Chartboost

Last updated
Chartboost
Industry Mobile apps, Mobile games, Mobile advertising
Founded2011
FounderMaria Alegre, Sean Fannan [1] [2]
Headquarters
United States  OOjs UI icon edit-ltr-progressive.svg
Number of locations
San Francisco, Amsterdam, Barcelona, Beijing
Key people
  • Maria Alegre: Co-founder
  • Sean Fannan: CTO, Co-founder
  • Rich Izzo: CEO
  • Pepe Agell: Chief Strategy Officer
Number of employees
100+ (2019) [ failed verification ]
Website chartboost.com

Chartboost is a San Francisco-based mobile game in-app programmatic advertising and monetization platform. Chartboost SDK enables developers to monetize on their mobile apps and connect advertisers to global in-app inventory. Chartboost's platform allows video game developers to create customized interstitial and video ads to promote new games. Developers have direct access to game data derived from Chartboost-enabled games. [1] [3] As of 2016, Chartboost had been integrated into more than 300,000 games [1] with 40 billion game sessions [1] per month. [1]

Contents

In 2019, Chartboost has been ranked on a return on investment index and it scored 6th position on Android and 14th on iOS, on both platforms appearing behind mobile ad networks by Google, Facebook, Unity Technologies, Aarki and Vungle. [4] In 2020 and 2021, Chartboost on Android is not on the list of the top 20 ad networks. [5] [6] On the iOS side, there is uncertainty as well due to new platform restrictions about advertising ID collection which "may render Audience Network so ineffective on iOS 14 that it may not make sense to offer it" [7] - Audience Network and Chartboost being integrated and advertising ID collection being the backbone of both (96% of US users opt-out of app tracking in iOS 14.5 [8] ).

In May 2021, Zynga acquired Chartboost for $250 million. [9] [10] [11] [12]

Use and features

Game developers use the Chartboost mobile platform to design custom interstitial and video advertisements, build user bases, generate revenue, negotiate business deals with other developers, as well as track and analyze sales and promotion data. [2] [13] [14] [15] [16]

Game ad network

Chartboost only shows promotions to active gamers. [17]

Video

Featuring high-definition videos, Chartboost Video enables developers to customize the design and execution of their video ad campaigns. [3] The service is offered in conjunction with Reward Video, which awards players with virtual currency when they opt to view an offered video. [1] [3]

InPlay

Chartboost InPlay is a customizable, interactive advertisement layer that allows developers to create promotions which display directly in a player's gameplay environment. [18] [3] [19] InPlay is intended to create promotions that integrate with the look and feel of a particular game. [18] [3] The native advertising solution[ buzzword ] supports standard Chartboost features such as tracking and reporting, player targeting, and cost per impression maximization. [18] [3]

Insights

Every month, Chartboost releases a global heat map that details the average cost per install on iOS and Android devices. [20] Data for the map is taken from the network of 12 billion Chartboost-enabled monthly game sessions. [20]

History

Chartboost was launched in 2011 by Maria Alegre (co-founder) and Sean Fannan (CTO). [21] After departing from Tapulous, the co-founders set out to create an own self-developed platform that allowed game developers to have complete transparency and control over the promotion, sale, revenue, and management of their mobile games. [2] [3] [21]

In January 2013 Chartboost announced a $19 million Series B funding round led by Sequoia Capital. [22]

In April 2013 Chartboost opened its first international office in Amsterdam. [23] Led by Pepe Agell, the office manages growth throughout Europe. [23]

In February 2016 Chartboost acquired Roostr to connect mobile games with YouTube influencers. [24] Roostr was rebranded to Chartboost Influence and then both were shut down (that is, Chartboost exited the influencer market).

In May 2021, Zynga acquired Chartboost for $250 million. [9] [10] [11] [12]

Recognition

Related Research Articles

<span class="mw-page-title-main">Mobile game</span> Video game played on a mobile device

A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone, tablet, PDA to handheld game console, portable media player or graphing calculator, with and without network availability. The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994.

