Recent Articles on Ads and Video games
October 2008

Advertising Strategists Target Video Games

April 21, 2006 10:33AM

Visa
isn't the only brand getting into the virtual action. In-game advertising is
expected to double to nearly $350 million by next year, and hit well over $700
million by 2010, according to a report released this week by research firm the
Yankee Group.
Advertisers are getting into the game -- the
video game. Increasingly, big-name marketers are turning to game developers to
woo consumers more interested in the game controller than the remote control.
"The fact is you aren't able to reach consumers
the same way you could 20 years ago, 10 years ago or maybe even five years ago,"
said Jon Raj, vice president of advertising and emerging media platform for Visa
USA.
Visa ingrained itself into Ubisoft's PC title
"CSI 3" by making the credit card company's identity theft protection part of
the game's plot. "We didn't just want to throw our billboard or put our Visa
logo out there," Raj said.
Visa isn't the only brand getting into the
virtual action. In-game advertising is expected to double to nearly $350 million
by next year, and hit well over $700 million by 2010, according to a report
released this week by research firm the Yankee Group.
Bay State game creators are already reporting
an uptick in interest from marketers wanting to roll real-life ads into fantasy
worlds.
"I've seen increased interest here and
throughout the industry," said Joe Brisbois, vice president of business
development for Cambridge-based Harmonix Music Systems. Harmonix's last offering
"Guitar Hero" featured a variety of Gibson guitars.
"People don't know how this is all going to pan
out yet," Brisbois said, adding the market will likely boom once customers can
buy products without turning off the game. "Once people are able to jump from a
game to a retail space online and back, that will be a powerful motivator," he
said.
With more ad dollars pouring into the industry
some smaller players are hopeful they'll see some of the cash.
Even smaller developers producing addictive
games will share in the wealth, said Michael Gesner, president of Dragonfly Game
Design in Westboro.
Companies crafting cell phone games are also
expected to see a boom in marketing revenue. Spikes in advertising through
online, console and PC games will translate into the mobile world as well, said
Matthew Bellows, general manager and vice president of Floodgate Entertainment,
which makes games for mobile phones.

(Screen shot from MLB 2K6, showing real ads embedded in virtual game)
Baseball video game gets in-game ads
By Scott Hillis Thu Apr 6, 9:17 AM ET
SAN FRANCISCO - For some baseball video game
fans, a trip to the virtual ballpark is getting a bit more realistic -- for
better or for worse -- with the arrival of in-game advertising.
Massive Inc. said on Wednesday that Take-Two
Interactive Software Inc. is using its ad-delivery system to put billboards,
logos and other corporate promotions in the game "Major League Baseball 2K6."
The deal, which also involved Major League
Baseball and the Players‘ Association that controls athletes‘ images, is a big
boost for Massive, which hopes to tap the growing popularity of a medium whose
annual revenue of $25 billion is now bigger than Hollywood‘s box office haul.
"Video games are front and center as a major new
advertising medium," Massive chief executive Mitch Davis told Reuters in an
interview.
Advertisers are expected to spend up to $100
million this year on such ads, and Davis said that could swell to $3 billion in
2010 as ad money chases the coveted demographic of 18 to 34-year-old men, who
are increasingly turning to games as their primary form of entertainment.
Davis did not disclose the size of the Take-Two
deal except to say that it was several million dollars that will be split
between Massive, the publisher, MLB, and the players.
Video game makers are attracted to in-game ads
because they can help offset soaring development costs. Some gamers, however,
chafe at the idea of being exposed to ads in a product that costs as much as
$60.
Massive argues that its system, which places
different ads in a game depending on the context, can enhance a game by making
it more realistic. Davis vows to never disrupt the feel of a game by, say,
placing a pizza ad in a fantasy title.
"Advertising in the (baseball) game is additive.
It makes the game better, it makes it more realistic because when you go to a
stadium to watch a game, you see advertising around the stadium," Davis said.
Anthony Chau, a spokesman for 2K Sports, the
sports brand of Take-Two, agreed.
"Not only are we enabling ourselves to find a new
means of profit, but we are adding more realism to the game. At the same time,
we don‘t think it‘s intrusive," Chau said.
Massive‘s ad-tailoring system relies on the
gaming machine having an Internet connection. Thus, the ads in the baseball game
will only be seen on the version for Microsoft Corp.‘s original Xbox Xbox
console, which can be hooked up to the Xbox Live network.
Privately held Massive is backed by $20 million
in venture capital. It rolled out its system more than a year ago, and says it
has signed up 37 publishers and developers that have already placed ads in
nearly 70 games.
Rated M for Mad Ave (Feb. 27, Business Week)
With 100 million gaming U.S. households, according to Forrester Research Inc.,
and folks increasingly interacting with a video screen instead of passively
watching TV, no wonder Nielsen forecasts that ad spending on brand placement in
games will balloon from $75 million last year to as much as $1 billion by 2010.
(Story)
| DFC:
Don't Get Hopes Up on In-Game Ads |
 |
| By
Kris
Graft |
|
 |
| Game
industry research firm DFC Intelligence states that significant in-game
ad revenue is five years away, and will likely remain only a secondary
revenue stream for some time. |
|
In
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.
|
Advertisers
await game measurement
The lack of an objective audience measurement is
putting a speed bump in the growth of in-game advertising that seeks to
reach the coveted demographic.
|
By Paul Hyman Jan.26,
2006 (link in story added by media educator Frank Baker)
If advertisers aren't spending more on in-game advertising these days,
it's probably because they're holding back, anticipating a metric that
will track and measure game usage much the way radio and TV
reach-and-frequency is measured, analysts say.
But the next-generation game consoles -- with their complex technologies
-- are playing havoc with efforts by Nielsen Interactive Entertainment (NIE)
to devise such a measurement. (Nielsen Entertainment is owned by VNU, the
parent company of The Hollywood Reporter.)
Exactly a year ago, Nielsen said that, by the second half of 2005, it
would be supplying PC and console developers with "tags" that
could be built into game software to be used by Nielsen to measure all
sorts of in-game activity, especially response to advertising. This
includes how people navigate through games, what levels they reach and how
long they spend on each level.
However, the "inaudible audio codes" of the tags proved to be
incompatible with the inner workings of the games being designed for the
next-gen consoles -- Microsoft's Xbox 360, Sony's PlayStation 3 (PS3), and
Nintendo's Revolution. And now, says, general manager Michael Dowling, NIE
is pursuing an alternative technology based on API (Application Program
Interface) calls.
But whether that technology will work with all the new consoles is still
an open question. While Microsoft released its new console in November,
Sony and Nintendo still have not announced when they will release theirs.
It's widely accepted that U.S. shelves will be stocked with Sony PS3s by
this spring, but some industry analysts aren't so sure.
"Spring is right around the corner and we haven't seen a final box or
running demo yet," says Paul Jackson, principal analyst at Forrester
Research B.V. in Amsterdam. "Sony's decision to use the Cell
processor and Blu-ray discs -- brave as it is -- is going to cause Sony a
lot of difficulties in terms of producing a box for a reasonable price and
getting a sufficient number of boxes ready this year."
As a result, Jackson doesn't forsee a PS3 launch outside of Japan until
autumn 2006 at the earliest.
"Sony may pull something out of the bag and surprise us all, but I
think it's fairly unlikely that we'll see the PS3 in the States until
Thanksgiving, one year behind Microsoft's Thanksgiving 2005 Xbox 360
release," he adds.
Because the Nielsen project is so dependent on the launch of the PS3,
Dowling predicts the Nielsen system won't be up and running before the
second or third quarter of 2007, which will certainly delay advertisers'
decisions to invest in gaming advertising, he adds.
"This is such a new market for advertisers that only some are willing
to test the waters before knowing what they're getting for their
money," he explains. "They see the value of video game
advertising in that this is a highly sought-after demographic and
difficult to reach through other media. And they'll base their decisions
on some of our data that we're doing in a custom fashion. But, for video
game advertising to hit critical mass, we need to have that ongoing
metric. That's when we'll see explosive growth, like the 56% compounded
annual growth we saw in Internet advertising, which we believe is largely
due to the measurability of that medium. We think we're going to see
similar types of compounded annual growth for video games once we get
measurement."
At Forrester Research, Paul Jackson agrees that advertisers are waiting
for someone to measure the effectiveness of in-game advertising.
"If you talk to companies like Massive Inc. [which serves dynamic
advertising onto video games], they will say that they know who is seeing
their ads," Jackson says. "But what many advertisers are waiting
for is somebody who's independent to say, yes, that cola ad got 200,000
impressions within the game 'Splinter Cell' last week, for example.
Absolutely nobody is publishing what could be classified as extensive data
on that as of yet."
Jackson's research underscores the fact that video games are an ideal
medium for reaching the elusive young male demographic, he says. In his
paper published in September, Jackson reports that, of the 12-17-year-old
online consumers in the U.S. and Canada, 94% own some sort of gaming
device, with home PCs -- at 85% -- ranking as the number one playing
technology.
Meanwhile, he says, a majority of young online males (55%) would rather
play games than watch TV. And most of them -- almost 60% -- would accept
more product placement and advertising in games if it does not interfere
with the game or of it reduces a game's price.
"Not only is this demographic predisposed to picking games over, say,
music or radio or TV, but the level of engagement is higher than in
passive listening to radio or TV," he explains. "If you're in
the middle of playing 'Halo 2,' for instance, there's no way you can get
up and walk away as you might if a commercial came on TV. Video games
engage you."
Jackson believes that the fledgling in-game advertising field --
especially where dynamic ads are served into an online game much the way
commercial time is purchased on radio or TV -- has a lot of potential.
"It used to be that an advertiser needed to contact the publisher 18
months before a game's release so that their product could be built into
the game," he says. "There was no way to update it because, once
the game was shipped, you were stuck with it. If you decided to change
your product or not to market it, it was a bit too late."
While Nielsen works on its efforts to measure gameplay, Jackson advises
that there's no need to wait before sticking a toe in.
"If you're confident that you know how to do advergaming well, if you
believe there's a sufficient audience for your product, if getting some
kind of independent metrics of how well the audience received your message
isn't important to you, I say go for it," he notes. "The people
who are offering the ads will say that they'll tell you how many people
saw it, during what period, how many times the ad was served, and at what
time. You are relying on their integrity to provide valid data. I have no
reason to suspect they aren't, but just remember that the whole ad
industry is built on getting objective metrics."
At eMarketer, senior analyst Debra Aho Williamson agrees: "Certainly
companies like to base their advertising decisions on reliable data, and
the more data they have to support those decisions, the better. I'm sure
that if Nielsen starts to offer objective metrics, marketers will be very
interested in it."
Without such data, says Williamson in her October study of "Kids
& Teens: Blurring The Line Between Online And Offline," the
challenge for marketers and media firms is that today's young consumers
"are just plain hard to pin down. They are immersed in the digital
lifestyle and yet sometimes it's like they're using the SparkNotes version
of media, dipping in just enough to get what they need and then moving on
to something else. Youth marketing is flush with online product
placements, sponsored games, and ring tone promotions."
The challenge, she says, is to determine "what the kids think is
cool, which can change at the drop of a hat."
While ad agencies had expected Nielsen's "tags" to fuel
advergaming in 2006, NIE's Dowling says that his company has generated a
lot of useful data that can help better assess advergaming opportunities.
"That will be helpful for certain companies that don't feel they need
100% measurability in order to participate," he says. "But, for
video games to be a true media type, it's going to have to be measured
eventually, because any medium that's not measured is undervalued. And
we've seen that time and time again."
Courtesy of The Hollywood Reporter
— —
Paul "The Game Master" Hyman was the editor-in-chief of CMP
Media's GamePower. He's covered the games industry for over a dozen years.
His columns for The Reporter run exclusively on the Web site.
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RACE FOR ADS: A
computer image by gamemaker Activision shows a Jeep embedded in 'Tony
Hawk's Underground 2.' Marketers say it's now possible for cars in games
to have radios that stream live-audio ads.
ACTIVISION/AP/FILE
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In-game ads link to the
real world
By Clayton Collins |
Staff writer of The Christian Science Monitor 1/25/06
Even a virtual soldier gets
hungry sometimes. That's why one new firm is helping Subway, the
sandwich chain, embed advertisements for its $2.49 daily specials in the
video game Counter Strike. The real ads - still in test mode - appear on
signs an alert gamer encounters while patrolling a virtual city.
