ImageIn a research summary, DFC also noted that the gaming sector that is creating the most ad revenue is casual online gaming, not product placement within MMORPGs or other more "hardcore" online games.

In-game ads in casual games are relatively easy to make visible, and therefore more effective, because the ads can be displayed around the gameplay area while games are being played in a web browser. Visibility combined with the fact that casual gamers spend a lot of time on casual gaming sites makes for a much more successful means of advertising when compared to a neon sign for Axe body spray that you may pass by in Splinter Cell. Large casual game sites reportedly sell out their ad inventory regularly, thanks to the attraction of tens of millions of unique users each month.

The research brief also makes a point that consoles that push an "always-on" connectivity are better targets for advertisers, and not because of potential dynamic in-game product placement that is supplied by companies such as Massive. The article makes specific reference to the potential of the Xbox Live Marketplace, which features opt-in ads such as downloadable game demos, as well as the opportunity for display ads within casual Xbox Live Arcade games.

Reiterated within the article is the accepted point that in-game advertising's biggest hurdle is getting games online. Most gamers within the coveted young male demographic still play games offline, which isn't conducive to dynamic advertising.

DFC concluded that there is a lot of potential for in-game advertising, but the industry has to be realistic about when and to what degree the phenomenon will take off. It may not be the explosive revenue stream that people are expecting; at least not in the short timeframe that many expect.