Kongregate is an American web gaming portal and video game publisher. Its website features over 124,000 online games and 30+ mobile games available to the public. The company also publishes games for PC, mobile, and home consoles. It was purchased by GameStop Corporation in 2010 before being acquired by Modern Times Group MT AB in 2017.

Roblox is an online game platform and game creation system developed by Roblox Corporation that allows users to program games and play games created by other users. Created by David Baszucki and Erik Cassel in 2004 and released in 2006, the platform hosts user-created games of multiple genres coded in the programming language Lua. For most of Roblox's history, it was relatively small, both as a platform and as a company. Roblox began to grow rapidly in the second half of the 2010s, and this growth has been accelerated by the COVID-19 pandemic.

<span class="mw-page-title-main">King (company)</span> Video game developer

King.com Limited, trading as King and also known as King Digital Entertainment, is a Maltese video game developer and publisher based in St. Julian's, Malta that specialises in social games. King gained prominence after releasing the cross-platform title Candy Crush Saga in 2012, considered one of the most financially successful games utilising the freemium model. King was acquired by Activision Blizzard in February 2016 for US$5.9 billion, and operates as its own entity within that company. King is led by Riccardo Zacconi, who has served in the role of chief executive officer since co-founding the company in 2003. Gerhard Florin took over Melvyn Morris's role as chairman in November 2014. As of 2017, King employs 2,000 people.

<span class="mw-page-title-main">Zynga</span> American social game developer

Zynga Inc. is an American developer running social video game services. It was founded in April 2007, with headquarters in San Mateo, California. The company primarily focuses on mobile and social networking platforms. Zynga states its mission as "connecting the world through games".

<span class="mw-page-title-main">Scoreloop</span>

Scoreloop, a subsidiary of BlackBerry, was a cross-platform social gaming network for the operating systems including BlackBerry, Android, Bada, iOS and Windows Phone 7.

<span class="mw-page-title-main">Jam City (company)</span> American video game developer

Jam City, Inc. is an American video game developer based in Culver City, California. The company was founded in 2010 by Chris DeWolfe, Colin Digiaro, Aber Whitcomb, and Josh Yguado. Jam City has nine studios located in the United States, Canada, South America, and Europe. As of 2021, it employs 825 people. Netmarble is the largest shareholder in Jam City. As of 2021, Jam City's games have 31 million monthly active users and 1.3 billion total downloads.

Corona Labs Inc., formerly Ansca Mobile, was a software company based in Palo Alto, California, best known for building a 2D game and app development platform. Its most popular product was the Corona SDK, a cross-platform mobile development framework that builds native apps for iOS, Android, Amazon Kindle, Windows Phone, tvOS, Android TV, and Mac and Windows desktops from a single code base. Corona products use the programming language Lua. The company changed hands several times before closing on May 1, 2020.

<i>Ruby Blast</i> 2012 video game

Ruby Blast is a tile-matching video game by Zynga. The game was first released in June 2012 on Facebook and Zynga.com and later re-branded to Ruby Blast Adventures after Zynga added a new mode with map progression. An iOS version of Ruby Blast was released in November 2012 with an Android version expected soon. In the game, players try to match three or more gems to activate power ups and dig deeper into a mine. Ruby Blast on iOS is the first arcade mobile game from Zynga and the latest Zynga game that enables players to carry progress from the Web version to mobile. On December 5, 2013 it was announced that the game would be closed. Ruby Blast was closed on January 4, 2014.

<i>Clay Jam</i> 2012 video game

Clay Jam is a claymation mobile game created by UK developer Fat Pebble and published by Zynga for iOS and Android mobile devices. It was released on November 29, 2012 on iOS and Android. The handmade, stop-motion game was created in a UK garage by Fat Pebble developers. In the game, players guide a clay ball over a series of hills with the objective of squashing monsters on the way down. As of November 2018 the game is no longer available on the Google Play Store, along with Play-Doh Jam, their Play-Doh-related sequel, which is still unavailable on the App Store. As of November 22, 2021, the app has been brought back and updated on the App Store.

