in fueling the growth of mobile programmatic ad spending as both mobile web and app publishers increasingly look to redesign their sites in the style of Facebook’s popular in-feed units. Another key aspect to mobile programmatic’s advancement is video, which will exhibit swift growth over the next 24 months, albeit starting from a small base of just $1.14 billion, or 12.2% of total US mobile programmatic display ad spending. By 2017, that number will reach $3.79 billion, but its share will still remain small, at 18.5%. Though these numbers may seem extremely conservative to the many who are bullish on mobile video growth, it’s important to note that eMarketer’s definition of digital video only includes in-stream video ads (pre-, mid- or post-roll) and does not include many of the fast-growing a types often lumped into the digital video ad category, such as native video or in-feed video. billions, % change and % of total programmatic digital display ad spending US Programmatic Digital Display Ad Spending, by Device, 2014-2017 Mobile* —% change —% of total programmatic digital display ad spending Desktop/laptop —% change —% of total programmatic digital display ad spending 2014 $4.44 234.3% 43.0% $5.89 73.3% 57.0% 2015 $9.33 110.2% 60.5% $6.10 3.7% 39.5% 2016 $14.89 59.6% 69.1% $6.66 9.2% 30.9% 2017 $20.45 37.3% 76.3% $6.34 -4.9% 23.7% Note: digital display ads transacted via an API, including everything from publisher-erected APIs to more standardized RTB technology; includes native ads and ads on social networks like Facebook and Twitter; *ad spending on tablets is included Source: eMarketer, Oct 2015 197076 www.eMarketer.com
  • 6. Mobile Advertising and Marketing Trends Roundup Copyright ©2015 eMarketer, Inc. All rights reserved. 6 For Advertisers, It’s Mobile Game Time Advertisers slow to spend on mobile games The US mobile gaming user base is large and growing. In 2015, for the first time ever, over half of the US population will be mobile phone gamers, eMarketer estimates. However, ad spending is not particularly robust. That may change as advertisers become more comfortable with mobile in general and with some of the special features mobile games offer creative marketers, according to a new eMarketer report, “Mobile Games: A Large Audience, but Limited Ad Spending (So Far).” But the sheer size of the mobile gaming audience should make it attractive to advertisers, argued Julie Shumaker, vice president of ad sales at game publisher Zynga. “I can leverage a program for Coca-Cola today that reaches 28 million unique users in the US through one title. In console, one publisher couldn’t reach 28 million users in a day, let alone a month.” In addition, Shumaker said, the mobile gaming audience is diverse and broad—more akin to a TV audience. However, there are differences. “Brands like to look at metrics like time spent and impressions as measurement of whether or not a branding campaign has been effective, but if you think about it applied to mobile, the amount of time spent with a brand might be more [associated with] how potentially annoyed a user is with that brand,” said Brian Wong, founder and CEO of Kiip. As a defense against that “annoyance factor,” a number of advertisers have invested in rewards-based advertising— giving the audience a tool or a free pass to move up a level within a game in return for viewing an ad. “If a brand comes in and interrupts [a game] in any way, the first thing [the user does] is look for the X button to close the ad,” said Ari Brandt, co-founder and CEO of MediaBrix. “However, you could be playing a game and you’re stuck, and then you get a message that looks native to the game and it says, ‘It looks like you could use some help. Coca- Cola wants to help you. Click here and Coca-Cola will give you a boost to help you clear the level.’ The user not only appreciates that you’ve acknowledged their state of mind, but beyond that you’re coming in and offering to help.” Another game-specific opportunity for marketers is brand integration. Game publishers like Zynga and CrowdStar work with brands to integrate their products within mobile games. For example, CrowdStar’s Covet Fashion game lets users style, shop and win virtual clothing and accessories from more than 150 brands. In addition to styling a look, users can also purchase the actual clothing and accessories featured in the game using the app. US Mobile Phone Gamers and Penetration, 2013-2019 Mobile phone gamers (millions) —% change —% of mobile phone users —% of population 2013 129.3 21.1% 52.3% 40.9% 2014 147.6 14.2% 58.4% 46.3% 2015 164.9 11.7% 63.9% 51.3% 2016 180.4 9.4% 68.8% 55.7% 2017 192.2 6.6% 72.3% 58.9% 2018 202.8 5.5% 75.0% 61.6% 2019 209.5 3.3% 76.5% 63.1% Note: mobile phone users of any age who play games on mobile phones at least once per month; excludes preinstalled games on feature phones Source: eMarketer, Feb 2015; confirmed and republished, July 2015 184791 www.eMarketer.com
