Author: Julie Campbell

Interest based mobile ads will be delivered by Facebook to non-users

The social media giant is broadening its Audience Network outside the reach of its platform.

Facebook has announced that it is expanding its Audience Network to make it possible to deliver interest based mobile ads to smartphone and tablet users who either aren’t members of its social media platform and to those who simply aren’t signed in.

The goal is to be able to further solidify Facebook’s position as the second biggest mobile advertising network.

According to the social network, it will be able to obtain enough usable data about non-Facebook users or users who aren’t logged in, through its own technology, to make it possible to generate relevant interest based mobile ads to serve to those individuals. Those mobile ads will be displayed to smartphone and tablet users via various apps and partner sites.

This is accomplished through the Facebook Audience Network (FAN), which was initially created in 2014 and makes it possible for mobile marketers to place targeted ads in Facebook’s signature style onto various mobile friendly partner sites and apps.

These interest based mobile ads will help to keep Facebook just behind Google in smartphone advertising.

Interest Based Mobile Ads - FacebookAccording to Facebook, among all the impressions received on FAN, 80 percent of them are native. Within the mobile app ecosystem, Facebook has said that 6 percent of all time users have spent on mobile applications is on apps that are partners in the FAN. Back at the start of this year, the social network announced that Q4 2015 had a $1 billion annual revenue run rate. Comparatively, that same figure for Google Network was $4.14. Though Facebook still has less than a quarter of the Google mobile ad revenue, it is still the next closest to that top spot.

Among FAN’s strong points is that it is able to glean granular data from Facebook users, of which there are 1.6 million actively using the platform around the world. That said, it can now step beyond that specific group of people and may be able to strategically obtain data of the right quality in order to ensure that the targeting accuracy will remain high.

Recently, Andrew Bosworth, the Facebook vice president of ads and business platform explained the importance of interest based mobile ads. He said that “One of the things we’ve heard from people is that many of the ads they see are annoying, distracting or misleading. We think companies can do better, and that’s why we’ve been focused on improving ads both on and off Facebook.”

Mobile games are used primarily for killing time

Thought this doesn’t come as too much of a surprise to many, a study has just confirmed this suspicion.

EEDAR, a video and mobile games research firm, has now released the results of a data analysis it has conducted in order to confirm what many people have suspected about game app use for some time now.

Mobile device owners tend to use their gadgets to play games to pass time, not for the challenge or fun of it.

Though it is not entirely surprising, it remains quite interesting, particularly for developers of mobile games and especially for those creating multiplayer experiences. According to the report from EEDAR, about 74 percent of people in North America who play game apps do so in order to kill time. Twelve percent do so in order to interact with other people while 16 percent do so in order to be able to compete with other propel.Mobile Games - Game on Smartphone

This helps to expand on the insight that was offered by Flurry in a mobile games study conducted last year.

Flurry, an analytics company owned by Yahoo, reported that there had been a notable decline in the average amount of time users were spending on mobile game apps. That report was created in 2015. Simon Khalaf, an exec at Flurry, explained that American mobile game players weren’t spending as much time on those mobile apps as they had bumped up the amount of time they were spending watching other people while they played.

This helped to explain why there had simultaneously been a boost in the amount of time spent on sites such as YouTube and Twitch for watching other people playing games on their consoles, computers and their mobile devices as well.

Patrick Walker, an EEDAR exec, discussed this shift in mobile games trends when he spoke at the GDC 2016 with regards to player engagement. Among the subjects on which he focused was the reason people in North American and Japan were playing these game apps. In Japan, only 5 percent had said that they were playing in order to compete with others, less than a third of the North American statistic.