(Un)Reachable Markets

(Un)Reachable Markets

How Parade Media used AdInMo to get their TV products in front of elusive audiences.   The Problem  Like most media companies, independent TV distributor Parade Media relies on a multi-channel distribution strategy to engage those audiences that just don’t watch traditional linear TV anymore....

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Why In-Game Advertising Sucks

Why In-Game Advertising Sucks

In-game advertising sucks. That’s not news, but it bears repeating. It doesn’t just suck in the same way that, say, dodgy used car salesmen or “cheese-flavored product” do either, where one party profits wildly while the rest of us get shafted. It’s as frustrating for advertisers as it is for...

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Developer Case Study – TinyBit Studios

Developer Case Study – TinyBit Studios

TinyBit Studios is a mobile games developer based in Kharkiv, Ukraine’s tech capital. Huge names such as Plarium, Gameloft, and G5 Entertainment have located regional studios in the city - a ringing endorsement of Kharkiv’s deep pool of game development talent. We worked closely with TinyBit’s...

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The Observer Effect – How Clicks Changed Advertising

The Observer Effect – How Clicks Changed Advertising

In physics, the Observer Effect theory tells us that observing a phenomenon necessarily and inevitably causes that phenomenon to change. This most commonly refers to instruments of measurement interfering with the results of an experiment. In advertising, the ways that we have come to measure...

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How Dynamic In-Game Ads Change the Game

How Dynamic In-Game Ads Change the Game

Introduction The value of native advertising lies in its adaptation of tradition. These ads bring the strengths of traditional (and more impactful) advertising formats to game worlds populated exclusively by standard digital formats. Billboards, posters and shop window displays have captured our...

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Considering Simpson’s Paradox in Mobile Advertising

Considering Simpson’s Paradox in Mobile Advertising

Benjamin Disraeli (British Prime Minister 1874–1880) is said to have coined the phrase “There are three kinds of lies: lies, damned lies, and statistics.” Improper use and understanding of statistics can lead to poor marketing decisions. An example of this is Simpson’s Paradox, a phenomenon in...

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Survey Says!

Survey Says!

Results from AdInMo’s survey of Digital Natives’ attitudes on mobile game advertising in free-to-play games   Our company, AdInMo, recently conducted a survey which asked a sample of 150 Millenials (19–35 years old) and Gen Zs (≤18 years old) living in the US and UK a number of questions...

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Generation Games

Generation Games

We read headlines about Millennials and Generation Z (Gen Zs) daily, but many people are still not clear about the exact definitions of of these terms. Before shedding light on these groups, let’s take a brief glance at some generations prior to Millennials and Gen Zs, as well as an important...

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