<i>Candy Crush Saga</i> 2012 video game

Candy Crush Saga is a free-to-play tile-matching video game released by King on April 12, 2012, originally for Facebook; other versions for iOS, Android, Windows Phone, and Windows 10 followed. It is a variation of their browser game Candy Crush.

Scopely, Inc is an American interactive entertainment company and mobile-first video game developer and publisher. The company is headquartered in Culver City, California, with offices across the US, EMEA and Asia.

ironSource Ltd. is an Israeli software company that focuses on developing technologies for app monetization and distribution, with its core products focused on the app economy.

Google Play Services is a proprietary software package produced by Google for installation on Android devices. It consists of background services and libraries for use by mobile apps running on the device When it was introduced in 2012, it provided access to the Google+ APIs and OAuth 2.0. It expanded to cover a variety of Google services, allowing applications to communicate with the services through common means.

Airpush is a private company founded in 2010 that provides bootstrapped mobile advertising platform. It is known as one of the largest mobile ad platforms with over 120,000 live apps utilizing its SDK. Airpush is based in Los Angeles, California with offices in Bangalore, India.

Flurry is an American mobile analytics, monetization, and advertising company founded in 2005. The company develops and markets a platform for analyzing consumer interactions with mobile applications, packages for marketers to advertise in-apps, as well as a service for applying monetization structures to mobile apps. Flurry analyzes 150 billion app sessions per month. The company's analytics platform tracks application sessions in iOS, Android, HTML5, and JavaME platforms. Flurry has raised a total of $65 million in funding since its founding and in March 2014 announced that it would partner with Research Now to create a panel database on mobile users. Flurry was acquired by Yahoo! on July 21, 2014 for somewhere between $200 and $300 million.

Betable is a London-based company that develops and markets a real-money gambling platform for the social gaming industry. The company is licensed by the United Kingdom Gambling Commission and the Alderney Gambling Control Commission and is certified by third-party testing houses. The company has raised a total of $23 million in venture funding from, among others, Venture51, Greylock Partners, and Founders Fund.

Felgo is a cross-platform development tool, based on the Qt framework. It can be used to create mobile apps or games. Felgo apps and games are supported on iOS, Android, Windows Phone, embedded devices and desktop devices. Felgo developers use QML, JavaScript and C++ to create mobile apps and games.

Storm8 Inc. is a mobile social game developer founded in 2009 by former Zynga designer, Garrett J. Remes, as well as former Facebook engineers, including Perry Tam, William Siu, Chak Ming Li, and Laura Yip in Redwood Shores, California. Notable games include the Restaurant Story franchise, Dragon Story, Bubble Mania, Fantasy Forest Story, Castle Story and iMobsters.

<span class="mw-page-title-main">History of mobile games</span>

The popularisation of mobile games began as early as 1997 with the introduction of Snake preloaded on Nokia feature phones, demonstrating the practicality of games on these devices. Several mobile device manufacturers included preloaded games in the wake of Snake's success. In 1999, the introduction of the i-mode service in Japan allowed a wide variety of more advanced mobile games to be downloaded onto smartphones, though the service was largely limited to Japan. By the early 2000s, the technical specifications of Western handsets had also matured to the point where downloadable applications could be supported, but mainstream adoption continued to be hampered by market fragmentation between different devices, operating environments, and distributors.