And they appear to deliver. The company, Engage
In-Game Advertising, surveyed online players recently after they had
encountered the ads and recorded 94 percent recall. That's a
"phenomenal" result compared with other media, says David
Smith, vice president of business development for Engage in San
Francisco. Subway's sales numbers also spiked in the test market.
Product placement meant to foster brand affinity
has been commonplace in video games for several years. The practice is
widely embraced by gamers, who prize realism - a FedEx delivery truck as
opposed to a generic one, for example, in a street-racing game.
But "this is more," says Mr. Smith.
"This is actually immersing traditional advertising, like
billboards, into the games." The ads are local-market specific, and
can be updated by means of an Internet "patch."
The move is the latest step in marketers' ongoing
bid to capitalize on the rising number of PC- and console-based games
that include, if not require, an online component. It has some watchdogs
worried that more ads will pitch to younger-than-intended gamers.
Though many games are targeted to older teens,
members of the age 12-to-17 set are most likely to play, according to
one 2004 study.
"In-game advertising is here to stay, and
will increase as more games and platforms hook up to the Internet,"
says Jeff Greenfield, executive vice president of 1st Approach, a
marketing firm in Dover, N.H. "Gamers love the reality, and brands
are excited about reaching their core demographic." It's a willing
audience.
"This new generation of consumers does not
consider its experiences 'authentic' unless advertising is
involved," says Mario Almonte, a vice president at Herman
Associates, a public relations firm in New York.
Soon, new gamers might not recognize ad-free
games.
In fall 2004, two companies, inGamePartners and
Massive, began experimenting with enhanced versions of product
placement, including multiplayer online games that could be played free
if a gamer agreed to view ads.
Then, early last year, Sony Online Entertainment
formed an alliance with Pizza Hut centered on the fantasy role-playing
game Everquest. A player can type "pizza" to open a browser
window and order home delivery.
Today, one in-game advertising insider speaks
excitedly about games in which a 3-D city might resemble New York's
Times Square, ablaze with ads. Already in the works: in-game ads that
replicate broadcast advertising formats. For example, a car in a video
game can have a radio that streams live-audio ad messages, says Justin
Townsend, chief executive officer of IGA Partners Europe, a leading
global player in in-game advertising.
As for in-game television ads: "That's very
close on the horizon," says Mr. Townsend. "Our next software
release will actually allow us to place TV spots inside games."
Some observers, including Mr. Greenfield, do not
yet see clear evidence that in-game ads will cause youths to buy more.
Greenfield also maintains that too much ad clutter could actually annoy
gamers and even trigger retaliatory hacking. "This is a rebellious
group," he says.
Already the Pizza Hut order option has been
derided on some websites, says Steve Mounsey, a 20-something gamer who
manages a GameStop store in Beverly, Mass. "A lot of people make
fun of that."
Still, few marketers are likely to resist the
potential gold mine. Big recent studies - including one in November by
Mediaedge:cia and another, just last month, by Nielsen Entertainment and
gamemaker Activision - show relevant, well-integrated in-game ads to be
remarkably persuasive among 18- to 34-year-old males, a group marketers
have found to be elusive of late.
"The consumer is no longer sitting in front
of the TV set, and brands have to be more innovative in terms of
engaging that consumer," says Claire Rosenzweig, executive director
of the Promotion Marketing Association (PMA), a nonprofit research and
educational organization. "What you see is an incredible rise in
experiential marketing, and 'advergaming' can be included in that
branded experience." (Advergames typically promote a single product
or brand.)
The PMA's stand on this avenue for ads: The
industry should educate, rather than regulate. "Give people
information about what it is they'd be engaging with," says Ms.
Rosenzweig, "and let them make informed decisions."
But all of that access to eyeballs, in the hands
of a still largely self-policed marketing channel, has more independent
watchdogs concerned. In some cases, in-game ads might thrill marketers
by providing useful feedback on gamers' personal preferences - vehicle
colors, for instance - raising privacy concerns. And parents rattled by
the likes of Grand Theft Auto may now wonder what kinds of ads might
eventually flow through such games, many of which are played by younger
teens, despite a ratings system.
"It's virtually impossible to know what kids
are doing," especially as gaming goes mobile on hand-held devices,
many with wireless Internet connections, says Susan Linn, cofounder of
the coalition Campaign for a Commercial-Free Childhood.
She suggests that parents lobby Congress to get
the Federal Trade Commission involved.
"We need to have some laws about marketing to
children," says Ms. Linn, as what she calls "interactive
advertising" broadens its reach.
IGA's Townsend counters that it is in advertisers'
interests to protect their brands from image problems. Clients already
can schedule ad campaigns that preclude games that feature alcohol or
violence. He adds that opt-out rules apply to in-game ads, and he says
firms like his are not seeking to mine for private consumer data.
"If you were to remove any regulations
regarding privacy, it would be an advertiser's dream," he allows.
"[But] there are regulations in place already that prevent people
from working with that data."
|
Advertising to Be Incorporated Into Virtually
All Video Games in the Near Future
NEW YORK--(BUSINESS WIRE)--Jan. 23, 2006--"Due to the soaring costs of
developing video games, the tremendous reach of video games, extended exposure
to ads when playing video games, and integration with on-line commerce,
advergaming will be a common fixture in video games," said David Wanetick,
Managing Director of The Wall Street Transcript.
While consumers actively try to block advertising
with tools such as spam filters, pop-up blockers, the mute button and digital
video recorders, there are sound reasons for consumers' receptivity to
advergaming. One reason is that the appearance of corporate logos makes video
games appear more realistic. For instance, gamers who drive through virtual
towns in which signs for Coca-Cola and Nike appear have a more realistic
experience that they would if the signs merely advertised Soda and Shoes.
Another driver of advergaming is its tight
integration with commerce. For example, some advergaming companies have
arranged agreements with pizza chains whereby gamers can simply click on a
banner to have their favorite pizza delivered to them without interrupting
game play.
Mr. Wanetick said, "Advergaming is clearly
on a rapid growth trajectory as it is projected to generate $4 billion in
revenues by the end of 2008. We are delighted to provide two forums in which
advergaming will be discussed by the nation's foremost practitioners."
(Source: http://home.businesswire.com/portal/site/google/index.jsp?ndmViewId=news_view&newsId=20060123005676&newsLang=en
GAMING TARGET: Video games
have plenty of space an advertiser could use.
Need For Speed Most Wanted,
the games latest version, pictured,
features advertising.
Advertising hits video games
17 January 2006
When
BP Lubricants United States wanted to raise the profile of its high-performance
Castrol Syntec motor oil with ever- elusive young male consumers, it followed
them into a popular racing video game.
Like
its peers, the unit of BP needs to be where males aged 18 to 34 have gone after
abandoning traditional media outlets such as magazines and television in droves.
"We
have to look for new ways to reach these guys," said Michael DeBiasi, the
marketing director who oversaw the campaign.
The
Castrol brand's integration into Electronic Arts' Need for Speed Most Wanted
game appeared in the form of billboards, Syntec car engine upgrades and signage
in garages, and as Castrol-branded Quick Lubes.
Through
its website, the brand also provided gamers with a "cheat code" that
allowed them to unlock a high-performance Castrol Syntec Ford GT to drive in the
game, something DeBiasi said players appreciated.
DeBiasi
would not disclose what the company paid for this exposure. "We feel like
it was a very effective and efficient buy," he said.
Such
advertising has been slow to catch on, even though the $US10 billion US
video-game market now rivals Hollywood box-office sales – and despite a widely
held view that the medium offers big opportunities for product placement and
branding.
Nielsen
Entertainment expects US ad spending in console and PC games for this year to
come in at $US75 million. It is seen growing rapidly through the end of the
decade, when the research firm sees it reaching $US800m to $US1b.
The
arrival of next-generation consoles from Microsoft, Sony and Nintendo, which
connect more players to the internet and open the door to more innovative and
measurable campaigns, should help drive up advertising activity, video- game
companies and their potential sponsors said.
The
Entertainment Software Association says the average US video game player is a
30-year-old male. "That's a pretty good sweet spot for an entertainment
company like Playboy," Christie Hefner, chief executive of Playboy
Enterprises, said at the Reuters Media and Advertising Summit.
The
adult media company this year produced its first video game, a "lifestyle
simulation" title called Playboy: The Mansion.
Certain
games are innately ripe for advertising. For example, virtual billboards can
create a sense of authenticity in racing, sports and urban action games.
"Gamers
actually welcome it because it adds realism in games," said Sam Kennedy,
editor-in-chief of video-game-enthusiast site 1UP. com.
Some
publishers used to pay to show certain cars in racing games – a situation that
has now reversed, he added. Electronic Arts, the world's biggest video-game
publisher, has ads placed in 11 of its 33 games this year. They include sports
titles like NCAA Football 06, FIFA 06 Soccer and SSX On Tour in addition to Need
for Speed, said Julie Shumaker, director of sales for online and video-game
advertising.
Sniffing
opportunity, some big advertising agencies have jumped on the bandwagon.
Starcom
MediaVest Group was a pioneer in the market, setting up its Play division about
two years ago.
Tribal
Gaming, part of Omnicom Group, is a new gaming unit with a half-dozen employees.
WPP Group's Young & Rubicam's Bounce Interactive Gaming division also
focuses on ads in games. DeBiasi worked with MarketSource IMS.
Still,
EA's Shumaker says it's unusual to see an agency involved in a deal. Advertisers
tend to hand the work to their ad agencies only after an agreement is reached,
she said, adding that she does almost 75 per cent of her deals directly with the
client.
"That
concerns me," said Shumaker, who thinks the business needs more agency
participation to grow rapidly.
Some
advertising executives say in-game advertising has a long way to go to rival
other mainstream media.
"I
think that one will be a little bit slower in developing," Brian McAndrews,
chief executive of internet marketing company aQuantive, said at the summit.
"You
have to be careful in the game environment as to how intrusive you are."
Meanwhile,
the video-game industry is working to deliver the data that companies want to
justify spending money on in-game ads.
To
that end, Activision and Nielsen Entertainment released their latest study
recently, which suggested that video-game ads, when used properly, can increase
awareness of a brand as well as positive attitudes toward it.
THQ is the first major
video game publisher to support Internet-delivered advertising.

By Antone
Gonsalves
TechWeb
News

Dec 19, 2005 04:13 PM
Videogame maker THQ Inc. on Monday said it has agreed to carry in its games ads
delivered over the Internet by Massive Inc., a deal that reflects the industry
trend towards building an online advertising model for videogames.
The deal is important because THQ, based in
Agoura Hills, Calif., is the first major videogame publisher to agree to start
carrying Internet-delivered advertising. The game maker, whose popular titles
include "SpongeBob SquarePants" and "World Wrestling
Entertainment," did not disclose financial details.
New York-based Massive is building an advertising
network of videogame makers who build games for the PC and other
Internet-connected devices, such as Microsoft Corp.'s Xbox or Sony's
PlayStation. The company, which launched in October 2004, says it has
partnerships with 29 publishers, and more than 60 advertisers, including
Coca-Cola, NBC, Nokia, Panasonic and Paramount Pictures.
"We are excited to team with Massive because
we believe their network strategy and sensitivity to game play will deliver
value to publishers, advertisers and gamers," Kelly Flock, executive vice
president of worldwide publishing at THQ, said in a statement.
In-game advertising has been gaining momentum
among publishers as a way to offset the high cost of development of
next-generation games, Anita Frazier, analyst for The NPD Group, said.
"With development costs escalating, in-game
ads offer publishers another way to make money, outside of pure retail
sales," Frazier said.
Videogames offer advertisers the ability to reach
mostly males between the ages of 18 and 34, a prime demographic that's difficult
to reach because they tend to watch less TV than other age groups.
"This is an audience that's very difficult
to target, but videogames are a tremendous medium for that audience,"
Nicholas Longano, chief marketing officer for Massive, said.
Showing ads in games, however, presents a risk to
publishers, who could quickly turn off players. To avoid that, ads are shown
only where they can blend into the game environment. As a general rule, action
games that take place in modern times, or the future, make good candidates, as
well as racing and sports games, Longano said.
"You don't expect to see advertising in a
Middle Earth setting," Longano said, referring to the world created in the
"Lord of the Rings" fantasy books. "It wouldn't make any
sense."