  • 7. Mobile Advertising and Marketing Trends Roundup Copyright ©2015 eMarketer, Inc. All rights reserved. 7 Mobile Coupons Effective Way to Link Mobile Ad to In-Store Purchase In-store beacons also help While mobile advertising can be an effective way for companies to reach consumers, being able to actually link a mobile ad to an in-store purchase is important. An October 2015 survey found that mobile coupons can help. According to research by Marchex and Digiday, almost two-thirds of US marketers said mobile coupons were the most effective method for attributing in-store purchases to mobile ads. Indeed, mobile coupons are valuable. In 2015, 40.5% of US companies with more than a hundred employees will use mobile coupons for marketing purposes, eMarketer estimates. By 2017, that number will grow by 7.5 percentage points. Furthermore, eight in 10 US adult mobile coupon users will redeem a coupon or code via their mobile device for online or offline shopping in 2015. And, in 2017, more than nine in 10 adults will do so. Like mobile coupons, in-store beacons—which retailers are beginning to use more of—are another effective method for attributing in-store purchases to mobile ads, Marchex and Digiday found. In fact, 22.7% of US marketers indicated so, even though beacons are still in relatively limited use at retail. Beacons also help influence in-store sales. A February 2015 forecast by BI Intelligence estimated that this year, $4.1 billion in in-store retail sales among the top 100 US retail locations would be influenced by beacon-triggered messages. By 2016, that value will grow to $44.4 billion. % of respondents Most Effective Methods for Attributing In-Store Purchases to Mobile Ads According to US Marketers, Oct 2015 Mobile coupons 62.9% Using mobile phone as in-store point of purchase 36.1% SMS text offers 26.8% Attribution vendor 25.8% In-store beacons 22.7% Promotions in shopping apps 22.7% Other 3.1% Source: Marchex and Digiday, "State of the Industry: How Mobile Is Changing Marketing," Oct 27, 2015 199617 www.eMarketer.com
  • 8. Mobile Advertising and Marketing Trends Roundup Copyright ©2015 eMarketer, Inc. All rights reserved. 8 App Install Ads Help Marketers Cut Through the Clutter Flooded app marketplace means paid install campaigns are a must Consumer demand for mobile apps is insatiable. Both the number of app users and their daily time spent are growing rapidly. But in some cases, apps have become victims of their own success. At a time when demand is soaring, it’s harder than ever for apps to get noticed, and increasingly difficult to keep users coming back once the apps have been downloaded, according to a new eMarketer report, “App Marketing 2015: Fighting for Downloads and Attention in a Crowded Market.” Paid app discovery and install campaigns are increasingly important for many app marketers. Paid install campaigns might have been seen as a marketing luxury in the past, but in today’s hypercompetitive app environment, they’re increasingly a necessity. “If you only are driving through one channel—for example, organic—and you’re ignoring the paid channel, you’re missing an opportunity to get the type of bumps that you need to maintain longevity in the rankings of the app store,” said Raj Aggarwal, CEO of mobile analytics firm Localytics. Indeed, more marketers than ever before are investing in app install ads. eMarketer expects US mobile app install ad spending to rise by 80.0% this year, reaching $3.00 billion. That said, install spending is still relatively small, making up 10.4 % of all mobile ad spending in 2015. As spending grows, a range of app install ad formats are competing for marketers’ budgets and attention. Most parties familiar with app marketing agree that Facebook is the de facto leader for paid acquisition campaigns. “Facebook is far and away the most important app install channel,” Aggarwal said. But other players like Twitter and Google, among others, are aggressively building their own offerings as well. For example, Google recently announced Universal App Campaigns in May 2015, an app marketing tool that lets developers promote their apps across multiple Google-owned channels, including web search, YouTube, Google’s Display Network and AdMob, its mobile advertising company. It may pay to spread app marketing dollars across different channels—smartphone users appear to be agnostic about which types of paid install ads influence their download choices. In a September 2014 study by Google regarding the types of digital ads that prompted app downloads, no clear winner emerged, with search