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Creating a new Campaign in the Advertising Module

Written by Giuseppe

Requirements before you begin

  • Access to the Advertising Module

  • Your Advertising Settings (advertising model, currency and slot length) are set at the server level - see this article.

  • Player cost metadata configured for any Players you intend to monetise

  • Media ready to use in your campaign, either uploaded directly or available in your Library

In this article, we will walk you through creating a new advertising campaign, from setting your goal through to submitting it for delivery. We'll build a single example campaign throughout — a one-month Retail promotion targeting 10,000 views — so you can see how each step connects to the next.

Starting a new Campaign

  • From the Dashboard or Campaigns tab, click + Create campaign

Campaign creation is a four-step process: Campaign details, Target inventory, Add media, and Review & feasibility.

Step 1: Campaign details

Campaign metadata

  • Enter a Name for your campaign (for our example, Summer Retail Promotion)

  • Set the Brand and Supplier

  • Choose a Category (our example uses Retail)

  • Set your Start date and End date (our example runs for one month)

Goals

  • Under Goals, choose a Goal model. Available models are:

    • Views

    • Plays

    • Share of Voice (SoV)

    • Budget

  • Enter your Target value — our example sets a Views goal with a target of 10,000

  • Optionally, set a Maximum budget to cap your campaign's spend

Please Note

The Goal model field determines how your campaign's progress and feasibility are calculated throughout the rest of the wizard, so it's worth deciding this before moving on.

Settings

  • Set a Discount (%), if applicable

  • Set your Priority:

    • Guaranteed — the system reserves inventory to hit your target

    • Non-Guaranteed — your campaign fills available inventory opportunistically

    Our example uses Guaranteed, since it has a firm target to hit.

Please Note

Guaranteed campaigns reserve the airtime they need the moment they're booked, and the system will block the booking outright if there isn't enough available inventory to support it. Non-guaranteed campaigns don't reserve anything — they run as best-effort filler, playing only when spare capacity exists. Because booking a Guaranteed campaign consumes airtime immediately, the order in which campaigns are booked effectively determines who gets access to remaining inventory first.

Time slots

  • Under Time slots, use the + icon against any day (Mon–Sun) to add a time window for that day

  • Each day supports up to two events (Event 1 and Event 2)

Please Note

If you don't set any time slots, your campaign is eligible to run at any time within its flight dates, subject to inventory availability.

Playback settings

Click Playback settings to expand further scheduling controls:

  • Prevent transition between campaigns and Prevent transition between categories — stop your campaign from playing immediately before or after another campaign or category

  • Min/Max airtime usage overall (%) and Min/Max airtime usage player (%) — control how much of your available airtime this campaign can consume, overall and per Player

  • Min/Max duration between ads — set a minimum and maximum gap between your ads playing

  • Burst — limit how many times your campaign can play consecutively

Conditional playback

Click Conditional playback to set rules that determine when your campaign is eligible to play, beyond your standard time slots. You can also select content from the Data Feed Manager and data sets from these to your conditions.

  • Click Continue once you're happy with your settings, or Save as draft to come back to this later

Please Note

A campaign using Conditional playback must be set to Non-Guaranteed. Because delivery depends on a condition being met, the system can't guarantee it will reach 100% of its target within your chosen timeframe.

Step 2: Target inventory

This is where you choose which Players your campaign will run on. To do this, you can select your players from the Groups and Players panel on the left (similarly to the main Manager screen) or:

  • Use + Add filter to target Players by criteria (such as location, tags, or Player attributes)

  • Use Import CSV to upload a list of specific Players

    • Note: Your CSV import must use Player ID, not Player Name, since Player Names can be duplicated across your network. There is currently no downloadable template for this import.

  • Use Clipboard paste to paste in a list of Player IDs directly

Please Note

Your Target inventory is a one-time snapshot taken at the moment you book the campaign. If new Players later start matching your filter criteria, they will not be added automatically — you'll need to pause the campaign, re-apply your filter, and re-run the feasibility check to include them.

Reviewing your available inventory

Once you've made your selection, you'll see:

  • Target players — how many Players are currently selected

  • Available views and Available plays — how much inventory capacity your selection offers

  • Cost metrics — your estimated CPV and CPP based on your selection

  • Use the Total / Per player toggle to switch between totals and per-Player averages

  • Use the Full campaign / Daily toggle to switch between totals for your whole flight or a daily average

A Selected players table beneath this breaks your selection down by Player, location, Resolution, Airtime, Views, plays, CPV and CPP.

Top Tip

For our example — a 10,000-view Retail campaign — this step is where you'd confirm you've selected enough Players to realistically deliver that many views within your one-month flight.

Step 3: Add media

  • Click Upload content to add a new file directly, or Choose from Library to select existing media

Once added, your media appears in the Selected content table, showing Name, Resolution, Type, Duration, and Weight.

Please Note

Every resolution present in your Target inventory needs at least one matching media asset, or the system will block you from booking the campaign. There is no automatic scaling or resizing — mismatched content will not be sent to that Player at all. Any Library asset type can be used, including images, video, URLs, video streams, Templates, and HTML.

  • Click Continue once you've added your media

Please Note

Weight determines how your creatives are distributed within the campaign's rotation. If you don't set a Weight, your assets are distributed evenly.

Step 4: Review & feasibility

This is your final check before submitting your campaign.

  • Review your Campaign information, Schedule & timeline, Playback settings, and Conditional playback summary cards

  • Under Selected content, click View content selected to double-check your chosen media

Checking feasibility

  • Click Check feasibility

This validates whether your campaign — as configured — can realistically be delivered against your selected inventory.

Campaign Performance Metrics

Beneath your feasibility check, you'll see projected figures for Views, plays, Avg Airtime Usage, and Campaign cost, with the same Total / Per player and Full campaign / Daily toggles available in Step 2.

Schedule preview

  • Click Schedule preview to see your campaign's expected delivery laid out across the days of the week and hours of the day

For our example campaign, this is where you'd confirm your 10,000-view target is realistically spread across your one-month flight, rather than front- or back-loaded.

Submitting your campaign

  • Click Save to submit your campaign

Depending on your chosen Start date, your campaign will now move to Booked (if it starts in the future) or Active (if it starts immediately).

Please Note

Advertising Module content takes priority over regular Manager scheduling via the scheduling grid. The one exception is Triggered playlists, which will still override Advertising content when they fire.

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