Pricing for advertising varies according to the
size, angle at which it is shown and the amount of time it's on the screen. Ads
are usually sold in 10- or 15-second time slots, and can change continuously,
according to the dynamics of the game. A Coca-Cola ad, for example, could be on
a billboard in one scene and on a Coke bottle in another.
Full motion video ads can also run where it makes
sense, Longano said. An example would be in a game that recreates Times Square
in New York.
Under the multi-year deal, THQ is expected to
start carrying Internet ads in about 10 percent of its games, increasing the
pool over time, Longano said.
Monday, December 19, 2005
Targeted Ads Coming to Games, Mobile TV
Fine-tuned ad technologies are expected to
advance in 2006.
By Associated Press
BOSTON (AP) -- MobiTV Inc. built its business by sending
TV broadcasts to cell phones. People willing to stare at the small screen for
extended periods can tune in channels such as ESPN and MSNBC.
But MobiTV recently began doing more than just relaying
the signals. Now the company removes some ads that appear on TV broadcasts and
replaces them with ones geared for wireless viewers.
Here's the logic: Consumers willing to pay for TV on a
cell phone tend to be more affluent, urban and tech-savvy than the average
viewer. So why should they get the same ads as the average viewer?
Waning are the days of blasting a commercial to a vast
network audience and hoping someone out there responds.
Technologies will emerge in multiple realms in 2006 and
beyond -- from video games to cable TV to podcasts -- that will give
advertisers intriguing abilities to pinpoint designated segments of the public
with specific messages.
''We're now entering a new age where the advertising
doesn't have to be intrusive, irrelevant, bombastic -- shotgunned
advertisements in which we make everyone learn about dog food even if they
don't have a dog,'' said Paul Woidke, vice president of technology for the ad
division at cable giant Comcast Corp.
Such fine-grained marketing has long been predicted for
the digital age because of the demographic and behavioral tracking it enables.
Perhaps the idea's ultimate extension appeared in the
2002 sci-fi movie ''Minority Report,'' when the main character, running for
his life, is spotted by a billboard that proclaims, ''John Anderton, you could
use a Guinness about now!''
Putting the concept into practice on the Internet has
been bumpy. Many Web surfers recoil at ''adware'' -- or more derisively, ''spyware''
-- software that monitors their clicks to serve up ads presumed to matter to
them.
That's not to say the idea is dead -- Claria Corp.,
formerly known as Gator Corp., has resurrected its business of delivering
personally targeted Web ads now that it is moving away from doing it with
pop-up windows.
But the real innovation in targeted ads these days seems
to be occurring in other media platforms.
Consider the service that Massive Inc. launched in 2005
to feed ads to video games.
It was possible beforehand to put ads in video games,
such as on the billboards that would appear around the track in auto-racing
games. But those had to be programmed into the game, often a year before the
title's release.
By working with game programmers, Massive built a system
that can feed ads in real time to games played on the Web or networked console
services like Xbox Live. Now those ads around the track on auto-racing games
can change depending on when and where the game is being played.
Movies opening in limited release in European cities
have been pitched to game players only in those areas. The WB Network placed
ads in games during prime-time hours in the days before launching a new show.
Massive's ads appear in context so as to minimize
annoying players. So while a street-fighting game might show a Pepsi truck
driving by, there tends not to be any product placement in fantasy titles that
draw gamers seeking escapism.
But the next step is a bit tricker. Massive is exploring
ways that ads can be directed to certain players, depending on demographic
criteria. That would require players' permission and willingness to
proactively register their interests -- beyond, of course, what their choice
of video game says about them.
Advertising enters storylines; meet Nokia in video
games
 |
 |
| Luxury
brands TAG Heuer, Bang & Olufsen, and Lacoste are targeting a group of
people you wouldn’t expect: 18- to 34-year-olds who spend hours playing
video games.
A study released recently concludes that people who
view advertisements in video games have better brand recall, and in some
cases are more likely to favorably change their opinion about a brand,
than consumers who view television product placements.
‘‘It took a lot of convincing to persuade Bang
& Olufsen that gamers are the same people who go into their stores and
like playing on the plasma screens they sell,” said Arden Doss, managing
director of Propaganda GEM, an entertainment marketing firm in Los
Angeles.
‘Everyone — even luxury goods clients —
realizes that the twentysomething male is off playing video games, not
watching TV.’’
Once considered the sole territory of awkward
teenagers, video games have lured an estimated 20 million young males, and
with them a rapidly growing number of advertisers.
As the highly coveted group of 18- to 34-year olds
spends more time with Xboxes and PlayStations than watching prime-time
television, in-game advertising is expected to grow eight times to $562
million in 2009, making the nascent industry one of the fastest-growing
marketing segments, said Michael Goodman, a video game analyst at Yankee
Group in Boston.
Already, video game publishers have waiting lists of
companies angling to promote video ads and get product placements,
including in Anarchy Online, a game that takes place 30,000 years in the
future and whose free version attracts 2,000 new users around the world
every day.
Next year, cellphone maker Nokia is doubling to 10
the number of games in which it will advertise, and the world’s largest
independent game maker, Electronic Arts, which had one game with ads in
2002, will have product placements in at least half of the 30 titles it
releases next year.
Part of the reason is that video game advertising
has evolved beyond a billboard ad on a screen.
Now, companies can feature dynamic commercials and
intertwine their brands into the story lines of games, such as a murder
victim who was about to sign a contract with fashion designer Lacoste in
the ‘‘Law & Order: Justice is Served’’ game.
Meanwhile, Bang & Olufsen will showcase its
high-end electronics stores along with Swiss watchmaker TAG Heuer in
Tycoon City: New York, an Atari game due early next year.
‘‘Advertisers have built their business on finding ways to interrupt
consumers, and that is fundamentally in conflict with how you effectively
advertise in gaming,’’ explained Julie Shumaker, director of sales for
Electronic Arts. ‘‘We have to think about how it flows with the game
experience.’’
The growing popularity is transforming the video
game landscape and making some games longer and allowing publishers to
offer free versions of their games that are totally supported by
advertisements. Just a few years ago, video game publishers were paying
car companies like Corvette to use their brands in games. Now, the tables
have turned, and brands such as Jeep are paying to be in Activision’s
‘‘American Wasteland’’ out this holiday season.
Costs for advertising in video games have grown
exponentially. They can range from $5,000 to $500,000, prices that rival
spots in small films, according to some agencies.
For advertisers, it’s worth it: The average gamer
playing, for example, Anarchy Online is 29, male, college-educated, and
spends more than 20 hours a week playing video games.
Meanwhile, prime-time TV viewership for young men
declined nearly 8 percent in 2003, according to Nielsen Entertainment. The
18-to-34 male age group is an important demographic for marketers looking
to build brand loyalty and grab consumers who have disposable income.
The study indicates that video games can persuade
like no other media, said Michael Dowling, general manager of Nielsen
Inteactive Entertainment, a market research firm that conducted the study
with video game publisher Activision.
For example, people who viewed Cingular ads in a car
racing video game were 1.5 times more likely to recommend the phone
company brand to a friend and two times more likely to rate it very
strongly, compared to a control group that saw the video game without the
ad.
On the other hand, people who viewed product
placements for Applebee’s in a ‘‘Seinfeld’’ TV episode were no
more likely to recommend the restaurant chain or rate it strongly when
compared to a control group that saw the show without the ad.
‘‘If games are supposed to be immersive,
sometimes ads can work and add a sense of realism,’’ said Elliot
Targum, a 28-year-old teacher in Cambridge who spends about five hours a
week playing video games. Although few game publishers have introduced
advertising into children’s titles, some consumer groups say it’s only
a matter of time.
—Jenn Abelson / NY TIMES
|
Advertisers explore virtual video game
frontier
Fri Dec 9, 2005 2:36 PM ET
By Lisa Baertlein
LOS ANGELES (Reuters) - When BP Lubricants USA
wanted to raise the profile of its high-performance Castrol Syntec motor oil
with ever-elusive young male consumers, it followed them into a popular racing
video game.
Like its peers, the unit of BP Plc (BP.L: Quote,
Profile,
Research)
needs to be where males aged 18 to 34 have gone after leaving traditional
media outlets like magazines and television in droves.
"We have to look for new ways to reach
these guys," said Michael DeBiasi, the marketing director who oversaw the
campaign.
The Castrol brand's integration into Electronic
Arts Inc.'s (ERTS.O: Quote,
Profile,
Research)
"Need for Speed Most Wanted" game appeared in the form of
billboards, Syntec car engine upgrades and signage in garages, and as Castrol-branded
Quick Lubes.
Through its Web site, the brand also provided
gamers with a "cheat code" that allowed them to unlock a
high-performance Castrol Syntec Ford GT to drive in the game, something
DeBiasi said players appreciated.
DeBiasi would not disclose what the company
paid for this exposure. "We feel like it was a very effective and
efficient buy," he said.
Such advertising has been slow to catch on,
even though the $10 billion U.S. video game market now rivals Hollywood box
office sales -- and despite a widely held view that the medium offers big
opportunities for product placement and branding.
Nielsen Entertainment expects U.S. ad spending
in console and PC games for this year to come in at $75 million. It is seen
growing rapidly through the end of the decade, when the research firm sees it
reaching $800 million to $1 billion.
The arrival of next-generation consoles from
Microsoft Corp. (MSFT.O: Quote,
Profile,
Research),
Sony Corp. (6758.T: Quote,
Profile,
Research)
and Nintendo Co. Ltd. (7974.OS: Quote,
Profile,
Research),
which connect more players to the Internet and open the door to more
innovative and measurable campaigns, should help drive up advertising
activity, video game companies and their potential sponsors said.
FOUND: THE 30-YEAR-OLD MALE
The Entertainment Software Association says the
average U.S. video game player is a 30-year-old male.
"That's a pretty good sweet spot for an
entertainment company like Playboy," Christie Hefner, chief executive of
Playboy Enterprises Inc. (PLA.N: Quote,
Profile,
Research)
said at the recent Reuters Media and Advertising Summit.
The adult media company this year produced its
first video game, a "lifestyle simulation" title called
"Playboy: The Mansion."
Certain games are innately ripe for
advertising. For example, virtual billboards can create a sense of
authenticity in racing, sports and urban action games.
"Gamers actually welcome it because it
adds realism in games," said Sam Kennedy, editor-in-chief of video game
enthusiast site 1UP.com.
Some publishers used to pay to show certain
cars in racing games -- a situation that has now reversed, he added.
Electronic Arts, the world's biggest video game
publisher, has ads placed in 11 of its 33 games this year. They include sports
titles like "NCAA Football 06," "FIFA 06 Soccer" and
"SSX On Tour" in addition to "Need for Speed," said Julie
Shumaker, director of sales for online and video game advertising.
Sniffing opportunity, some big advertising
agencies have jumped on the bandwagon.
Starcom MediaVest Group was a pioneer in the
market, setting up its Play division about two years ago.
Tribal Gaming, part of Omnicom Group Inc. (OMC.N:
Quote,
Profile,
Research),
is a new gaming unit with a half-dozen employees. WPP Group's (WPP.L: Quote,
Profile,
Research)
Young & Rubicam's Bounce Interactive Gaming also focuses on ads in games.
DeBiasi worked with MarketSource IMS.
Still, EA's Shumaker says it's unusual to see
an agency involved in a deal. Advertisers tend to hand the work to their ad
agencies only after an agreement is reached, she said, adding that she does
almost 75 percent of her deals directly with the client.
"That concerns me," said Shumaker,
who thinks the business needs agency more participation to grow rapidly.
Some advertising executives say in-game
advertising has a long way to go to rival other mainstream media.
"I think that one will be a little bit
slower in developing," Brian McAndrews, chief executive of Internet
marketing company aQuantive Inc. (AQNT.O: Quote,
Profile,
Research),
said at the Reuters summit. "You have to be careful in the game
environment as to how intrusive you are."
Meanwhile, the video game industry is working
to deliver the data that companies want to justify spending money on in-game
ads.
To that end, Activision Inc. (ATVI.O: Quote,
Profile,
Research)
and Nielsen Entertainment this week released their latest study, which
suggested that video game ads, when used properly, can increase awareness of a
brand as well as positive attitudes toward it.