References

  1. 1 2 3 4 5 6 Takahashi, Dean (February 11, 2016). "Chartboost acquires Roostr to connect mobile games with YouTube influencers". VentureBeat . Retrieved June 2, 2016.
  2. 1 2 3 4 Ewalt, David M. "30 Under 30: The Brightest Young Stars In Video Games". Forbes. Archived from the original on January 9, 2014. Retrieved May 6, 2014.
  3. 1 2 3 4 5 6 7 Diener, Matthew. "Chartboost aims to transform game discovery with launch of Video and InPlay". Pocket Gamer. Retrieved May 6, 2014.
  4. Anthony Ha. "Facebook and Google still offer the best value for mobile advertisers (Singular report)". Techcrunch. Retrieved Mar 6, 2019.
  5. "TikTok, Apple Search Ads, Facebook, Google: Top Ad Networks In Singular's 2020 ROI Index". Singular(the embed on the page is directly from them). Retrieved September 17, 2020.
  6. "Singular ROI Index 2021 highlights 10 new players". Singular. Retrieved April 26, 2021.
  7. "Preparing Audience Network for iOS 14". Facebook. Retrieved September 25, 2020.
  8. "96% of US users opt out of app tracking in iOS 14.5, analytics find - Some of the first data on user behavior exceeds advertisers' worst fears". Ars Technica. 7 May 2021. Retrieved May 14, 2021.
  9. 1 2 Trefis, Contributor Trefis Team. "Zynga Stock Remains Attractive Even At The Current $11 Levels". www.nasdaq.com. Retrieved 2021-07-19.{{cite web}}: |first= has generic name (help)
  10. 1 2 "Zynga agrees to buy mobile ad and monetization firm Chartboost for $250 million". VentureBeat. 2021-05-05. Retrieved 2021-07-19.
  11. 1 2 Ebiefung, Will (2021-07-17). "2 Top Growth Stocks That Could Skyrocket". The Motley Fool. Retrieved 2021-07-19.
  12. 1 2 "Zynga Acquire Chartboost; UK FMCG Brands to Increase Digital Ad Spend | ExchangeWire.com". www.exchangewire.com. Retrieved 2021-07-19.
  13. Grubb, Jeffrey (11 February 2014). "The great Flappy Bird clone rush: Here comes Ironpants, FlappyDoge, and more". VentureBeat. Retrieved May 6, 2014.
  14. Atkins, Doug. "How Kik, Overkill 2, and other App Store winners broke the million-download mark". Boston.com. Retrieved May 6, 2014.
  15. Johnson, Eric. "Chartboost Expands Platform Offerings to Include Real-Time In-App Commerce Updates". All Things D. Retrieved May 6, 2014.
  16. Cutler, Kim-Mai (11 July 2013). "Chartboost Launches New Way For Mobile Game Devs To Power In-App Purchases". TechCrunch. Retrieved May 6, 2014.
  17. Empson, Rip (8 February 2012). "Nine Months From Launch, Chartboost's Mobile Ad Marketplace Reaches 1 Billion Impressions". TechCrunch. Retrieved May 6, 2014.
  18. 1 2 3 Takahashi, Dean (10 March 2014). "Chartboost launches video and in-game ads to boost mobile game monetization". VentureBeat. Retrieved May 6, 2014.
  19. Johnson, Eric. "Chartboost Adds Video and "Product Placement"-Style Game Ads". Re Code. Retrieved May 6, 2014.
  20. 1 2 Jordan, Jon. "Chartboost releases global CPI heat map for iOS and Android installs". Pocket Gamer. Retrieved May 6, 2014.
  21. 1 2 "About Us - Leadership, Careers, Press, News". Chartboost. Retrieved April 27, 2019.
  22. Perez, Sarah (8 January 2013). "Chartboost Raises $19 million from Sequoia Capital and Others to Help Developers Promote Mobile Games". TechCrunch. Retrieved May 6, 2014.
  23. 1 2 Takahashi, Dean (23 April 2013). "Chartboost expands mobile game developer cross-promotion business into Europe". VentureBeat. Retrieved May 6, 2014.
  24. Takahashi, Dean (11 February 2016). "Chartboost acquires Roostr to connect mobile games with YouTube influencers=VentureBeat" . Retrieved Feb 11, 2016.
  25. Koetsier, John (21 January 2014). "Top 10 mobile advertising companies: The VB Index report". VentureBeat. Retrieved May 6, 2014.
  26. "Best Places to Work 2014". San Francisco Business Times. Retrieved May 6, 2014.
  27. "30 Under 30 Marketing & Advertising". Forbes. Retrieved May 6, 2014.
  28. Elola, Joseba (27 December 2013). "El Pais' Top 100 Most Relevant People in 2013". El País. Retrieved May 6, 2014.