Adinmo

"Ads in mobile games to make money."

This company helps embed advertisements directly into mobile games. By doing this, developers earn money while players stay engaged with immersive ads. The company offers tools to easily integrate these ads and provides detailed metrics for advertisers to measure performance.
Similar Vendors
Primary Vertical
Adinmo Stated Claims
These are public claims Blurbs AI believes to have been made by Adinmo.
High engagement rates
AdInMo claims that their in-game advertising platform offers superior attention and engagement metrics for brands, as evidenced by their Attention Metrics Report.
Contextual ad targeting
AdInMo claims that their platform provides effective contextual and behavioral targeting for advertisers, ensuring relevant ad placements within gaming environments.
Brand uplift proven
AdInMo claims that their Brand Uplift Study demonstrates the positive impact of their in-game advertising on brand metrics, differentiating them from competitors.
SDK INTEGRATION
IN-GAME ADVERTISING
CONTEXTUAL TARGETING
BEHAVIORAL TARGETING
ATTENTION METRICS
BRAND UPLIFT STUDY
MONETIZATION STRATEGIES
HYBRID MONETIZATION
SINGLE SDK MULTI FORMAT
CONSENT MANAGEMENT

BlurbSTAR Case Study
AdInMo & Walk the Walk
In-game ads boosted breast cancer awareness by 8%.
8%
Awareness uplift among 18-34 year-olds
45%
Stat placeholder for future success
This profile remains unclaimed. Blurbs can only offer a partial, unverified case study.
1.
Situation
Charity Seeks Younger Audience Reach
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Promotion of MoonWalk and male breast cancer awareness.
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Objective to target younger demographics.
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Desire to utilize innovative advertising strategies.
Walk the Walk, a UK breast cancer charity, needed to promote two key initiatives: their annual fundraising event, the MoonWalk, and the educational campaign 'Men Get Breast Cancer Too'. They recognized the importance of reaching new and younger audiences to spread awareness not only about breast cancer but also the often-overlooked issue of male breast cancer. To achieve these goals, they required a new strategy that could cut through the typical advertisement noise and truly resonate with a diverse audience. With the digital landscape offering innovative possibilities, Walk the Walk sought to leverage modern technology to give their campaign a dynamic and engaging edge.
2.
Task
Develop Engaging Advertising Campaign
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Create non-disruptive in-game ads.
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Increase awareness among ages 18-34.
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Incorporate charity messages into gaming.
The task at hand was to create a campaign that would not only stand out but would also effectively raise awareness among the 18-34 age group. Walk the Walk teamed up with AdInMo to achieve this goal through in-game advertisements. The challenge was to integrate the charity's messages into games in a way that felt seamless and engaging, capturing the attention and interest of players without interrupting their gaming experience. The creative InGamePlay approach allowed the ads to become part of the game environment, creating an immersive experience for players.
3.
Action
Incorporating Ads Via InGamePlay
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Implementation of two InGamePlay creatives.
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Collaboration with On Device Research.
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Focus on non-intrusive advertising engagement.
AdInMo implemented their InGamePlay technology to develop two creative advertisements tailored for Walk the Walk's campaign. These creatives were embedded directly into the game environment, offering a non-intrusive viewing experience for players. AdInMo collaborated with On Device Research to analyze the campaign's effectiveness, measuring brand impact and awareness uplift. This partnership provided valuable insights into how players interacted with the ads and the resulting awareness generated among the target demographic. This innovative ad approach was designed to subtly inform and engage the audience, taking full advantage of AdInMo's expertise in digital marketing technology.
4.
Result
Achieved Awareness Uplift and Engagement
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8% increase in awareness among young adults.
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Successful engagement with target demographics.
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Established a new standard for charity ads.
The campaign was successful, demonstrating a significant uplift of 8% in awareness among the targeted age group of 18-34-year-olds. This increase in awareness highlights the effectiveness of the non-intrusive, immersive ad format in connecting with younger audiences. The partnership with AdInMo and Walk the Walk serves as a model for how charities can leverage modern advertising technology to reach new and diverse audiences. The approach not only met the campaign's engagement objectives but also set a new standard for how awareness campaigns can be executed using in-game advertising technologies, thus paving the way for future initiatives.
Keywords
INGAMEPLAY
CHARITY AWARENESS
YOUNGER AUDIENCE ENGAGEMENT
MALE BREAST CANCER
ADINMO
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Adinmo
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