(Additional reporting by Michele Gershberg in
New York)
Advertising: Videogame Makers Try to Score More
Ad Dollars With Research ---
Study Finds Many Gamers Don't Mind Product Plugs; A Pitch to Madison Avenue
By Nick Wingfield
5 December 2005 The
Wall Street Journal
THE VIDEOGAMES INDUSTRY, on the cusp of
technological changes that could make game audiences far more measurable, is
taking more steps to tap a potentially lucrative new source of revenue:
advertising dollars.
Today, VNU NV's Nielsen Entertainment plans to
release the results of a study funded by Activision Inc., one of largest games
publishers, that is the most exhaustive effort yet to investigate the
effectiveness of advertising within games. Rather than traditional 30- or
60-second TV-style commercials, advertising in videogames often takes the form
of product placements that appear blended into the action on the screen.
A key finding of the research: A majority of
gamers in the study found relevant advertising enhances the realism of games, a
relief for publishers who worried that players would get annoyed by frequent
product promotions. "This is building a stronger case for valuing the
medium," says Michael Dowling, senior vice president at Nielsen
Entertainment.
Better research on ads in games could help
further pique Madison Avenue's interest in the medium, just as new game consoles
like Microsoft Corp.'s hot-selling Xbox 360 are expected to greatly expand
online gaming, a technological shift that will give advertisers greater power to
figure out how frequently and what types of gamers see their promotions when
they, say, hop on a virtual motorcycle and jump through hoops sponsored by a
candy-bar maker. Internet-connected consoles could also increase interest in
delivering fresh ads over the Internet.
The Nielsen study is part of an effort by the
media-research firm and Activision to lay the groundwork for more-serious
advertising in a medium that had $25.4 billion in world-wide sales last year,
according to PricewaterhouseCoopers LLP. In a study last year, Nielsen found
videogame playing is eroding television viewership among men 18 to 34 years old,
results that have been echoed in other research of media consumption. While
Activision has funded Nielsen's games research, Nielsen says results aren't
influenced by the publisher.
Nielsen's most recent study followed 1,350 active
male gamers ages 13 to 44 as they played various games, including an Electronic
Arts Inc. racing game in which players pass billboards and receive instructions
through message windows sponsored by Cingular Wireless, the cellphone provider
owned by AT&T Inc. and BellSouth Corp. The study found 69% of participants
recalled seeing the Cingular ads.
While most game publishers are already
experimenting with promotions within their games, executives say ad revenue is
minuscule. Executives say advertisers currently can pay several hundred thousand
dollars to have their brands appear in games, though deals are often struck in a
willy-nilly fashion. Games publishers would clearly like to get more money for
serving up a prized, highly attentive demographic.
Bobby Kotick, Activision's CEO, says the company
hopes to use data from the Nielsen study to develop a "rate card" for
game advertising -- a more systematic approach to charging for various levels of
promotions in games, including everything from the billboards that users zip by
on virtual ski slopes to branded vehicles they hop into on the lam from the
police.
Mr. Kotick says new game consoles -- including
Xbox 360 and Sony Corp.'s PlayStation 3 due out next spring -- will also help
build the foundation for more advertising in games because they are expected to
be much more widely connected to the Internet than current consoles like the
original Xbox and PlayStation 2. "You have ability to track millions of
interactions" with advertisements, Mr. Kotick says.
Microsoft has quietly formed a team focused on
exploiting the advertising capabilities of Xbox 360. The company has made it
much easier for Xbox 360 users to get connected to the Internet and expects more
than half of gamers on that console to be online, compared with 10% to 15% of
original Xbox users who are online.
Being connected to the Internet "takes
advertising in the gaming environment to a whole different level," says
Aaron Greenberg, group marketing manager for Xbox Live at Microsoft.
People familiar with the matter say Sony is also
looking more seriously at advertising in games as well. A Sony spokesman didn't
respond to a request for comment.
Consoles connected to the Internet can also
receive fresh ads regularly delivered to them in games, as is becoming commoner
in games played on personal computers. It is already starting to happen: Since
September, players of a combat game from French publisher Ubisoft Entertainment
SA called Rainbow Six Lockdown have seen ads piped into the game over the
Internet on the original Xbox through a game advertising company called Massive
Inc.
---
Overload Of Game Ads Could Defeat Purpose
A new report released by Mediaedge:cia analyzing in-game advertising
cautions against marketers potentially flooding the gaming universe with
ads, as it also throws some cold water on a few of the more exuberant
spending predictions for the industry.
Expectations for the burgeoning in-game ad
space have risen precipitously over the past year, particularly as companies
like Massive Inc. have launched networks that offer the capability of
serving live ads within games played with an Internet connection.
The Yankee Group forecasts that in-game
advertising will reach $800 million in spending by 2009, while Massive CEO
Mitch Davis claims that ad revenue will skyrocket to $2.5 billion by 2010.
However, MEC's report, "Playing with
Brands: Engaging Consumers with In-Game Communications," which praises
the effectiveness of well-executed ads, warns against marketers forcing
messaging into games. It is based primarily on commentary from gamers, some
of whom cited those well-executed ads. According to the report, "using
games simply to 'reach' or interrupt people cannot be regarded as an
effective use of a channel with such potential."
Instead, the ads need to "enhance a
game's alternate reality," said the report, with the best actually
making the game better. This means creating highly customized ads for
individual games, which makes it tough to execute an ad buy on a massive
scale--and for the ad medium to grow quickly. "Taking an ad formula and
applying it across categories and brands that's not the way to go,"
said Fran Kennish, director of strategic planning at MEC, who added that
some in-game ad spending estimates may be overstated. "You may end up
doing more harm than good."
STUDY PROBES ATTITUDES TOWARDS IN-GAME ADS
Hard-Core Players Tolerant for Appropriate
Placements
November 28, 2005
NEW YORK (AdAge.com) – With video games
becoming mainstream ad vehicles and marketers expected to spend $185.6 million
on ads in games in 2005, figuring out what kind of ads gamers will accept is
becoming crucial.
Authenticity seems to be the watchword for gamers
the world over, according to a new study by Mediaedge:cia. In the U.S. alone,
150 million people play video, electronic or online games.
On average, U.S. gamers play between three to
four hours over a week, and heavy gamers devote 11 hour. The hours spent on
gaming demonstrate how passionate gamers are about this pursuit, but that
doesn’t mean they are averse to ads.
“We were pleasantly surprised by the acceptance
of advertising if it’s done in the right, subtle way and helps to increase the
gaming experience,” said Fran Kennish, director-strategic planning for
MediaEdge:cia.
Game enhancers
In fact, gamers say that advertisements even enhance the game experience when
they help to create the alternate reality.
Advertising placements that mimic real-world ads,
such as billboards in sports or racing games, are accepted by gamers because
they are perceived to add to the reality of the game, according to the study.
“I’ve played many baseball games and have
been a little upset every time Fenway Park is played; there is usually no Citgo
sign. That Citgo sign has practically become synonymous with Fenway Park and the
Boston Red Sox,” said one unnamed respondent quoted in the study.
Heavy gamers have the most positive experiences
with advertising. Male gamers in particular claim ads make the game more
realistic, especially if they help the player reach a certain objective.
“In ‘Metal Gear Solid 2,’ when you opened
up the enemy’s lockers, you could see FHM posters inside [featuring]
beautiful girls in swimsuits,” said a respondent, talking about ads enhancing
reality.
Delicate balance
But, the study cautions, “There is a delicate balance between enhancing
realism and obstructing escapism.” In theory, all games are possible venues
for placements, though sports and racing games lend themselves to the medium
better. It is nearly impossible to place a modern brand in a sword-and-sorcery
epic or a futuristic sci-fi game. “I’d hate to be playing some shooter set
in 2275 and see an ad for a 2004 Jeep Cherokee,” said a respondent.
Another respondent pointed out that if the main
character in, say, “Grand Theft Auto” remarks that he’d “‘never go out
and kill someone without my Red Bull energy drink.’ That could ruin a game
because it disrupts game flow.”
The bottom line? “If it’s subtle and fits in,
it’s perfect,” Ms. Kennish said. “Anything else would not fly.”
The study was conducted through surveys on blogs
and polled more than 250 gamers in nine countries
Advertisements to invade online games

MAY WONG

Associated Press November 7, 2005

SAN JOSE,
Calif. - Here you
are, one of the millions of Americans who like to play casual games on
the Internet, ready to log on for some fun.
So you go to a gaming Web site and try to
ignore the ads on the page. Then you wait as the game loads and a
10-second advertisement covers your computer screen.
Ah, the start button.
Now you can play, but don't expect the
virtual escape to guarantee relief from marketers' attempts to get in
front of your eyes.
On Monday, online game provider
Shockwave.com will begin offering advertisers a way to insert ads within
the games themselves. While it's believed to be the first such invasion
in Web-based games, it's only one of a growing number of venues
advertisers are using to reach its shifting and fleeting audiences.
The traditional pillars of advertising in
print and television media have eroded in recent years as people -
especially the elusive demographic of young men - have instead spent
more time on video games and on the Internet.
Hence, the ad creep, whether loudly from
the walls of sports fields, subtly from the strategic product placements
within films, or annoyingly from the pop-up ads all over the Internet.
There's no respite even when people use
their TiVo digital video recorders to skip TV commercials: earlier this
year, banner-like ads started appearing during the fast forwarding
process.
Ads are also showing up in console video
games.
It was only a matter of time then that
in-game advertisements would arrive in the world of casual Web-based
games. The often addictive genre of action, puzzle, and card games
attracted nearly 56 million unique visitors in September, according to
comScore Media Metrix research firm.
Already, advertising revenue from online
games, including the more hard-core multiplayer games, is projected to
grow to $1.1 billion by 2008, up from between $450 million and $550
million last year, according to the Yankee Group research firm.
Shockwave.com, a division of San
Francisco-based AtomShockwave Corp., wants to capitalize on the growing
migration of advertising dollars to the Internet.
"There's such a huge demand right
now from brand advertisers," said Dave Williams, chief marketing
officer of AtomShockwave. "And this is a huge audience, and an
engaged audience."
Shockwave.com hosts more than 200 games
and claims its 20 million visitors to the site last month played more
than 25 million game sessions.
The advertising network to be launched
Monday will allow marketers to insert their images or brand names right
inside the games. They'll be able to track the "impressions"
or viewing times each ad gets - a key advertising metric - as well as
tailor their ads to geographic markets.
SBC Communications Inc., Sprint Nextel
Corp. and Sony Pictures are among the first companies planning to use
Shockwave.com's new advertising feature.
Shockwave.com plans to start ad
insertions with action games, where the landscape, say of a racing game,
or sport, lends itself to billboard-like advertisements.
For instance, in the game called
"SWITCH Wakeboarding," players will soon see bright yellow
Sprint Nextel ads interspersed on ramps as they buzz around the lake
doing tricks.
In the game, which usually lasts about 15
minutes, a player might see ads as many as 25 times, Williams said.
Ad images will generally last from three
to seven seconds in action games, and perhaps longer in other games
where an ad can be displayed, say, on a hood of car, instead of a
passing object, Williams said.
Shockwave.com plans to later introduce
ads in mind and puzzle games, too, but only if they could somehow be
incorporated into the design without interfering with the game play.
Players should never see an ad that will
pop up and block their views as they're maneuvering their marbles,
tiles, or jewels in a puzzle game, Williams said.
"Consumers are not screaming for more ads," he said,
"And we want to make sure that as we roll this out, that the places
where you'll see the ads will be where you would expect to see them in
the real world as well."
|
Game Consumers 'Tune Into' Video Ads
By Colin Campbell 10/17/2005
Online advertising outfit Eyeblaster has published a joint survey with casual games portal WildTangent showing that online gamers are happy to watch video ads in exchange for free gaming sessions.
ImageOnline content providers are increasingly turning to a TV-style model of video advertising embedded with programming. Games content sites often 'make' consumers watch an ad before accessing requested video or interactive content.
In the survey, 78% of respondents agreed with the statement 'I would watch a short video ad in exchange for free game plays', jumping to 90% among young adult males.
Gal Trifon, Eyeblaster's president and CEO said, "The scope of this survey leaves little doubt about the conclusion that video ads are the perfect match for advertisers who want to target the gaming audience.
"A very strong validation of this advertising model is demonstrated by the fact that more than 97 percent of the hard to reach category of males 18-34 surveyed would return to WildTangent to play free games after viewing an ad. Pre-roll video is an extremely effective means of reaching these consumers, who are overwhelmingly utilizing broadband connections and are among the savviest of all users on the web today."
