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Massive Announces AdClient SDK 2.0

Massive Incorporated has announced the availability of version 2.0 of its AdClient SDK, to enable developers and publishers to integrate their games into Massive’s advert...
Massive Incorporated has announced the availability of version 2.0 of its AdClient SDK, to enable developers and publishers to integrate their games into Massive’s advertising network. Massive's network delivers advertiser messages into video games played primarily by an 18-34 male audience. They appear in the game on billboards, posters, and other advertising elements in the game environment. To date, 40 titles from eight publishers are committed to the Massive Network through 2005. According to the company, publishers and developers alike can obtain revenues from ‘lost sales’, including piracy, pass along, pre-owned sales market, rentals, as well as combat lower retail price pressures. The Massive AdClient SDK integrates into video game engines at the development stage and handles all connections and communications with Massive’s AdServer, allowing the game to dynamically download advertising into the game. The technology works across all platforms. Using texture replacement, the game engine blends the advertising into 2D or 3D game environments as part of the normal rendering and display process. With minimal memory impact, Massive’s AdClient software library keeps track of ad views and reports aggregate view data back to the server. The technology provides accurate reporting to advertisers, while at the same time preserving the privacy and security of the players. All data is reported in an aggregated format—no individual information is gathered and Massive does not store cookies or other persistent information on individuals’ computers. Massive also allows developers to work with their native media formats. The Massive AdServer will recognize each ad request by game title and deliver the format appropriate to that title. For the developer who wants to retain complete control over the execution environment, the Massive AdClient uses the game engine’s own system resource routines including memory management and timing, and uploads and downloads can be completely scheduled by the game engine or left to the discretion of the library. Authenticity of the server is verified through public-private key pairs and all messages are coded with secure session IDs. Massive’s ad servers are housed in a professionally secured state-of-the-art datacenter with extensive firewall and access controls.

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