question: Why do lots of mobile video game advertisers just show random fragments of out of context gameplay, without showing us the name of the game or even trying to make an ad that is nice to watch? Does that strategy even work?
comment: ads are designed to capture as much attention in as short a time as possible. and these ads you're talking about do exactly that. after some time you might realize the ad doesn't represent the thing very well, but there're tons of people who haven't seen the ad yet. and the more exposure you're given the more likely hood of you doing it. so even bad ads can be effective.
passages: Although investment in mobile marketing strategies like advergaming is slightly more expensive than what is intended for a mobile app, a good strategy can make the brand derive a substantial revenue. Games that use advergaming make the users remember better the brand involved. This memorization increases virality of the content so that the users tend to recommend them to their friends and acquaintances, and share them via social networks.
   Section::::Static in-game advertising.
  
  Similar to product placement in the film industry, static IGAs cannot be changed after they are programmed directly into the game (unless it's completely online). However, unlike product placement in traditional media, IGA allows gamers to interact with the virtual product. For example, has required the use of in-game Sony Ericsson phones to catch terrorists. Unlike static IGAs, dynamic IGAs are not limited to a developer and publisher determined pre-programmed size or location and allow the advertiser to customize the advertisement display.
   Examples of TTL advertising in games include "link-chases," ARGs, and viral marketing.
   One form of in-game mobile advertising is what allows players to actually play. As a new and effective form of advertising, it allows consumers to try out the content before they actually install it. This type of marketing can also really attract the attention of users like casual players. These advertising blur the lines between game and advertising, and provide players with a richer experience that allows them to spend their precious time interacting with advertising.
   This kind of advertisement is not only interesting, but also brings some benefits to marketers. As this kind of in-gaming mobile marketing can create more effective conversion rates because they are interactive and have faster conversion speeds than general advertising. Moreover, games can also offer a stronger lifetime value. They measure the quality of the consumer in advance to provide some more in-depth experience，So this type of advertising can be more effective in improving user stickiness than advertising channels such as stories and video.
  
  Section::::QR codes.
   The Mobile Entertainment Forum (MEF) carried out a survey of its members in 2006 where 81% of respondents expected successful advertising models to cut prices or fund the consumption of entertainment content on mobile phones.
   Viewer numbers are hard to estimate because it is difficult to gauge the popularity of a game before its release; however, advertiser risk can be partially mitigated through benchmark-based advertisement payments on game units sold or a refund agreement if a certain number of game sales are not reached. This may not, however, protect the advertiser from an unwanted association with a poorly performing game or advertisement.
   Gamers may feel that IGA is invasive and in some cases have dubbed IGA-supported software as spyware. Some gamers choose to remove advertisements from the game experience, either by paying more for an advertisement-free copy or disabling the advertisements through exploits.
  
  In-game advertising can also lead to negative reviews for a video game, as occurred in 2013 with Maxis' promotion of a heavily branded Nissan Leaf charging station as downloadable content in SimCity. Maxis claimed "Plopping down the station will add happiness to nearby buildings. It will not take power, water, or workers away from your city."
  
  Section::::Effectiveness.
   Section::::Gamer reaction.
   Mobile games are another example of products that use FOMO to retain large numbers of engagement. Mobile games are well known for timed exclusives of one sort or another. “If there's a chance a player might miss a one-time event, it generates FOMO.” As an example of a mobile game that utilizes FOMO tactics, Crab Wars has a timed currency booster that lasts for three hours, so any time where it’s not active is time spent “losing” money. Compounded on top of this mechanic is a bonus for stacking three of these boosts together at any given time. There are also daily rewards for logging in, which get more rewarding for consecutive days logged in.
   BULLET::::- Cineplex Entertainment features an advergame open to the public, known as Top Popper during non-contest periods and Peel and Pop during contest periods. In the cinemas, there is a TimePlay advergame that plays before the show.
  
  Section::::Notable examples.:PC.
  
  BULLET::::- BMW' "BMW M3 Challenge" (online, 2008) includes both ATL- and BTL-form advergaming. BMW worked with 10tacle Studios to repurpose the "GT Legends" game, a race simulation game, to showcase the 2008 BMW M3.
   As mobile is an interactive mass media similar to the internet, advertisers are eager to utilize and make use of viral marketing methods, by which one recipient of an advertisement on mobile, will forward that to a friend. This allows users to become part of the advertising experience. At the bare minimum mobile ads with viral abilities can become powerful interactive campaigns. At the extreme, they can become engagement marketing experiences. A key element of mobile marketing campaigns is the most influential member of any target audience or community, which is called the alpha user.
  
  Section::::Privacy concern.
   Advocates have raised the issue of privacy. Targeted mobile marketing requires customization of ad content to reach interested and relevant customers. To customize such behavioral personal data, user profiling, data mining and other behavior watch tools are employed, and privacy advocates warn that this may cause privacy infringement.
   2. Advertising model advertisement implantation mode is a common marketing mode in most APP applications. Through Banner ads, consumer announcements, or in-screen advertising, users will jump to the specified page and display the advertising content when users click. This model is more intuitive, and can attract users' attention quickly.
   Brands are now delivering promotional messages within mobile games or sponsoring entire games to drive consumer engagement. This is known as mobile advergaming or ad-funded mobile game.
  