In-Game Advertising: Fastest
Growing Advertising Segment Proven to be Effective by New Double Fusion and
Nielsen Interactive Entertainment Study
Monday October 3, 8:00 am ET
All In-Game Ad Formats Substantially Drive
Awareness and Recall; 3-D Advertising the Most Effective
NEW YORK and JERUSALEM, Israel, October 3 /PRNewswire/ --
Double Fusion, a leading provider of in-game advertising services, has
released findings of a Nielsen Interactive Entertainment study indicating that
advertising in video games has a significant influence on purchase decisions
and brand recall.
The study showed that the in-game campaign resulted in a
60 percent increase in awareness for a new product, and also showed that,
while all ad formats had significant impact, animated 3-D advertising
insertions achieved twice the recall of static billboards. Additionally
positive perceptions of brand attributes for the product such as being
"easy to use" and "time saving" all showed consistent
increases.
The study looked at a variety of advertising insertions
within the downloadable version of London Taxi, a PC game published by
Metro3D. The objective of the study was to assess the brand impact of
advertising within the recently released game environment, and to compare the
efficacy of the different types of advertising formats supported by Double
Fusion's in-game ad serving technology.
Together, Double Fusion and Nielsen Interactive
Entertainment conducted a pre- and post-exposure study exploring changes in ad
awareness, recall and purchase intent for a Procter & Gamble product
called Flash Car Wash, a new cleaning product distributed in the United
Kingdom. As part of the study, Nielsen also looked at user attitudes towards
the presence of real advertising within the game.
"The study provides continued evidence that in-game
advertising is a medium which brand managers across categories should be
exploring, particularly if they want to reach the highly valuable 18-34 year
old male audience," said Henry Piney, managing director Europe, Nielsen
Interactive Entertainment. "What we learned is that even for new brands,
the impact that in-game advertising can have is significant. The study also
shows that, by using video games' unique attributes and offering insertions
through which players can interact with brands, the advertiser can gain even
greater value."
"Video games are the fastest growing consumable
entertainment medium on the market," said Guy Bendov, co-founder and
executive vice president for business development, Double Fusion. "More
and more 18-34 year olds are spending both time and money on gaming, and
reaching this highly desirable audience is of the utmost importance for
advertisers and marketers. Double Fusion is the only company in the market
that offers the 3-D insertion capability so it is very encouraging to find
that this tool resonates with consumers."
Other key findings include:
- Brand Perceptions - Positive perceptions of brand
attributes for the product such as being "easy to use," "time
saving," "convenient" and "more effective than traditional
methods" all showed small but consistent increases.
- General Perception of In-Game Advertising - General
perceptions of in-game advertising are relatively positive: in the pre-survey
(among 900 respondents) 50 percent of respondents agreed that in-game
advertising makes a game more realistic while only 21 percent disagree.
Likewise 54 percent agreed the in-game advertising 'catches your attention,'
while only 17 percent disagreed.
Study: Gamers Responsive to Ads
October 03, 2005
By Mike Shields
http://www.mediaweek.com/mw/news/interactive/article_display.jsp?vnu_content_id=1001219920
Gamers in London have proven quite responsive to in-game advertisements, according to new research released by Nielsen Interactive Entertainment.
The new Nielsen study was conducted in conjunction with Double Fusion, an Israeli-based firm that is one of a handful of company's promising to enter the burgeoning in-game advertising market in the U.S. Via both a pre- and post-exposure study, Double Fusion attempted to gauge the responsiveness of folks playing the online game London Taxi to an ad campaign from Procter & Gamble for a new cleansing product, Flash Car Wash.
According to the study, awareness of the Flash campaign increased by a hefty 60 percent following the brand's in-game effort. Meanwhile, metrics such as brand favorability and purchase intent exhibited positive, yet more modest gains- perhaps indicative of the limited nature of messaging for in-game ads.
The study also pitted two forms of in-game ad platforms against each other: static billboard ads versus 3-D animated ads. Not surprisingly, 3-D ads, which Double Fusion is touting as its competitive advantage over other vendors, yielded twice the recall scores of static banner placements.
Besides awareness of this particular campaign, Nielsen looked at consumers' attitudes towards in-game advertising as a whole, and generally, gamers appeared to be accepting. For example, in the 900 person pre-survey, 50 percent of respondents agreed that in-game advertising makes a game more realistic, while just 21 percent disagreed.
“The study provides continued evidence that in-game advertising is a medium which brand managers across categories should be exploring, particularly if they want to reach the highly valuable 18-34 year old male audience,” said Henry Piney, Nielsen Interactive Entertainment's managing director in Europe.
“What we learned is that even for new brands, the impact that in-game advertising can have is significant. The study also shows that, by using video games’ unique attributes and offering insertions through which players can interact with brands, the advertiser can gain even greater value.”
Double Fusion promises to replicate this test in the U.S., where the in-game advertising market is expected to swell considerably over the next five years. While interest among marketers has surged of late, given the huge video game usage numbers among young males and the emergence of live in-game ad placements from companies like Massive, research on the medium's effectiveness has been hard to come by.
Nielsen did announce plans late last year that it would begin measuring both video game usage and in-game advertising on the Massive network.
Study: Most Kids Play Video Games Daily; Web Ads Gaining
Importance
Internet marketing is growing in importance as more kids use the PC not only
to play games but also to get new info on new titles
Remember
when you were a kid? Life was pretty simple, wasn't it? You went to
school, came home, maybe had a quick snack and then rushed outside to
play with your buddies. Some of you probably owned early video game
systems such as Atari or Intellivision, but in most cases you didn't
play video games everyday. Times certainly have changed since then.
Playing lots of games, PC games
According to a recent study from Netherlands-based marketing agency
JuniorSeniorResearch, video games have become a central part of the
lives of today's children. The study polled 4,000 kids up to the age of
15-years-old (both boys and girls) and discovered that 61 percent play
video games on a daily basis.
Interestingly, with all the focus on consoles and handhelds in this
industry, the study found that a large majority (65 percent) of children
prefer playing games on the PC. Also, only a small percentage (12
percent) admitted to copying their games from friends, despite the fact
that PC titles are much easier to duplicate than console games.
Rather than copying games, more kids (39 percent) said that they were
willing to save their money in order to purchase new titles for
themselves. Most of these were older children (ages 13 to 15) but
surprisingly, even some 9-year-olds (or younger) said they save money to
buy their own games.
Marketing to kids
Although much of the industry concentrates its marketing on the coveted
18 to 35 male demographic, this study also shed some light on some
advertising trends for the younger crowd. Among children, advertising
doesn't appear to be as important as word of mouth. The study found that
32 percent of children learned about new games through their friends.
Younger children tended to get more information from friends and family
members than from advertising.
That being said, ads still play an important role with children.
Practically every child (92 percent) has seen an ad for a game, with
television being the predominant format at 63 percent. The Internet,
however, is seen as a growing medium for advertising to children. More
than 15 percent of children said they view video game ads on the
Internet, while only 11 percent said they see them in print media.
Furthermore, children tend to look for more information on the games
they become interested in, and the Internet is obviously a great source
for further information on games.
"Although children prove a difficult to reach target group through
their fragmented media use, game developers can count on 'digikids'
actively searching out their information and products," stated
JuniorSeniorResearch.
"It is wise however for marketeers - who specialize in kids
marketing - to keep considering Internet as a viable and positive
medium... Internet reaches both a very young audience and 'hardcore'
gamers or digikids alike," the marketing firm continued.

ADAGE.COM'S ADVERGAME CHRONICLES
Tracking the Rise of a New Marketing Venue
August 16, 2005
http://www.adage.com/news.cms?newsId=42220
NEW YORK (AdAge.com) -- Digital games have reached critical mass as a new mainstream entertainment and advertising medium. Among other things, total sales in 2004 of digital game items in the U.S. exceeded that of Hollywood's national movie box office receipts. Below, we chronologically look back at our major stories about this market-changing genre of interactive entertainment that continues to emerge as an important new marketing venue.
GRAND THEFT' FLAP COULD HURT ADVERGAMING BUSINESS
Some Worry Controversy May Scare New Industry's Potential
Advertisers
July 25, 2005 By Kris
Oser
NEW YORK (Adage.com) -- The furor over the "adults
only" rating slapped on "Grand Theft Auto: San Andreas" could
scare off advertisers that were eyeing the $11.5 billion video-game industry as
one of the major emerging advertising media.
 |
While
'Grand Theft' doesn't contain any advertising, the controversy it has
created with its hidden sex scenes could hinder the recruitment of
in-game advertisers for other titles.
|
Following revelations that sex scenes were buried in
PlayStation 2 versions of the game published by Take-Two Interactive Software,
the Entertainment Software Ratings Board upped the Theft rating to “Adults
Only 18+.” That prompted retailers including Wal-Mart, Circuit City, Best Buy
and Target to remove the game from their shelves and members of the
Entertainment Merchants Association to stop selling it.
Even though "Theft," the top-selling game on the
market, contains no ads, the worst damage may be to the nascent $180 million
field of "advergaming."
Looking to reach 'lost boys'
The controversy threatens to scare off marketers that have just started
exploring, and spending small slices of budgets on ads in games in a bid to
reach the “lost boys” -- men 18 to 34 who are abandoning TV for Xbox and
PlayStation. While advergaming spending is currently small, Yankee Group
estimates it will hit $800 million by 2009.
“The advertisers who were thinking about marketing in
games and looking for all the reasons to go into the medium will be much more
cautious,” said Cory Treffiletti, senior vice president and managing director
for Carat Interactive, San Francisco.
“Advertisers will want more guarantees,” said Mike
Vorhaus, managing director of Frank Magid & Associates. But he doesn’t
think they will bail out of advergaming: “If you want to reach this
demographic, you’ve got to go to video games, MTV and ESPN.”
Marketers who have placed ads in games include Cingular
Wireless and Burger King, in Electronic Arts’ "Need for Speed Underground
2"; Procter & Gamble Co.’s Old Spice, in EA’s "NCAA Football
2005"; and Samsung, in Atari’s "Enter the Matrix."
Scared of controversy
While desperate for ways to capture young men’s attention, most advertisers
are scared by any hint of controversy, and there’s plenty around
"Theft" and similar games.
Last week, Sen. Hillary Rodham Clinton, D-N.Y., announced
she would introduce legislation to shield children from “inappropriate”
video games, and called on the Federal Trade Commission to investigate this
particular title.
Josh Larson, director of industry products at Gamespot, an
online news and information forum for video games, expects tighter government
controls on the industry as a result. “The government will want to play some
role in the regulation of games and that could mean stricter laws about
retailers selling the game and carding of individual buyers,” he said.
Still, Dave Madden, executive vice president of sales and
marketing at WildTangent, a company which pioneered advertising in online games,
doesn’t agree. “This game would be controversial in any case because of the
level of violence,” he said. “There’s no risk at all in advertising in a
Tony Hawk or a Madden Football. It’s the same level of risk as advertising in
a violent movie.”
Stickers and software patch
Take-Two has stopped manufacturing the game and will release a new version in
October. It is also disseminating “Adult Only” stickers to retailers and
will put out a downloadable software patch. No public relations or ad campaign
is on tap, said a spokesman.
The PlayStation 2 version of "Theft" has sold
5.7 million units since it was released during the fourth quarter of 2004,
making it the top-selling video game on the market, according to NPD Group. Data
are not yet in for the PC and Xbox versions, released in June.
Take-Two lowered its guidance for the fiscal year ending
Oct. 31 to $1.26 billion in net sales from $1.31 billion. But events probably
won’t affect sales of the game, analysts said. “You sell 80% of your games
in the first six weeks,” Mr. Vorhaus said. “For every game they are not
selling [due to the controversy], they are selling at least one game due to
press attention.”
Videogame
Ads Attempt Next Level
No Longer Just Old Photos,New Technique Uses
Sound,Motion to Reach Young Men
By
CHRISTOPHER LAWTON
Staff Reporter of THE WALL STREET JOURNAL
July 25, 2005
Advertising in videogames,
dominated in the past by static ads such as billboards and signposts, is
beginning to look more like TV commercials.
For the past few weeks, Massive
Inc., a New York company that distributes ads in videogames, has been testing
an ad with full motion and sound in a science-fiction game called Anarchy
Online. Today, Massive will roll out the full-motion ad capability to
advertisers generally.
