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Zynga adds Kiip

EbreezeEbreeze Posts: 481Member, PRO
edited February 2012 in Non-GS Game News


  • SAZ_1SAZ_1 Posts: 397Member
    its not zynga really adding klip, its their COO going over to work for Klip instead, which is pretty awesome for us considering they praise him like anything in that article... anyone released anything using klip yet?
  • HappyKat78HappyKat78 Posts: 173Member, BASIC
    It's not their COO, Manny was a Director there. I know Kiip (I work in the industry), and while their business model is a nice idea, they have no inventory. They only have a few advertisers signed up (looking at their website it's the same ones from 12 Months ago...although I know that some of them aren't really spending money anymore with them). Kiip are great at getting good PR, helped by having a 20 year old CEO, but they're yet to deliver the goods. Any advertising business needs volume and scale and they don't have this.
  • RacetotheMoonRacetotheMoon Posts: 323Member
    I think Kiip would be having issues even if they had great inventory.

    Right now there's way too much friction in the redemption process. Perhaps with technologies such as NFC coming online an idea like Kiip will have the legs it needs to be a force. Until that time however I'm afraid it's going remain stagnant.
  • HappyKat78HappyKat78 Posts: 173Member, BASIC
    Agreed. The bit they forgot in their biz model is that it's a lot of work for both advertisers and consumers. Advertisers have to secure some stock for redemption, manage the process etc. Trust me, most would rather just fill out an insertion order for some display ads and be done with it. Consumers get such an experience like: You've won an award, give me your email address. Now go check your email. Now sign up to our site. Now give me your real address. Great, here's a couple of bottles of Dr Pepper! Hard to see how it's very compelling. They are doing the right thing by getting integrated with GameSalad as they need developers/publishers to help them get advertisers...and the big developers aren't signing up as they have no advertisers. This helps them break the cycle but doesn't help us as the money we'd make per game is tiny.
  • EbreezeEbreeze Posts: 481Member, PRO
    This is all very interesting, I'm wondering do I keep my game at $.99 that sell about 5-10 a day or go with all these other options like Kiip, playhavenin's kind of a risk because we just don't know yet how much money these things will make us
  • HappyKat78HappyKat78 Posts: 173Member, BASIC
    Quite true. Ultimately, advertising is a volume game. If you have any idea of how engaging your game is that will help - I'm not sure if GS provides any analytics though?!

    I'd say unless you have a super addicting game it's hard to make that $0.99 back from a free consumer. I've played a game with Kiip in. I played it for an hour and only got 2 offers from them. Most people don't play a game for more than 10-15 minutes and a lot of people don't click on ads or accept offers. It's the same challenge with iAds. Their fill rates are really low too.

    My advice is build a free game and monetize through MTX (microtransactions). OR, if the game is good enough stay with $0.99.

    GS Team - Maybe consider a mediation solution for ads? Inneractive have recently partnered with Corona for example. ;-)
  • brianwongbrianwong Posts: 1Member
    HappyKat78 - I appreciate that you understand the industry and I find all of your comments very fair in assessing a traditional ad network that has zero innovation.
    Let me be clear: we are not an ad network, we don't operate on traditional fill constraints, we don't deal with standard display "get it over with" IO's, and we don't display ads.

    We're a rewards network that's built an entirely new model using a natural moment in your game play to help benefit your user while generating you revenue. To directly address your concerns from the horse's mouth: many devs on our platform are making consistent 5-figure revenue streams that are completely incremental to everything else they are doing. We've since tripled the number of brands that are on our platform, we've just been less concerned about updating our website and addressing hearsay in the marketplace because we know that the money speaks for itself. In fact most of the brands we work with, currently, have already bought with us before.

    Redemption is a huge piece of work that we have taken care of by partnering with fulfillment houses, digital redemption partners, and encouraging redemption online as well. There are many ways that we incorporate into our redemption mix (agnostic, as the brands get to choose as well what they feel will be the most smooth for the redeemers).

    I encourage you to reach out directly to people who have actually worked with us to continue to find out more. I am also available anytime at brian at kiip dot me. I'm happy to share with you more about where our business is and where we're going. I can tell you this, for what it's worth: right now brand interest and inbound revenue is one of the main reasons why Manny is being brought on board.

  • LeonardDeveloperLeonardDeveloper Posts: 4,630Member
    edited February 2012
    Great news I suppose... Maybe it will popularize it more
    Gs should file a patent for kiip on no code engines... That will shut a competitor up :D :D
  • LeonardDeveloperLeonardDeveloper Posts: 4,630Member
    edited February 2012
    So... Has any other SDK taken up kiip?
This discussion has been closed.