What Does the Average Gamer Look Like? 

Most would assume that the average gamer is a teenage boy, but did you know that the average gamer is 63% likely to be a woman? Not only that, they are most likely to be around 34 years old, own a house and have children. Did you know that approximately 56% of gamers are between 35 and 64 years old? Over 70% of those surveyed admitted that they are increasingly using mobile devices for gaming, making this a high-potential market for advertisers.

Why and How Should Advertisers Reach Gamers? 

The buying power of gamers is approximately $175 billion, and mobile gaming accounts for $85 billion of the total generated industry revenue in 2020. As we approach the demise of the third party-cookie, many mobile advertisers are confronted with an issue: how do they leverage the first party data they have, or cope when they don’t have any first party data? Many targeting options aren’t well suited for mobile devices, audio advertising in games is complicated by the relative dearth of targeting data. Publishers don’t usually gather data on mobile platforms, and there is no easy way to embed audio ads in apps or to control playouts.

Sandstorm provides in-game, intermission and bounty audio ads on mobile devices operating on iOS, Android or Unity. This solution  provides automatically generated, personalized ads to players who are already more predisposed to make purchases, all without need for additional third-party configuration. Through our partnership with NumberEight we have created a generic gamer profile, enabling cookieless targeting on mobile gaming platforms.

This solution allows publishers to easily generate new revenues from world-class brands, and promises greater insights over competitors. Instead of relying on personally identifiable information, Sandstorm makes it possible to target mobile gamers based on behavioural categories such as runners, shoppers, commuters, or outdoor workers. Potential customers for this solution can include agencies, brands, game owners, publishers, and advertisers.

Benefits of Sandstorm: Reach

Our mobile gaming solution can serve 609 million in-game audio ad playouts monthly, broken down by over 426 million playouts in the US, 80 million playouts in Canada and 40 million in the UK.

Sandstorm could potentially reach 3.2 billion players worldwide by contextually targeting unique players based on 300 behaviour types. This solution’s average click through rates could be up to 3.4x the industry average, and annual growth in the UK alone is estimated to grow by 50%.

Benefits of Sandstorm: High Engagement

Research by TapJoy reveals that 64% of consumers are more likely to engage with a retail in-app rewarded ad than a social media sponsored post. Additionally, these consumers are open to making purchases; CPMs for audio are 2x as for video ads and our average fill rate is 75% for US audiences.

Benefits of Sandstorm: Brand Safety

Mobile gaming is a very brand-safe channel because it does not contain user-generated content. In addition to offering publishers a brand-safe platform for non-intrusive ads that do not negatively impact user experience, Sandstorm provides careful genre selection and whitelisting to prevent ads from appearing in inappropriate gaming environments.

Partners and Integrations

Sandstorm – contains SDK functionality with additional user targeting provided by NumberEight; this version will ask users for extra permissions (i.e. location) but advertisers and publishers can also opt to use SandstormLite, which contains SDK functionality without extra user targeting; this version won’t ask users for extra permissions. 

To find out more about how Sandstorm works, why not attend our product launch? You can register here and in the meantime, read more about Sandstorm on our website and watch our product demo.