![[Massive rolled out a new capability[nbsp ]today that allows advertisers to run full motion ads in[nbsp ]video games.]](http://online.wsj.com/public/resources/images/NA-AF913_Advert07242005205127.jpg)
Massive rolled out a new capability that
allows advertisers to run full-motion ads in video games.
|
|
Massive's move comes less than a
year after it created a stir in the videogame-advertising industry by offering
advertisers the chance to insert still ads into videogames played on
Internet-connected computers. Massive uses the Internet to insert ads into
spaces in the games. The ads can also be changed and withdrawn whenever the
advertisers want. The technique was a big step forward for videogame
advertising, which previously was restricted to ads inserted into games while
the games were made. Because games can take up to a couple of years to be
designed, this required advertisers to put their ads into games well before
the games' release.
The game-insertion technology
opened the door for a broader array of marketers to promote their products on
videogames. These ads are particularly suitable for Hollywood studios wanting
to promote movies a week before their release date or retailers promoting
holiday sales, Massive Chief Executive Mitchell Davis says. He says Massive
has sold space to 35 advertisers, including Viacom
Inc.'s Paramount Pictures.
Finding better ways to advertise
in videogames is extremely important for many marketers, particularly those
selling products aimed at young men, who often spend more time playing
videogames than watching television. To be sure, the money spent on ads in
videogames is currently only a drop in the bucket compared with television --
$10 million compared with $10 billion on TV advertising aimed at young men,
according to estimates from Harris Nesbitt Equity Research. But advertising in
videogames is growing fast and expected to reach $92 million by 2008,
according to Yankee Group, a global technology-research firm.
"We know the 17 to 34
audience, the male audience, is elusive and quite difficult to reach through
traditional broadcast. ... It is incumbent upon us to find ways to reach
them," says Gerry Rich, president of world-wide marketing for Paramount
Pictures.
The introduction of full-motion
ads on games gives advertisers more options. Massive's Mr. Davis says
Hollywood movie studios have shown particular interest in running 15-second
movie trailers in online games. Mr. Rich says Paramount may be interested in
such ads, but emphasized that the content of any such ads shouldn't turn off
gamers.
To be sure, Massive's
ad-insertion technique has some limits. Massive is so far inserting ads only
into computer games connected to the Internet, rather than games played on any
of the more popular consoles like
Sony Corp.'s PlayStation, Nintendo
Co.'s GameCube and Microsoft
Corp.'s Xbox. A little more than a quarter of young men surveyed by Activision
Inc. and Nielsen Media Research played videogames online.
Massive says its technology works
for both online games and consoles, but it hasn't yet negotiated a deal
allowing for ad-insertion in console games. Mr. Davis says he hopes to strike
a console game deal soon. Edward Williams, managing director at Harris Nesbitt
Equity Research in New York, says the videogame ads won't take off until
console games are included.
One problem with the full-motion
ads is that gamers can easily avoid watching them. The full-motion ads start
playing when a player moves near the ad spot on the screen -- and stop playing
when the player moves away. As a result, gamers may see only a few seconds of
the 15-second ads. Massive says it won't charge advertisers unless the full ad
has been viewed.
Write to Christopher
Lawton at christopher.lawton@wsj.com
Ads
for Sprite, Motley Crue Appear in Anarchy Online
In-game ads get active
Short TV-style commercials will make their way
into the video game world starting in the summer as in-game advertising
provider Massive Inc. plans to debut 10-second spots on its network next
month.
By Georg Szalai (June 30, 2005)
NEW YORK -- Short TV-style commercials will make their way into the video
game world starting in the summer as in-game advertising provider Massive
Inc. plans to debut 10-second spots on its network next month.
"A new medium we have created is a 10-second dynamic ad," Massive
chief marketing officer Nicholas Longano said here Wednesday at a panel
about latest trends in the burgeoning in-game ad business. "With it,
marketers can test ads and consumer reactions in real time."
Longano said a traditional 30-second spot would interrupt game play too
much, but he is optimistic that gamers will readily watch the shorter
commercials. "Advertising makes the gaming experience more realistic
... people accept it and actually like it" as long as it doesn't
interfere or distract too much from the game itself, he said.
He explained that players would get to see the short animated videos in
"natural" situations, such as when moving their game characters by
a TV set that is turned on.
Massive will start using the spots in about two weeks and will charge higher
rates than for its static ad displays within games, according to Longano.
He said Massive will provide further details later about the 10-second
spots, such as ad partners and games that will use the new tool.
Wednesday's panel was organized by the Advertising Club and sponsored by
Massive, which delivers ads to gamers in real time -- on such things as
virtual billboards and store fronts -- using its video game network.
Gaming industry representatives said at the panel that they will continue to
roll out advertising opportunities in their product and they haven't seen
any negative reaction from consumers.
"We use ads where it is authentic," said Wim Stocks, executive vp
at Atari. "So far, we haven't seen any backlash from consumers."
He predicted that about 30% of Atari games will have ads over the near-term.
However, Stocks predicted that as gamemakers keep pushing the ad envelope to
test their limits, "at some point there will be a push-back."
Similar to Hollywood movies, games must over time find the right balance
that allows companies to offer ads without alienating consumers.
Industry insiders said Wednesday that film studios are among those that have
taken advantage of in-game ad opportunities so far and will be open to
experimenting with new forms of commercial messages.
Said Bruce Friend, executive vp and managing director of OTX Research:
"The boxoffice has been weak, so studios will look to get more creative
in their advertising."
Stocks said he also expects another form of creativity to become more
important in the Hollywood-gaming relationship. Over time, video game
developers will likely start working more closely with film studios when it
comes to creating games tied to movies, a move that would benefit both
sides, he said.
Said Stocks: "If there is more interaction between the film and the
game, and the game offers expanded stories and more character
development," gamers will be happier and enjoy both products more.
Courtesy of The Hollywood Reporter
read the story
from which this graphic originated
In-game ads may boom in video games:-
SANTA MONICA, Calif. | June 05, 2005
More and more U.S. TV viewers are fast-forwarding
through TV commercials and as a result, in-game advertising in video games, may
boom.
Dave Anderson with Activision, a leading maker of
video games thinks his company has the answer to excessive fast-forwarding of
commercial ads.
In-game advertising is the process by which we
take brands and products into the video game in much the same way that
theatrically there are products and brands that show up in movies, he says.
In-game advertising reaches males ages 18 to 34,
who are especially hard to reach, exactly the audience that Activision delivers,
according to Anderson.
Activision has been able to create areas within
the storyline of games for brands and products to be displayed or to be placed,
Anderson said.
The company is also working with Nielsen
Entertainment to measure the reach of these in-game ads, said Anderson.
(UPI)
MICROSOFT HYPES NEW XBOX ADVERGAMING FEATURES
Turning a World of Gaming Into a World of
Marketing Opportunities
May 30, 2005
LOS ANGELES (AdAge.com) -- Microsoft Corp.'s new
Xbox 360 console game system has been engineered to accommodate and advance
advergaming concepts as never before, and its global audience of gamers will be
sold aggressively to marketers when the product hits the stores this fall,
according to the company.
“Picture a video-game racing season on Xbox
Live sponsored by one of the world’s leading auto manufacturers,” said Peter
Moore, Xbox’s corporate vice president for worldwide marketing and publishing.
“At the start of the season, 250,000 people pay $10 each to sign up for a
head-to-head 30-race competition. The stakes? How about a million bucks to the
overall champion? In the final race, 16 finalists go head-to-head for the
million-dollar prize. And with spectator mode, 250,000 fans will log on to watch
the competition. If you are the sponsor, you've captured the attention of
hundreds of thousands of people who've spent the last six months living and
breathing your tournament and your brand.”
Xbox Live Marketplace
At the recent E3 conference, Microsoft executives also pushed the console’s
Xbox Live Marketplace, an online bazaar in which companies will be able to
distribute game trailers and sell new titles, as well as additions like levels,
maps and vehicles, while gamers can sell stickers, T-shirts, sound tracks or
in-game elements that they designed.
But Microsoft has bigger plans for the Xbox
marketplace than just games. It envisions a Myspace.com-like community through
which record labels will be able to launch new bands with free MP3 downloads and
videos or host live concerts, or a studio to unveil an exclusive film trailer.
Users will also be able to buy music and movies.
The Marketplace opens the doors for advertisers
to showcase short films or other branded entertainment they may have produced,
and offer up other content consumers could download for free or for a fee.
DVDs, CDs, iPods
In addition to playing games, the Xbox 360 will also play DVDs and CDs, and
include ports for Apple’s iPod or other music devices and digital cameras, and
can connect wirelessly to a PC through a wi-fi connection. It will also enable
users to send e-mail, instant message and chat via video conferencing during
gameplay or while watching TV or a movie.
Microsoft hopes all that functionality, in
addition to cool games and fancy graphics, will help the company sell 1 billion
consoles. The current system, introduced three years ago, has sold 20 million
units to date. Its Xbox Live service has 2 million subscribers. Xbox wants over
half of its 360 consoles to be connected to Xbox Live.
Some industry watchers likened the potential for
advertisers on the Xbox 360 to the current practice of sports sponsorships and
naming rights on stadiums and other venues.
Intrinsic added value
But there’s an intrinsic added value for a marketer who’s involved with the
Xbox 360, said Jamie Berger, general manager of the consumer products division
at IGN Entertainment, which runs Web sites and events for gamers.
“For a typical sporting event, there are a few
people playing and the rest watching,” he said. “For an Xbox 360 event, lots
of people can participate and lots can watch. That makes for a lot of highly
engaged people.”
Executives from Microsoft declined to comment
further on their upcoming plans to attract marketers. In the past, Xbox has
tried to steer clear of turning off gamers with the image of its console serving
as a marketing platform for advertisers.
In-depth personal data collection
But Xbox 360’s ability to collect information on gamers -- from hardcore to
casual players -- is exactly what will make the system appeal to advertisers
looking for news ways to connect with a lucrative demo. Microsoft is hoping to
broaden the console’s appeal beyond the core 13- to 34-year-old gamer and
target women and casual gamers as well, who tend to gravitate to online play.
That opens up the possibilities for more ad categories.
“We thought very differently about our approach
when designing the product,” said J. Allard, corporate vice president and
chief architect of the Xbox at the company’s press conference at E3. “We
knew we had to tap into a lot more markets, we knew we had to fit into a broader
range of lifestyles. We love that guy, the 18- to 34-year-old-male; he’s the
backbone of the industry. But 360 is also the product that’s going to push
gaming back into the mainstream, the product that will fill that couch up with
people from every demographic and every market.”
Through Xbox Live, users will register in order
to play games online, meaning Microsoft will have a reservoir of data on its
consumers. Audience measurement “will be state of the art,” said Jonathan
Epstein, an agent specializing in the video game and marketing arenas at
Hollywood’s United Talent Agency, “which gives this platform a significant
advantage over less regulated environments like the Internet.”
Madison Avenue and Hollywood
Microsoft has yet to reveal any deals with sponsors. And it’s still too early
for many to even consider what they might do with the device. But Microsoft’s
plans are certainly generating interest -- from Madison Avenue and Hollywood.
Amy Powell, Paramount Pictures’ vice president
of interactive marketing, said she hasn’t yet discussed advertising on Xbox
360 with Microsoft executives, but she’s interested in the medium as a tool to
promote films.
“It’s an excellent opportunity because that
audience is so important to us,” she said.
Of course, the Xbox 360 will prove even more
attractive to advertisers should Microsoft manage to meet its lofty goal of
selling 1 billion consoles.
However, the Xbox 360 won’t be the only
video-game player advertisers can turn to.
Sony PlayStation Portable
Marketers are also eyeing Sony’s new PlayStation Portable as a way to reach
consumers, because the new handheld game system also plays music and movies and
downloads content from Web sites. Sony’s next-generation PlayStation 3 will
also enable gamers to connect to the Internet to play other gamers and download
content. The PlayStation 2 dominates the console market with a 68% market share
vs. Microsoft’s 17% according to DFC Intelligence.
Video-game devices are “becoming an exciting
new medium, and we're all waiting for the rate card,” Mr. Epstein said.
Industry watchers advise advertisers to be
cautious, however. Mr. Berger said there will be many opportunities for
marketers on the Xbox 360, but he thinks they need to be more innovative in the
way they approach the medium. Simply applying the thinking that goes into
traditional ad campaigns and media buys is the least effective way to try to
grab gamers’ attention.