ads, social ads and in- app banner ads all mentioned at nearly the same levels by US smartphone users. For now, many marketers say the highly sophisticated targeting options and ability to leverage word-of-mouth make social media the best channel for paid install campaigns. But that is changing, as Facebook’s popularity is also driving up prices. “It’s relatively inexpensive to find a small handful of users on Facebook on a daily basis,” said Craig Palli, chief strategy officer at mobile app marketing platform Fiksu. “If you then want to find a large volume on Facebook on any daily basis, it gets real expensive fast.” US Mobile App Install Ad Spending, 2013-2015 Mobile app install ad spending (billions) —% change —% of total mobile ad spending 2013 $0.77 - 7.3% 2014 $1.67 115.5% 8.7% 2015 $3.00 80.0% 10.4% Note: includes advertising that appears on mobile phones and tablets, and includes all the various formats of advertising on those platforms; excludes app re-engagement ads Source: eMarketer, March 2015 186911 www.eMarketer.com % of respondents Types of Digital Ads that Have Prompted Smartphone App Downloads According to US Smartphone Users, Sep 2014 Search ads 50% Social ads 49% In-app banner ads 47% Banner ads on websites 45% Video ads 43% Note: ages 18-64 who used any smartphone app in the past 7 days Source: Google, "Mobile App Marketing Insights: How Consumers Really Find and UseYour Apps" conducted by Ipsos MediaCT, May 4, 2015 190093 www.eMarketer.com
  • 9. Mobile Advertising and Marketing Trends Roundup Copyright ©2015 eMarketer, Inc. All rights reserved. 9 ESPN Plays More and More to the Mobile User David Coletti Vice President, Digital Media Research and Analytics ESPN With constant innovations in the mobile space, the sports industry is focused on new ways to present relevant and engaging content on a smaller screen. David Coletti, vice president of digital media research and analytics at ESPN, spoke with eMarketer’s Rimma Kats about this shift to mobile, how it varies by device and what advertisers are doing to reach sports fans. eMarketer: Sports fandom has been undergoing this shift to digital for years. Is mobile the linchpin? David Coletti: All of the usage and traffic data that we see supports that strongly. We see it manifest itself in a couple of different ways. Ultimately, mobile provides an incremental usage, which makes sense because it’s a device that is available in so many additional settings than a desktop or a laptop. Looking at our July research, 56% of digital usage came from smartphones and tablets. That was the 15th consecutive month where we’ve seen our overall share of usage weigh more toward mobile than desktop and laptop. The interesting thing is not that 44% is shrinking, it’s that in mobile—usage is growing. eMarketer: According to that same July research, 57.6 million users access ESPN content through their smartphones and tablets. Have we come to a point where a majority of content is accessed via mobile because of its on-the-go accessibility? Coletti: If someone is checking the score of their favorite team or athlete, that’s a moment-in-time use case that mobile facilitates well. “The number of uniques that we see every day, every week and every month tends to be larger on the mobile web. Total time spent tends to be higher on the app.” There’s also breaking news. We’ve done a lot of research on case studies of breaking news to show how mobile impacts the news cycle and how that drives usage. It’s about setting or resetting your lineup as news breaks. eMarketer: Are there any differences with how smartphone users vs. tablet users access ESPN’s content? Coletti: In a lot of ways they’re similar, but there are a couple of notable differences. I’ll use an example of streaming video. People will spend more time with video per visit, per session on a larger screen. Smartphones, on the other hand, are more pervasive. They have a larger degree of reach. eMarketer: What about differences with how users access ESPN via the mobile web vs. the app? Coletti: The number of uniques that we see every day, every week and every month tends to be larger on the mobile web. Total time spent tends to be higher on the app. It makes a lot of sense because we certainly have fans who are loyal to one or the other and sometimes both. Mobile web tends to lend itself to being the kind of platform of choice when it comes to socially referred traffic. We have a presence on Facebook and Twitter, and a lot of the links that drive people to stories end up in a mobile web experience. “[T]he ESPN app user tends to be our most engaged user. It’s someone who has self- selected to download the app, oftentimes putting it prominently on their home screen right along some of the most- used apps.”
