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Thousands of Kids Learn about Autism and Social Responsibility, Thanks To In-Game Ad Campaign from Istanbul Grand Airport and Anzu in Roblox

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Thousands of Kids Learn about Autism and Social Responsibility, Thanks To In-Game Ad Campaign from Istanbul Grand Airport and Anzu in Roblox
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Istanbul Grand Airport (İGA) and Anzu, the world’s most advanced in-game advertising platform, launched an in-game advertising campaign within Roblox to celebrate World Autism Awareness Day in Turkey. The activation was part of a larger campaign to spread awareness about autism and social responsibility among children and teens.

The innovative campaign transcended the digital and real worlds. Beginning with organizing workshops for children with autism and asking them to paint their imagination, the pictures were then used as part of an exhibition at the Istanbul Grand Airport.

To amplify the impact and interest of the artworks, they were animated and uploaded to digital AR platforms. Airport guests could then use AR technology to bring the designs to life during the exhibition. What’s more, many of the artworks were turned into NFTs and sold to raise money for the Turkish Autistic Support and Education Foundation (TODEV).

Taking the creativity to the next level and helping the brand reach kids and teens across the country rather than just airport visitors and travelers, İGA worked with Turkish ad network Tooplay and Anzu to bring the artworks into metaverse gaming platform Roblox.

Roblox is a space where millions of players gather to create, share, and play games in immersive worlds. With over 20 million games and more than 202 million monthly active users logging in to play, socialize, create, consume content, and interact with brands, Roblox is one of the biggest gateways for the metaverse and a favored digital platform for kids everywhere, and that’s certainly true in Turkey, which is in the top 10 countries for the largest number of Roblox developers and the largest number of players.

Istanbul Grand Airport leveraged Anzu’s non-disruptive in-game ads to reach thousands of kids across Turkey by displaying the artworks within many of the platform’s most popular titles, featuring them on 3D in-game objects, including roadside billboards and on the side of buildings.

The campaign, which ran from March 29th to April 3rd, 2022, generated almost 1M impressions, allowing Istanbul Grand Airport to reach thousands of young players to help spread autism awareness in a natural and engaging way within a brand-safe environment.

Mertcan Tanaydı, Social & Digital Media Manager at Istanbul Grand Airport, said, “Being able to bring the kids’ designs into the Roblox metaverse was an incredible feat. It propelled our campaign to new heights, providing it with national exposure across Turkey and beyond our borders. Roblox was a natural way for us to reach kids with this incredibly important awareness campaign and to help them learn from others their age. We will be looking to in-game advertising in the future as a robust, powerful, and non-disruptive way to reach players where they are – within their favorite games!”

Betül Gül, Senior Account Manager, Anzu, said, “Gaming is a great medium to raise social awareness and education amongst kids. We’ve seen countless examples of brands leveraging this highly engaging form of entertainment, from building their own Animal Crossing islands to Fortnite takeovers to sponsored streaming.

The difference with Anzu’s in-game advertising solution is that it allows brands to quickly and easily enter the gaming world to reach millions of players directly from within their favorite mobile, PC, console, and Roblox titles. It has been amazing to see the success of Istanbul Grand Airport’s campaign, and I’m looking forward to working on similar projects as brands worldwide continue to realize the potential that in-game advertising offers.”

Gaming

UK Gaming Charity SpecialEffect to Receive Special Award at 20th BAFTA Games Awards

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Amusnet Partnership with WPlay
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BAFTA has announced that UK gaming charity SpecialEffect, will receive the prestigious Special Award at the 20th BAFTA Games Awards. The award, which recognises outstanding contributions to games, film and television, is one of the highest accolades bestowed by BAFTA. Dr Mick Donegan MBE, founder and CEO of SpecialEffect, will pick up the Special Award at the annual BAFTA Games Awards ceremony on Thursday 11 April.

In 2007, Mick Donegan founded SpecialEffect to help people with even the most severe physical challenges to access video games. The organisation uses specialised technology to enhance access to video games and creative self-expression for people with a wide range of Disabilities.

SpecialEffect’s success began as a result of the collaboration between Mick, a specialist in assistive technology and his son Bill, a keen gamer with a background in product design. Since its creation, the charity has grown to thirty employees, raising all their own funds, and has provided specialist one-to-one assessments and support to severely disabled people throughout the UK and beyond.

