Best Practices for Creating a Playable Ad

Best Practices for Creating a Playable Ad

  A good playable ad starts with a high CTR, and creates a great engagement experience that leads to a higher user acquisition and to reaching more brand KPI’s.   How to Increase CTR Ad size. The best ad size is around 500K. 2MB should be set as the high end size. Bigger sized ads will create significant media waste in terms of discrepancies. Clear invitation to play. Playable ads are new form of advertising. Users do not expect them. A clear invitation to play should indicate to every user that this ad is basically a mini game. Once done, the CTR goes through the roof.   How to Increase Conversions Create multiple ads and test them all the time. The notion of ‘Getting It Right’ is not something we recommend in ads in general or in playable ads in particular. Changing the call to play the game itself and the call to action are an ever needed effort. By using the Creative Factory, this can be done in self-service, so saves both time and money.   Other 3 Golden Rules Use a real game engine. The Creative Factory offers numerous building blocks. It is fairly easy to create a … Continued
Game Zone Principles

Game Zone Principles

Entering Game Zone In the navigation menu of the Campaign Manager, click the Game Zone icon to enter the Game Zone gallery. Here, choose a game template. When hovering over one, you can: See a Preview of the game Create an ad from the game template in the Creative Factory   Game Template A game template in the Creative Factory is a ready ad with widgets that have been configured. While the core logic components of the ad are fixed, you are strongly encouraged to alter the looks and add behaviors to single widgets as you please.   Ad Components For an overview of all the ad components, find a list of all widgets in the Layers Panel. The main purpose of the game template is to personalize it. All ready-made widgets that appear on the device accept new images or colors, triggers and actions. You can copy and paste the game and its widgets to any ad you want. Please note that some of widgets’ names are hardcoded in the game, so please make sure the widget’s name isn’t changing.   Game Engine Widgets labeled ‘Game Engine’ incorporate a locked JavaScript code that runs the core logic of the game. Like … Continued
Game Zone Principles

Game Zone Principles

Entering Game Zone In the navigation menu of the Campaign Manager, click the Game Zone icon to enter the Game Zone gallery. Here, choose a game template. When hovering over one, you can: See a Preview of the game Create an ad from the game template in the Creative Factory   Game Template A game template in the Creative Factory is a ready ad with widgets that have been configured. While the core logic components of the ad are fixed, you are strongly encouraged to alter the looks and add behaviors to single widgets as you please.   Ad Components For an overview of all the ad components, find a list of all widgets in the Layers Panel. The main purpose of the game template is to personalize it. All ready-made widgets that appear on the device accept new images or colors, triggers and actions. You can copy and paste the game and its widgets to any ad you want. Please note that some of widgets’ names are hardcoded in the game, so please make sure the widget’s name isn’t changing.   Game Engine Widgets labeled ‘Game Engine’ incorporate a locked JavaScript code that runs the core logic of the game. Like … Continued
Wheel of Fortune

Wheel of Fortune

  Playing Pieces Spin: initiates the spinning of the wheel upon pressing it. Your individual picture can be uploaded to it, and additional actions upon tapping are available.   Wheel Image: is the visual used for the wheel. Swap it with your own one if you like.   WOF: is the game engine.   Score Console: is a message displaying either a good or slow spin. You can alter the usual text parameters of this Text Widget.   On Good Spin: lets a message occur upon a good spin by the user. The widget contains an Internal Tacker which detects the good spin. A JS code initiating the message to occur can be (ex)changed. Feel free to add any action of your choice to get triggered by a good spin. On Slow Spin: lets a message occur upon a good spin by the user. Change JS or tracker or add other actions how you prefer.   Win 1-12: each of the 12 Win widgets is connected to its numerical equivalent on the wheel. When a number of the wheel is chosen, the Internal Tracker of the equivalent Win widget detects it. Add an action of your choice to each one.
Air Hockey

Air Hockey

  Playing Pieces Puck: gets hit by the players’ handle, aimed at hitting the opponent’s goal. Exchange the image of the Puck if you like.   Handle: is the playing piece used to hit the puck with. You have the option to upload your own image.   Counter, Score and Field Counter: counts down the playtime from 120 in seconds. Time as well as font settings can be easily altered in the Preferences Panel of the Counter. ‘On Completion’, the Counter has been configured to end the game and show the score on a new page.   Score: displays the goals of the player and the opponent. Change the text parameters in the Preferences Panel of the widget.   Game Touch: is a feature that lets you add any action of your choice in case the user touches any part of the game.   Hockey: is the game engine.   Visual & Field:  the area the game takes place. Replace the images with your branded ones via the Preferences Panel.
Tic Tac Toe

