Microsoft Launches Self-Serve Targeting for Gaming and Xbox Ads

September 30, 2024 at 6:02:10 AM

TL;DR Microsoft introduces self-serve targeting for gaming and Xbox ads. With 3.4 billion players worldwide, the industry is projected to reach $274 billion by 2025. Microsoft aims to overcome in-game advertising challenges by offering programmatic options, brand-safe environments, and comprehensive measurement tools. Their diverse audience, primarily Millennials, spends significant time on media, creating opportunities for cross-channel campaigns.

Microsoft Launches Self-Serve Targeting for Gaming and Xbox Ads

Microsoft has introduced self-serve targeting for gaming and Xbox ads, capitalizing on the growing popularity of gaming, which now boasts 3.4 billion players globally and is projected to reach $274 billion by 2025. This development presents significant opportunities for brands and marketers to engage with a diverse and extensive audience.

Universal Appeal and Audience Diversity

Gaming appeals to a broad demographic:

  • 48% of players are female.
  • Average player age is 33 years.
  • 76% of players are aged 18 and above.

Overcoming In-Game Advertising Misconceptions

Despite its potential, in-game advertising faces challenges such as fragmented supply access and nuanced audience communication. Brands need to reconsider misconceptions:

  • Audience Diversity: Gaming appeals to a wide range of people.
  • Brand Safety: Quality inventory is available across various game genres.
  • Scaled Activation: Programmatic options facilitate accessing quality inventory.
  • Full-Funnel Performance: In-game ads can meet key objectives, including conversions.
  • Measurement: Advertisers can access detailed reports and optimization options.

Microsoft's Approach to In-Game Advertising

Microsoft leverages its extensive gaming portfolio to offer scaled reach and immersive experiences:

  • Iconic Titles: Games like Candy Crush Saga and Solitaire provide brand-safe environments across consoles, PCs, and mobile devices.
  • Engaged Audience: Approximately 60% of Microsoft players are Millennials (aged 25–49) who are media-savvy and have strong purchasing power.
  • Cross-Device Engagement: Players switch seamlessly between devices, enabling cross-channel campaigns.
  • Video and CTV Enthusiasts: 41% of Microsoft’s audience engages with video/CTV streaming, opening up creative campaign possibilities.

Connecting with Players

Microsoft Advertising utilizes rich first-party data for precise targeting:

  • Global Audience Segments: Connect with 160 million players across properties like MSN, MCG, Outlook, Microsoft 365, and Bing.
  • Self-Serve Targeting: Available programmatically to target various player segments.

Premium Gaming Deals

Advertisers can quickly activate gaming campaigns with options such as:

  • Microsoft Gaming - 100% Rewarded Video: Features brand-safe environments and blockbuster titles.
  • Run of Rewarded Video: High-completion, highly viewable videos from Activision Blizzard and partner publishers.
  • Run of Gaming Video: In-stream and interstitial placements for maximum reach.
  • Cross-Screen: Combines CTV and mobile gaming supply for broad brand awareness.
  • Gaming CTV: Accesses gaming-specific CTV supply through consoles and mobile gaming.

Performance Metrics

Microsoft’s gaming video supply delivers high viewability and completion rates:

  • 93% viewability rate for first-party properties.
  • 85% completion rate for Microsoft Casual Games videos.
  • 97% completion rate for Activision Blizzard Media rewarded videos.
  • 92% completion rate for Microsoft Start rewarded videos.

Microsoft Advertising aims to streamline and enhance the effectiveness of in-game advertising, providing brands with robust tools to connect with a highly engaged gaming audience.

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