  In in-game mobile marketing, advertisers pay to have their name or products featured in the mobile games. For instance, racing games can feature real cars made by Ford or Chevy. Advertisers have been both creative and aggressive in their attempts to integrate ads organically in the mobile games.
   Thankfully, most social media platforms already lend themselves to storytelling. Some brands apply Vine to post how-to videos, announce new products, or make a video punchline that it is possible to be a "friend" first, and brand second.
   Spamming in mobile app stores include (i) apps that were automatically generated and as a result do not have any specific functionality or a meaningful description; (ii) multiple instances of the same app being published to obtain increased visibility in the app market; and (iii) apps that make excessive use of unrelated keywords to attract users through unintended searches.
  
  Section::::Noncommercial forms.
   BULLET::::- MRT - "Zipper" (2011)
  
  BULLET::::- Samhain Festival Commercial (2011)
  
  BULLET::::- dreDDup – "Footfalls" (2011)
  
  BULLET::::- Tdss - "Odbegao Experimenat" (2010)
  
  BULLET::::- dreDDup – "Orbit" (2010)
  
  BULLET::::- Ivan Čkonjević - "Lokomotive Nose Tvoje Ime" (2010)
  
  BULLET::::- dreDDup – "God of FM Stereo" (2010)
  
  BULLET::::- Samhain Festival Commercial (2010)
  
  BULLET::::- dreDDup – "Invisible Tears" (2009)
  
  BULLET::::- ZANAos - "Gde si ti?" (2009)
  
  BULLET::::- dreDDup – "Oregon" (2009)
  
  BULLET::::- dreDDup – "Last One" (2009)
  
  BULLET::::- ZANAos - "KKK" (2009)
  
  BULLET::::- MRT - "Joca's Wet Dream" (2008)
  
  BULLET::::- Masque of Betrayal - "Masque of Betrayal" (2008)
   Mobile Advertising was one of the main themes at the "3GSM World Congress" held in Barcelona, Spain in February 2007. The Mobile Entertainment Summit held there discussed whether Mobile Advertising Can Fund New Content Businesses and Resurrect Advertising.
   A growing venue for advertainment is video games, sometimes called "advergaming", where product placement and partnerships may take a more dynamic role, according to researchers. The variables of gaming within ongoing competition may make players more perceptive or active in the face of advertainment. Advergaming examples include billboards advertising for (and product placement of) Bawls energy drink in Fallout: Brotherhood of Steel, and billboards for Adidas sportswear in FIFA International Soccer. Gamers' attitudes about in-game promotions vary greatly from tolerant to highly resistant. 
  
  Section::::Production.
   BULLET::::- "" (Surreal Software/Midway Games, 2005)
  
  BULLET::::- "This is Vegas" (Surreal Software/Midway Games, 2008)
  
  BULLET::::- "Tornado Outbreak" (Loose Cannon Studios/Konami, 2009) – additional programming
  
  BULLET::::- "Xotic" (WXP/Valcon Games, 2011) – special thanks
  
  BULLET::::- "" (Bethesda Game Studios/Bethesda Softworks, 2012) – special thanks (Kinect speech recognition)
  
  BULLET::::- "" (Ubisoft Toronto/Ubisoft, 2013) – special thanks (Xbox Advanced Technology Group)
  
  BULLET::::- "FIFA 14" (EA Canada/Electronic Arts, 2013) – special thanks (Xbox Advanced Technology Group)
  
  BULLET::::- "NBA 2K14" (Visual Concepts/2K Sports, 2013) – special thanks (Xbox Advanced Technology Group)
  
  BULLET::::- "" (Crytek/Microsoft Studios, 2013) – special thanks (Xbox Advanced Technology Group)
   Section::::See also.
  
  BULLET::::- Autocorrect, automatic correction of misspelled words.
  
  BULLET::::- Predictive text
  
  BULLET::::- Autofill
  
  BULLET::::- Incremental search
  
  BULLET::::- Snippet
  
  BULLET::::- Context sensitive user interface
  
  BULLET::::- Combo box
  
  BULLET::::- Search suggest drop-down list
  
  BULLET::::- OpenSearch contains a specification of Search suggestions Web services
  
  BULLET::::- Google Feud, an autocomplete game.
  
  Section::::External links.
  
  BULLET::::- Live Search Explained—Examples and explanations of working web examples plus a discussion of the usability benefits compared to traditional search
  
  BULLET::::- Google Feud—The first and most popular of many games built using autocomplete data, which won a Webby Award for "Best Game" in 2016.
   Section::::Security Considerations for Mobile BI Apps.:Authorization, Authentication, and Network Security.
   There is also the risk that a developer could profit from the ideas or work done by users, like this example:
  
  Users could write new ideas in a note taking app, which could then be sent as a custom event, and the developers could profit from those ideas. This can happen because the ownership of content is usually unclear in the law.
  
  If a user's identity is not protected, there are more risks; for example, the risk that private information about users is made public on the internet.
   It is also difficult to plan in-game advertisements because game development generally takes longer than the development and implementation of an advertising campaign; typically, most static advertisements must be disclosed to the developers at least eighteen months before a game is released. This timing discrepancy can be solved though use of dynamic advertisements, which are available for purchase at any time in-game space is available, but this choice constrains the advertisement to the in-game predetermined spaces and sizes and does not allow for highly integrated static ads.
  
  Section::::Game industry reaction.
  