  • 10. Mobile Advertising and Marketing Trends Roundup Copyright ©2015 eMarketer, Inc. All rights reserved. 10 ESPN Plays More and More to the Mobile User At the same time, the ESPN app user tends to be our most engaged user. It’s someone who has self-selected to download the app, oftentimes putting it prominently on their home screen right along some of the most-used apps. eMarketer: Does mobile usage spike during big- game events? Coletti: We do this data visualization here that we call an X-ray. Picture a bar chart covering a whole 24-hour day. You look at the level of usage throughout the day, if you could picture mobile, you see it’s almost like a two-humped camel. Mobile usage grows throughout the day, and then depending on whether it’s a weekday or a weekend, it always tends to peak into the evening hours. On a weekend, with college football Saturday or NFL Sunday, there’s a similar pattern, but it occurs earlier in the day because games are typically happening much earlier in the day on weekends. For example, on a Saturday, you see that curve start to build substantially at noon, because that’s when the first college football games are kicking off. It builds throughout the afternoon into the evening. A lot of times our marquee games are in primetime and usage peaks then as well. eMarketer: Are advertisers zeroing in on the sports audience through mobile channels as mobile becomes more popular? Coletti: Advertisers want to reach their target customer, do it at scale and get a certain amount of reach behind it. They’re looking for their ad or message to resonate. Mobile is a massive reach vehicle. You can build a tremendous amount of scale. It’s such a personal device and your attention is solely focused on that screen. There’s very little distraction when you’re staring at your phone. For an advertiser, that’s valuable and compelling. Mobile Game Advertising Looking and Feeling More Like TV Julie Shumaker VP, Ad Sales Zynga Much of mobile gaming has moved from a premium to a freemium model, opening up more opportunities for advertising. Julie Shumaker, vice president of ad sales at game publisher Zynga, spoke with eMarketer’s Rimma Kats about monetization opportunities within mobile gaming, and why the medium has continued to grow and change so quickly. eMarketer: How has the gaming space evolved over the past few years? Julie Shumaker: We’ve seen an evolution from paid gaming, where consumers would pay for downloads onto their mobile devices, to a mainly premium model, where the core product is free, and there are additive services that can be purchased or often consumed on behalf of advertising. eMarketer: How do you monetize your games? Shumaker: Zynga is 100% in the freemium model. We monetize our games through both in-app purchase and advertising. eMarketer: Are the advertising opportunities bigger on mobile, as opposed to PC?
  • 11. Mobile Advertising and Marketing Trends Roundup Copyright ©2015 eMarketer, Inc. All rights reserved. 11 Mobile Game Advertising Looking and Feeling More Like TV Shumaker: We believe that the environment for advertising in mobile games is larger than PC and web games. The value [of mobile] looks more like a traditional media format. Mobile gaming and mobile gamers look more like television viewers than web gamers. They’re purposely sitting down, they’re consuming this media. “The breaks that come with ads are a natural part of the content. Mobile is a much bigger opportunity because of that native experience.” The breaks that come with ads are a natural part of the content. Mobile is a much bigger opportunity because of that native experience. There are many research groups, including Nielsen NetView, that demonstrate that over 60% of all time on mobile is spent playing games. You can imagine that much time spent in a terrific advertising medium. eMarketer: Why do you think mobile gaming has grown so quickly? Shumaker: It’s a personal device, and you just have so many opportunities to consume on your mobile device.We’re all drawn to entertainment, but we don’t get to sit in front of our television for eight hours a day—at least most of us don’t. eMarketer: What type of brand advertising do you think is really the most effective within a mobile game? Shumaker: [Mobile games] are sight, sound, motion and emotion the same way television is. And now you’ve got a dominant behavior, spending more time on mobile gaming than even mobile video consumption. What that says to me is that the ad tactics that worked so well in television— commercial breaks that leverage the power of the media, sight, sound, motion and emotion—are going to be the strongest products. A 15-second video is the No. 1 ad product in all our mobile games. Overall, mobile is a mainstream medium. Therefore, it’s a much higher-reach medium. I worked at Electronic Arts for six years, and spent enough time in the PC and the console business. However, I can leverage a program for Coca-Cola today that reaches 28 million unique users in the US through one title. The openness to ads of a consumer who has just spent $60 on a retail product is much different than that of someone who just downloaded a free game to his or her phone.
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