Tic Tac Toe

  Playing Pieces X: is the mark by the player, who places one mark each turn in the empty spaces of the 3×3 grid. Feel free to upload another image to this Visual widget.   O: is the mark placed by the device in response to the marks set by the player. The image can be exchanged as well.   Grid, Results and Replay Board: displays the grid in which the game is played. The board is a Pass Through Widget and therefore allows the player to interact with the layers beneath. If you like, you can easily change its looks by uploading another PNG.   Background Grid: is the background for each cell when being empty. Upload an image of your choice.   Game Touch: has been set as a trigger. When the user touches the grid, you can install an action of your choice into this widget.   Draw, Lose, Win: track if the player won or lost the game or both parties didn’t win. Depending on the result, one of the trackers signals the Console to display the result.   Console: displays the result of the game. Text parameters can be altered as you please.   Replay: is designed to always let … Continued
Catchy

Catchy

  Playing Pieces MouthDrag: is the figure the user drags to catch falling brains. It is preconfigured to be moved to the left and right sides only. Upload an individual image if you like.   Drifter 1-10: are the falling brains the user has to catch. As you can see in their Preference Panels, they have been set to move in differing speed, to appear, resize, disappear, and sync with the counter upon collision. Code is furthermore involved. You can easily upload images of your choice.   Effects, Counter and Blocker Shadow: is a simple visual, attached to the DragMouth by code. Change the image if you like.   Brain 1 & 2: are the visuals appearing within the Drag the moment the user collects a brain. You can use your own images of course.   Text 1: says “10pt” and is configured to appear when the user catches the biggest brain (Drifter 2). You can change Text properties.   Konfetti: is a 360 Widget displaying a konfetti animation when the user catches a special drifter. If you want to change this effect, upload a set of images to the widget.   Konfetti Trigger: triggers the ‘Konfetti’ animation and the appearance of “10 Points” (Text 1 … Continued
Memory Game

Memory Game

  Playing Pieces Visuals: here, in light grey; are the front of the card, facing the user, usually have the same motive. Upload one image of your choice to each visual. For each Visual, an ‘On Tap’ trigger is activated that initiates by JavaScript the flipping and glowing of the memory card. Cards: here, in dark grey; are the backside of a memory card, are hidden in the game until triggered, consist of pairs of equal images. Upload new images via each card’s Preferences Panel. ! Note: Make sure to place your new matching images into the same spots of the initial matching images.   Counters, Frames and Effects Counter 1: counts up the time used for playing the game. You can alter the presettings of the time span or speed to be counted, the design of the digits and of course add plenty of actions to the ‘On Page Entry’, ‘On Tap’ and ‘On Completion’ triggers.   Grid (Visual 8): is a pure visual widget that visually grids the cards and is open to all kinds of alteration.   Glow 1 & 2: appear behind matching cards in the moment they are both chosen. The Glow components incorporate the … Continued
Match 3

Match 3

  Playing Pieces Figure1-5: are the five types of the puzzle items that shall be swapped and matched. How the puzzle items are arranged in the game is defined in the Game Engine. Brand your ad by inserting a unique image into each of the five items. Other than that you can also use ready-designed items from the Resources section.   S_Figure1-5: are the equivalents of the puzzle items that each occur when dragging an item to another place. When exchanging images, make sure to upload the pairs (item and equivalent item) to the given ones.   Effects, Points and Grid Sparkle: is the effect which occurs around the puzzle items when they get matched. This behavior is preset in the Game Engine. You can use your own sprite sheet.   Line: is an alternative effect that can occur around the puzzle items when they have been matched. If you want to use it instead of the sparkles, replace the Sparkle widget’s image with that one.   Vgrid: is the pure visual framework of the game, showing where the puzzle items are aligned. When replacing its image, keep in mind to maintain the dimension and location of the grid.   … Continued
Whack A Mole

Whack A Mole

  Playing Pieces Drag: is dragged by the user to catch the brains popping up from the circles. Via JS code, the Drag is connected to the ‘Boom’ and ‘times’ widget. It’s image can be exchanged and it’s behaviors ‘On Page Entry’ and those regarding the targets modified.   Mole: is a visual widget programmed to pop up from different circles. Brand your ad by easily uploading a new image to the visual.   Holes, Effects and Counters Holes 1-12: are Shape Widgets that serve as holes, where the brains pop out of. Relevant here might be to change their color or shape. Be careful in sticking to the placement of the holes as the brains will continue to appear in their fixed locations.   Boom: consists of a strip of images playing a boom effect when the Drag catches a brain. Feel free to upload different images.   Times: displays the number of brains collected, enabled by Marcos. Adjust the text however you like.   Counter: counts down the seconds remaining for the game. It is preconfigured to show the Score Page on completion. Feel free to make changes in this behavior, its text layout or manner of counting.   … Continued