“Marketers need to tailor their approach and
make it special and unique to the platform -– not just an ad, but a brand
experience,” Mr. Berger said. “They need to use the medium in a way that
adds value to the consumer and show that they’re embracing the gaming
culture.”
BUZZ: Products
invade games
May 23, 2005
FREE PRESS NEWS SERVICES
http://www.freep.com/money/tech/techbuzz23e_20050523.htm
Real products are everywhere in games these
days, creating a windfall for the video game industry as it capitalizes on a
growing push by advertisers to reach big-spending males ages 18 to 34 who log
long hours playing video games.
Until very recently, advertisers weren't
rushing to place products in video games. They spent only $34 million in 2004
on in-game ads. But that amount is expected to explode to $562 million by
2009, according to the Yankee Group research firm.
Advertisers were wary in the past partially
because there wasn't a way to measure the effectiveness of the ads. Now,
Nielsen Entertainment, which measures TV ratings for advertisers, is testing a
system to gauge the impact of in-game ads.
In conjunction with Activision and Jeep,
Nielsen has embedded an electronic marker in each Jeep image included in
"Tony Hawk's Underground 2." Each time a Jeep is used or appears on
the game screen, the electronic tag sends a signal over the Internet to
Nielsen, which tracks the hits.
Arcades dwindling
Gaming arcades are hard to come by these days,
done in by a combination of powerful home consoles and the rising cost of
games.
There were only 5,000 independent arcades
nationwide last year, down from 23,000 in 1982, according to Play Meter, a
Louisiana-based monthly trade magazine.
The cost of high-tech games has outpaced the
return on investment for small operators.
Previously, an arcade operator could take about
three months to recoup the price of a game that cost about $3,000.
Today, arcade patrons lose interest much
faster, given the saturation of the home video-game market and its weekly
onslaught of new titles. That forces arcade operators to try to recoup their
investment in a game more quickly.
Free Press news services
Digital Life
Advertisers Get Game
Arik
Hesseldahl, 05.20.05,(Forbes)
http://www.forbes.com/technology/2005/05/20/cx_ah_0520diglife.html
Gamers, advertisers know who you are and they're coming
after you.
Lost in the talk this week of the new videogames from
Microsoft , Sony and Nintendo is that these consoles will provide an ideal
platform for advertisers. Advertising within videogames is not a huge business
today--about $50 million to date by one estimate--but is expected to grow
tenfold in the coming years.
The ever-more realistic games are becoming fertile
ground for advertisers, mainly because they reach a juicy demographic--18 to 34
year old males with disposable incomes who are increasingly less likely to watch
TV. The games contain lots of opportunities to use the virtual environment to
plug products and services.
Massive Inc., which has created a videogame advertising
network, said recently it will expand its dynamic ad serving capability into 40
game titles from ten top game publishers before year's end. According to the
company advertisers Coca-Cola, Comcast's G4, Dunkin' Donuts, Intel , Verizon and
others. For the first time, the company says, advertisers are implementing real
time, in-game campaigns to a weekly audience estimated to reach several million
gamers by the end of 2005.
Last month IGN Entertainment, which runs a network of
gaming-information Web sites, announced it too had developed technology to make
it easy for game developers to place ads directly into videogames. Its software
development kits also allow developers to add features like online gaming, live
chat and statistics tracking to more than 300 videogames from the likes of Atari
, Activision , Electronic Arts and Take Two Interactive , among others.
These won't be just simple product placement ads but
more subtle--and a little more determined--says Dale Strang, IGN's vice
president and general manager for media at IGN.
"We think the ability to move content in and out
of games all the time is going to be hugely important to game publishers and
marketers," he says. "The new systems will offer a rich environment
that is connected all the time."
For Sony, the obvious trick will be cross-promotion.
Kaz Hirai, chief executive of Sony Computer Entertainment America, earlier this
week said the company will use its PlayStation as a vehicle to promote other
Sony products. The company has already included a copy of Spider-Man 2, a
Sony movie, with the PlayStation Portable last month.
Sony also has a music label and an online music store
that will need promotional help, and what better place for it than in the
confines of a high-profile videogame? Why not advertise Sony's Connect.com as
the exclusive venue from which to download a custom playlist of songs to listen
to while you race a fast car or battle with some mystical monster? Why not just
inject yourself into a cinematic-quality setting from the next Spider-Man film?
"I think as more of the media gets integrated, you
can expect to see more interdivisional cooperation," Hirai says.
"We'll be working together even more than we are now."
But it goes much further than that. Realism is key to
many games, and real life is a place where ads and commercial products crop up
all the time. Developing sophisticated games isn't getting any cheaper, so game
publishers will be looking for ways to recoup some of their investment while
marketers will be looking for new ways to reach their audience.
The question is whether gamers will be put-off by the
intrusion.
"People are used to be marketed to, but they won't
put up with being intruded upon," Strang says. A few months after a big
game is released, players can download new play levels that might be set to new
music or contain a new car that's based on a real car set to be released soon.
"Nobody is going to benefit from an ad that is not placed too
garishly."
In other words, they want you to notice their ads
without noticing them.
Friday, May 20, 2005
Activision
This computer-generated image provided by Activision shows a Jeep in
a scene from a video game, "Tony Hawk's Underground 2." As
companies look for more effective ways to advertise, product
placement in video games is expected to go from $200 million to $1
billion by 2008.
 |
Products now placed liberally in video games
By Gary Gentile / AP Business Writer
|

|
LOS ANGELES -- As a member of the Elite Operations
Division in the video game "True Crime: Streets of LA," the
character Nick Kang must find his way to a truck heist at the flagship Puma
sportswear store.
Lucky for him, he has a Motorola handset with built-in
global positioning system technology.
In the online game Everquest II, players don't need to
leave their fantasy world to satisfy hunger pangs. They can click an icon and
have food delivered from the nearest Pizza Hut -- within 30 minutes.
The product placement -- benign, interactive and
sometimes aggressive -- belongs to a growing push by advertisers to reach
big-spending males from 18 to 34 who log long hours playing video games.
Analysts say in-game advertising could generate as much
as $1 billion in new revenue for the fast-growing industry by the end of the
decade because it almost assures advertisers quality time with an audience
they crave: Young men.
Research by Nielsen Entertainment has found that
prime-time television is losing younger male viewers, while Sony Computer
Entertainment America notes that several million people are glued to their
PlayStation 2 consoles playing online games during prime-time TV viewing
hours.
The strategy of insinuating ads into video games was a
hot topic at this week's E3 video games trade show, where Sony, Nintendo and
Microsoft unveiled their next-generation game consoles.
"Game publishers have to recognize that there are
millions, if not billions, of dollars in advertising money coming their way in
the next few years," said Justin Townsend, chief executive of IGA
Partners Europe, an agency that places in-game ads for clients.
The increased spending is another sign of the booming
popularity of video games. In 2004, $7.3 billion worth of video and PC games
were sold in the United States. By comparison, the domestic movie industry saw
ticket sales of $9.4 billion.
On the first day it hit stores last November, the hugely
popular game "Halo 2" generated $125 million in sales, while the Pixar
animated film "The Incredibles" reeled in $70 million in ticket
sales over the same weekend.
Until very recently, advertisers weren't rushing to
place products in video games. They spent only $34 million in 2004 on in-game
ads -- a far cry from the billions spent on television advertising.
But that amount is expected to explode to $562 million
by 2009, according to The Yankee Group research firm. Including "advergames"
-- games built solely to promote a product -- game advertising will approach
$1 billion by the end of the decade, the firm predicts.
Advertisers were wary in the past, partially because
there wasn't a way to measure the effectiveness of the ads. Now, Nielsen
Entertainment, which measures TV ratings for advertisers, is testing a system
to gauge the impact of in-game ads.
"We kind of have a pretty good idea of how people
are watching TV," said Michael Dowling, a Nielsen executive. "With a
video game, because of its nonlinear nature, we have no idea how people are
navigating their way through the game."
Nielsen already has paper diaries in the homes of some
gamers to document their game-playing. Now, in conjunction with Activision and
Jeep, Nielsen has embedded an electronic marker in each Jeep image included in
"Tony Hawk's Underground 2."
Each time a Jeep vehicle is used or appears on the game
screen, the electronic tag sends a signal over the Internet to Nielsen, which
tracks the hits.
Much of the advertising in the works for games mirrors
reality. A virtual recreation of Times Square, for instance, would include
billboards for products. A NASCAR game might include actual car models
decorated with real ads.
And games can do what no other medium can -- force
players to interact with an ad.
In "Underground 2," players have to perform
tricky skateboard stunts involving a Jeep. In the Ubisoft game "Tom
Clancy's Splinter Cell," players must use a Sony Ericsson cell phone to
deal with some challenges.
The interaction is likely to produce stronger product
recognition and sales than traditional ads, said Jeff Bell, vice president of
marketing communications at Daimler Chrysler, the maker of Jeeps.
"We have plenty of chances to put 30-second
advertisements on television and not know whether people really watch them or
not," Bell said during an E3 workshop.
Some companies have found another way to reach young
male gamers -- market their own games.
Chrysler said the simple sports and puzzle games it has
distributed in magazines, CDs and Web sites have led to sales. The games
require players to register and provide data that can then be matched to
subsequent purchases.
Of 3.5 million people who registered and downloaded
games in the past 18 months, 10,000 eventually bought Chrysler vehicles, Bell
said.
"That was a wake-up call for us," he said.
The tactics have emerged as the industry wrestles with
increasing costs. Developing a top-level video game with sophisticated
graphics can now cost as much as $15 million -- a price tag that could triple
in the next few years to keep up with the capabilities of the latest consoles.
Game makers are balking but say they will likely have to
raise prices to cover some increasing costs. The hikes are risky because many
customers are teenagers who can't afford steep increases.
That has made revenue from in-game advertising even more
important.
"It's not a 'nice to have,' it's a must have,"
said Yankee analyst Mike Goodman.
Build Game Ads
Better, and They Will Come
May 19, 2005
By Gregory Solman
LOS ANGELES
Advertising agencies are likely to become more involved in online
games as the sophistication of the in-game ad space increases, said
the co-founder and evp of Double Fusion today.
"Agency involvement is key here," said Guy Bendov at the
Electronic Entertainment Expo (E3) here. He added that with Double
Fusion's introduction of rich-media (j-pegs, Flash movies, 3D,
music, animation and video, rather than static billboards), agencies
still handling game ads via third parties or with small interactive
offshoots (or clients staying in-house) "are proving they're
still in their infancy."
The Jerusalem- and Los Angeles-based company signed Procter &
Gamble to pioneer the use of rich-media game advertising for a
yet-unnamed car-care product in two titles, Data Design
Interactive's London Taxi Rush Hour and Team6-Games' Taxi3: eXtreme
Rush.
Citing a Yankee Group survey, Bendov said the young, male
demographic is spending as much time on the Internet as playing
games, yet the yearly ad spending, $8.5 billion versus $50-70
million, respectively, is disproportionate.
"There's a huge opportunity," Bendov said. "We're
providing a system that provides the technical infrastructure as
well as acting as brokers between the advertisers and the game
companies in order to find and create relevant campaigns."
Bendov said he is unconcerned about the potential backlash from
gamers as unobtrusive billboards, such as those introduced by
Massive Inc. in its online game network, become more like
traditional commercials. He said ads have become skillfully
integrated "to become part of the game, so it is closer to
product placement. If Castrol, for example, had [labeled] oil cans
in a game, hitting them would make the car go faster."
P&G "understood that billboards don't have the
effectiveness anymore," Bendov said. "They wanted the
interactivity. That has an enormous impact on brand recall."
Double Fusion panels demonstrate that gamers more easily accept
sophisticated forms of media, he added.
"That clients and agencies have been very careful to avoid
overly excessive exposure in games is helping us a lot," Bendov
said. "They've learned a lesson from online, interactive and
even TV media, and are approaching the game space with care."
Bendov said the response from game developers at E3 has been
positive, from big companies "and especially small ones, where
the ad revenue can really change their bottom line."
|
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Find
this article at:
http://www.adweek.com/aw/regional/west/article_display.jsp?vnu_content_id=1000929017 |
| |
Cox
News Service
LOS ANGELES -- Even with the price of some video
games reaching $50 or so, game makers are finding ways to make more money,
selling everything from in-game advertisements to extra virtual swords for
players.
Game makers for years have been cautiously exploring ways to seek new
revenues beyond game sales. The trick is figuring out how to do it without
turning away customers who already shell out hundreds of dollars for consoles,
games and related items.