Dr Mick Donegan MBE, SpecialEffect founder and CEO, said: “With a background in special education, I realised how much people with severe physical disabilities were missing out by not being able to play. I started SpecialEffect not only to help individuals to play video games but also to collaborate with the games industry to make their games more accessible ‘at source’. Since then, we have been privileged to be invited to share our ideas with more and more developers all over the world. Now, 17 years since SpecialEffect began, it’s an absolute honour for SpecialEffect’s work to be recognised by BAFTA.”

Emma Baehr, BAFTA executive director of awards and content, said: “SpecialEffect’s work is essential to the games world and is hugely deserving of a BAFTA Special Award. Their innovative and supportive approach to making games accessible drives progress within the industry, collaborating with developers and studios on new technologies to make games within reach to more people. We look forward to honouring their contribution to games at the ceremony on Thursday 11 April.”

Throughout the years, SpecialEffect has been involved in collaborating with Xbox, Sony and Logitech, to help design accessible controllers and a switch kit, enabling thousands more severely disabled players to access their games using a wide range of control devices. They have also worked with games studios and developers to help make their games more accessible. The organisation also developed EyeMine, a freely downloadable gaze-controlled interface to enable players to enjoy Minecraft through gaze-control alone.

Later this year will see the rollout of their EyeGaze Games (currently available on PC only) onto Android and iOS, games designed to be fully accessible for people with physical disabilities, whether they use gaze control, joysticks, switches or gamepads.

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Gaming

The Rocket League Championship Series Major 2 Heads Back to Copper Box Arena in London This June

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The Rocket League Championship Series (RLCS) returns to Copper Box Arena in London, UK for the second Major of 2024 from June 20-23.

Copper Box Arena hosted a sold out RLCS Spring Major in 2022 and saw Team Vitality defeat Team BDS in the final. The venue will again play host to the world’s best Rocket League players as they compete for the second trophy of 2024, a chance to win the lion’s share of a $255,000 in total prize pool winnings and earn additional RLCS points to secure a spot in the Rocket League World Championship in September.

The RLCS Major 2 will be broadcast on Twitch and YouTube from June 20-21, and welcome a live audience in the Copper Box Arena for the weekend competition on June 22-23. Tickets go on general sale beginning at 10:00 AM GMT on Friday, March 29, and the direct link to purchase tickets can be found on the Rocket League esports social accounts. There are three presale windows for O2 Priority customers, Live Nation users and Ticketmaster users.

BLAST and Rocket League esports have teamed up with Live Nation, one of the world’s largest live entertainment companies to help support and promote the RLCS Major 2 coming to London in June 2024.

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Gaming

kr3m Unveils New Online Gaming Platform for Le Monde

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Bridging German tech with French media: kr3m’s Playground enhances France’s premier daily newspaper’s website with more global partnerships on the horizon

kr3m, a trailblazer in digital entertainment based in Karlsruhe, Germany, is broadening its global outreach with the launch of a new and exciting project. The company’s online gaming platform, Playground, has been integrated into the digital services offered by Le Monde, the premier daily newspaper in France. This partnership represents kr3m’s inaugural foray into markets beyond German-speaking countries, signaling the beginning of an ambitious plan to forge global partnerships in 2024.

Playground, an innovative ‘white-label’ solution for the integration of HTML5 games at publishing houses, is used in Germany, Austria and Switzerland by most major publishers and media houses such as Der Spiegel, Focus, Bild, NZZ, Blick and Kronen Zeitung. Since early February, French audiences can enjoy this platform, localized in French and tailored to meet Le Monde’s specifications, at Arcade.LeMonde. fr.

The Managing Director for kr3m, Jan Reichert, expressed excitement over the collaboration, stating: “Collaborating with Le Monde to feature our HTML5 games is a privilege. This partnership is a key milestone in our strategy to expand internationally and sets a positive tone for 2024.”

Playground games are available to Le Monde’s readers without the need for registration, offering instant access to beloved classics like solitaire, sudoku, mahjong and snake, all at no cost and playable directly in web browsers.

The Benefits of HTML5 Games:

HTML5 games offer an immediate, hassle-free gaming experience across both mobile and desktop platforms, eliminating the need for downloads or wait times. Casual games not only help to increase traffic but also prolong the time users spend on the websites, increase the return rate and thus user loyalty to the portal. On average, users engage with the games for over 15 minutes.

The games are funded through advertising, yet players have the choice to opt for a gaming subscription as well; a tactic that’s becoming more and more popular with leading online newspapers but one that is not currently integrated on Arcade.LeMonde. fr. Classics like crossword puzzles, sudoku, solitaire, mahjong and bubble shooters form the cornerstone of Playground, chosen for their widespread global appeal.

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