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May 5, 2006 AdCell Media Launches FREE Cell Phone Content
Over 20 Games and Applications plus 35 Wallpaper Images available for free download to your Cell Phone
May 15, 2006 MauiGames Announces Xtreme Frisball Football
The fun variation on football using a flying disk is now available for beta testing
July 6, 2006 AdCell Media Releases Mobile Ad-Insertion Technology version 3.0
Cell Phone Advertising Just Got a Whole Lot Easier. – Another mobile advertising industry first, AdCell Media announced today the release of its third generation Mobile Ad-Insertion Technology. This includes the client side Ad-In SDK 3.0 and the Internet/WAP side Ad-In Server 3.0
August 14, 2006 MauiGames Announces Release of Hawaii Golf Classics
This realistic cell phone golf game using actual Maui golf courses layouts is now available for testing on your cell phone. It is the World's first ad supported cell phone game using AdCell Media's Ad-Insertion SDK. New Ads are delivered each time the player updates the game or posts their scores.
Aurust 23, 2006 MauiGames Wins Distribution Agreement with Zingy
Through the Zingy Distribution Agreement, MauiGames Studio Releases Hawaii Themed Cell Phone Wallpaper from Three Leading Hawaii Professional Photographers. MauiGames Studio, the leader in innovative and high quality cell phone content, announced today twenty-seven outstanding Hawaiian wallpaper images created by three of the island's best known professional photographers.

Ad-In SDK Summary

The purpose of the AdCell Media Mobile Ad-Insertion Technology is to dynamically deliver advertising content to a wide variety cell phone games, applications, videos and images/wallpaper. This overall kind of functionality combined with AdCell Media's existing Fun & Games Catalog and relationship with Ad Agencies & Advertisers provides a significant new revenue opportunity for both developers and publisher. Plus a significant improvement in customer retention, and overall competitive advantages.

The Ad-In SDK, enables developers to integrate all the necessary functionality into their mobile software whether they are games or other applications. The Ad-In SDK has been developed to work with both J2ME or BREW devices.

The Ad-In SDK exists as a set of libraries/source code that can be directly integrated with the developer's code base; alternatively the SDK provides for a set of protocols that can be implemented as a set of simple WAP HTTP transactions.

There are two major components of the Mobile Ad Insertion Technology: the client side and the server side.

Client Side Ad-In SDK Components. The Client-Side architecture has been developed as an API (or library), unique developed for use on mobile devices that are small and have limited connectivity to the internet. Currently, AdCell Media' primary platform for this API is the J2ME which gives us the ability to distributes ads on the widest available range of handsets in both in the U.S. but also internationally (J2ME has the largest installed base worldwide).

Additionally, the Client-Side architecture has been structured to port easily to Brew and other handheld devices (such as PSP or Danger).

Ad-In Server Side Components. The Server-Side architecture has been developed as a very flexible framework that allows for AdCell Media to act as the hosting agent for all the various advertising clients. The server side component is maintained by AdCell Media. It provides all the back end management of the partner's content. The server not only distributes a partner's advertising content but also provides tools for management and reporting for a partner's ad campaign.

The Server architecture allows for rapid development and customization for each client's need. Specific attention has been paid to the issue for identifying the specific device making the request, and thus, the server can deliver targeted advertising content based not only on the person's locale but also content specifically suited for his/her device in terms of the technological capabilities. In other words, the server can dynamically deliver a high resolution video ad to one user on a "smart-phone" and the low resolution still picture to another user on a less powerful phone.

Advertising Content. Having been developed specifically for use in cell phones, the Ad-Insertion SDK has specifically addressed the requirements for immersion advertising such as: variable content types, variable device characteristics, statistical reporting, game-specific triggers.

AdCell Media Ad-Insertion SDK enables customized advertising content to be delivered on a per game basis,; beyond the obvious "text", "jpg", 'png" content-types, newer content such as "flash" can also be delivered, games that even leverage proprietary animation formats unique to a given company can seamlessly plug into the Ad-Insertion SDK with out any underlying modifications.

Advertising Content can also be associated with specific triggers such as "puzzle solved", "goal scored", "game start", or "game over". The triggers are customizable on a per game/application/video/image basis and there is no limit to their number.

Reporting. Within the client side Ad-In SDK I, a game can instantly take advantage of the statistical reporting functionality and upon each subsequent back-end (server) interaction, the cell phone automatically uploads the statistics for individual ads history; e.g. how many times is was viewed, by whom, and in what region.

The Server-Side framework also provides a set of tools that enable on-the-fly ad management. The advertising client can see the current "ad-packages" in distribution, as well view reports on the latest advertising statistics.

Get a complete Ad-In SDK specification j0309617 (by the way it is FREE)

 

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