Microsoft Corp. is taking the boldest step with the new Xbox 360 system it's
showing off at the gaming industry's annual Electronic Entertainment Expo (E3)
conference here this week.
When Xbox 360 hits the market later this year, users will be able to go to an
online marketplace to buy weapons, vehicles or other virtual supplies for a few
dollars each.
Gamers can also fork out $50 or so for an annual subscription to Xbox Live,
which lets users around the globe do battle against each other or team up to
fight aliens via Internet-connected consoles. Microsoft introduced the online
subscription service with its current Xbox console.
"Nobody's making that much money with this sort of thing yet," said
David Cole, whose DFC Intelligence consulting firm tracks the gaming industry.
"But the whole idea of micro-transactions, digital downloads and
subscriptions in general. ... They all have a lot of potential."
Even without charging users extra fees, gaming companies are finding new
sources of add-on revenues.
One of the biggest and most promising is in-game advertisements. Coca-Cola
Co. can pay to get a can of its product in a virtual character's hand, for
instance, or Dunkin' Donuts Inc. can pay to appear on a billboard in a car race
game.
With online games, technology companies are even finding ways to change the
virtual ads constantly.
Double Fusion, an Israeli company, on Tuesday announced a new ad-server
system that lets advertisers inject their names into online games continuously
-- on virtual storefronts or delivery vans, for instance. The company said
Procter & Gamble Co. has signed on to embed advertisements for a new
automotive care product into two online driving games in Europe.
Massive Inc., another video game ad company, claims that by the end of this
year it will embed advertisements for companies such as Coca-Cola, Intel,
Verizon and Honda into more than 40 video game titles. Games that will contain
the ads range from the obvious -- "Mall Tycoon and Ski Resort," to
more tricky ones such as the dark shooter game "Splinter Cell Chaos
Theory."
Simple billboards and product placements inside video games are probably just
the beginning, said Ian Bogost, an assistant professor at Georgia Institute of
Technology's graduate digital media program.
"Essentially ... advertisers today don't really understand games, what
they are and how they work," said Bogost, who moderated a panel discussion
on in-game advertising at an E3 conference Tuesday.
Bogost predicted tomorrow's video game ads could become more interactive,
with gamers more typically using companies' products as tools to learn or create
something inside a game.
Regardless of their form, in-game advertisements and related "advergames"
will generate nearly $260 million within the next three years, technology
research firm Yankee Group predicts. That's paltry compared to broadcast or
print advertising today. But it would be up sharply from the $79 million or so
spent last year on in-game ads and advergames such as click-and-win ads on the
Internet or downloadable driving games from carmakers.
Ross Rubin, an analyst with the NPD Group technology research company,
compared the game industry's new strategy to that used by the cell phone
industry.
Consumers typically buy a new cell phone to make calls. But often, he said,
they end up spending a few extra dollars each month on messaging services,
sending pictures or downloading new ring tones.
Cole, of DFC Intelligence, had a different comparison.
"It's like the movie industry," he said. "The whole model used
to be you'd go to a theater, pay for a ticket and sit and watch a movie."
But now, with DVD sales, merchandising tie-ins, in-movie product placements
and other sources of revenue, the cost of admission "is just a small
portion of the movie industry's profits," Cole said.
AN EXPENSIVE HOBBY
An unofficial estimate of what playing Microsoft Corp.'s new Xbox 360
game system could cost a typical user.
Console: $300-$500
Copy of "Halo" game: $40-$50
Xbox Live annual subscription to play with others: $50
Xbox Marketplace add-ons: $1 to $10 each for virtual weapons, vehicles,
music
or bonus levels.
Gamers' Ad Quandary
By Troy
Wolverton
TheStreet.com Staff Reporter
5/2/2005 10:01 AM EDT
URL: http://www.thestreet.com/stocks/troywolverton/10220973.html
Much as product placement has become a staple
of movies and television, some analysts say advertising is a billion-dollar
market opportunity for video game publishers, such as Electronic Arts (ERTS:Nasdaq)
and Activision (ATVI:Nasdaq) , and possibly console makers such as Sony
(SNE:NYSE ADR) and Microsoft (MSFT:Nasdaq) . That's a significant amount
for an industry that pulled in around $10 billion in U.S. retail sales last
year.
What's more, some bulls say, Wall Street isn't
yet factoring in those advertising dollars into sales and earnings estimates,
meaning these stocks could ultimately trade at a bargain compared with their
prospective earnings.
"I think this is a great bullish
opportunity," said Norm Conley, a portfolio manager for JAG Advisors and a
contributor to TheStreet.com's sister site, RealMoney.com who is
long EA, Activision and THQ (THQI:Nasdaq) . At current stock prices for
game publishers, "You're basically getting any in-game advertising
potential very close to free."
But skeptics say any potential is years off at
best -- if it's ever met. And to have a chance of reaching it, game publishers,
console makers and advertisers are going to have to overcome a slew of
obstacles.
Hip-Hop ads in video games?
Wednesday - April 27, 2005
Verbal Walker
http://www.hiphopdx.com/index/news/id.3216
With the hip-hop and video game worlds colliding
very often, it only seems right that the two
entities help each other out. The next phase in advertising comes in the form of
product placement in video games.
Games such as “25 to Life”, “Splinter Cell” and others will have
billboards and flyers lodged within
the game that advertise different musical artists. The demographic that this
will cater to is 18-34
year old males, who consume both music and video games on a regular basis.
Not only that, but artists like Snoop Dogg and 50 Cent have found
their ways into the video game
world. 50 is close to seeing the release of his own game titled
“Bulletproof” which will allow multiple
ad opportunities within the games wide open layout.
"MTV, BET, Hot 97 and all the rest by definition have limited space for
me to get one of my artists
some love," says one industry executive, "plus I have no idea
if that BDS spin on Monday afternoon
hit my key demo. I like the idea of advertising in the games because I know kids
will be paying
attention to my poster or listening to my tracks. Especially if in '25 to Life'
you are running from the
cops and my billboard is the landmark for the safehouse."
|
Video Game Advertising Seen Above $1 Billion by
2010
April 14, 2005
NEW YORK (Reuters) - Advertising
within video games, a hot new field for marketers, will likely surge
eightfold to more than $1 billion in the next five years as companies
court consumers who have cut back on television viewing, according to
industry estimates released on Thursday.
Mitch Davis, chief executive of video game
ad network Massive Inc., said video game advertising was expected to top
$1 billion in the United States by 2010, and approach $2.5 billion
worldwide.
His view was partly supported by a
forecast from Yankee Group, which figures game advertising will rise to
about $800 million in 2009 from nearly $120 million in 2004.
More than one-third of that advertising in
2009 will come from "advergaming," when advertisers create a
game around a product rather than place their brands within a well-known
title, according to Yankee Group senior analyst Mike Goodman. Radio Shack,
for example, did that with a game for its ZipZap remote control cars.
"If the audience is disappearing from
TV and print becomes less effective ... advertisers need to go where the
eyeballs are," Goodman told the Advertising in Games Forum in New
York.
Goodman said video game producers are more
keen to seek out advertising revenue to maintain margins.
"A new revenue source is needed
because even if the price of games goes up, it will be insufficient to
meet rising production costs," he said, adding that only about 10
percent of video games become popular enough to make money.
The ad industry has held out video-game
advertising as a way to reach young men ages 18 to 34, a coveted
demographic that is slipping away from the grasp of traditional media.
Earlier this week, Massive launched a
network to place and serve ads within about 40 different games like
"Anarchy Online" and the new "Splinter Cell Chaos
Theory."
Blue-chip advertisers such as Coca-Cola,
Intel and Nestle have signed on to the program, with ads appearing within
the virtual game landscape as billboards, vending machines or store
windows.
Industry analysts point out that on
average, consumers spend one hour per day playing video games, about the
same amount of time devoted to the Internet. Internet advertising is
expected to top $16 billion by 2009, according to JupiterResearch.
Video-game advertising will also get a boost from technologies that
help target individual consumers better and rotate advertising messages
more easily, as well as the rise of games played on shared networks like
the Internet or wireless devices, they said.
|
Sponsors Aboard In-Game Ad Network
April 11, 2005
By Gregory Solman
http://www.adweek.com/aw/national/article_display.jsp?vnu_content_id=1000875355
 |
|
Motley Crue headlines a Massive in-game Universal Music
ad.
|
 |
|
LOS ANGELES As beta
testing of the Massive real-time online in-game ad network ends today,
more than a dozen advertisers have signed on, company CEO Mitch Davis
said.
Advertisers will include Paramount Pictures, Los Angeles, purchasing
in-game billboards and posters for four movies; Universal Music, Universal
City, Calif., currently running ads for the rock group Motley Crue;
Coca-Cola, advertising Diet Sprite and Fanta in games such as Anarchy; and
Comcast, promoting its G4 gaming channel. Other advertisers include
Nestle, Honda, T-Mobile, Verizon DSL, Dunkin' Donuts and UPN.
"The advertisers have responded to the network
enthusiastically," said Davis. "They're employing a broad range
of creative tied to different periods to reach that 18-34 audience."
Davis added that the advertisers are taking advantage of the unique
features of the network by purchasing time-based campaigns and
geo-targeting.
For games such as Funcom's Anarchy Online, an exclusive deal was struck
whereby those paying to play the game online will not see the advertising,
but free play will be sponsored. Davis said he believes the advertising is
popular with gamers, and that Anarchy players have photographed their
in-game avatars posed by in-game billboards and sent them to friends.
Davis said that before year's end, the Massive network would swell from
five to 40 titles, joining Ubisoft's Splinter Cell Chaos Theory and
Take-Two Interactive's Mall Tycoon and Ski Resort, among top sellers. He
said the net, encompassing 500,000 players during the test phase, is on
pace to reach its goal of 3-4 million 18-34 male players per week by the
fourth quarter.
Davis, who declined to give detailed information on ad impressions, said
that Massive is undertaking an advertising effectiveness study.
|
Coke, Intel ads coming to video games
April 11, 2005
LOS ANGELES, California (Reuters) --
Advertising, already ubiquitous in movies and on television, took a
step into video games Monday as Massive Inc. launched a network to
place and serve ads within games.
Massive said brand names like Coke,
Paramount and Intel were already on board, with 40 games set to offer
advertisements from Massive's network on in-game virtual billboards
and shop windows by the end of the year. The company has been in
"beta" testing on its network since last year.
As the key audience of men ages 18 to
34 increasingly embraces video games as a preferred entertainment
medium, at the expense of traditional forms such as television,
advertisers are looking at games as an attractive way to reach that
high-spending demographic.
For game publishers, there is
relatively little work to do to make space for ads in a game and
plenty of reason to do it -- Massive said early returns showed
publishers were earning up to $2 on each copy of a game sold with ads
from their network.
Massive's ads appear in games like
"Anarchy Online" and the new "Splinter Cell Chaos
Theory," in many of the places an ad would be seen in real life
-- on billboards, shop windows, the sides of buses and the like.
Ten publishers have signed on with
Massive, Chief Executive Mitch Davis said, including Take-Two
Interactive Software Inc. and Ubi Soft. By the end of this year, Davis
said, 40 games will incorporate the network.
Besides Coke, Paramount and Intel,
other major brands appearing in ads on the network include Nestle,
Honda, T-Mobile and Dunkin' Donuts.
In a research note last month, Harris
Nesbitt analyst Edward Williams suggested the market for dynamic
in-game ads could be in the "hundreds of millions to even
billions of dollars annually," with the potential for sharp
growth rates.
But Williams also suggested there were
significant hurdles -- not the least of which was ensuring advertising
did not dominate game-play.
"How companies generate
incremental revenues through ads will be critical to the consumer's
willingness to put up with it. In other words, a successful campaign
will blend in with the rest of the game -- maybe even add to the
realism of the product," he said. |
Video games to get ads; makers to get richer

THEY'LL BE IN SCENERY TO AVOID BEING ANNOYING

By Dean Takahashi

Mercury News http://www.mercurynews.com/mld/mercurynews/11364926.htm
Video games have provided one of the last
refuges from the ubiquitous advertising that hits consumers from every
direction. But that's beginning to change, thanks to an innovative start-up
that puts ads into games.
Massive, based in New York, has figured out how
to insert advertisements into the background scenery of video games that run
on both PC and game consoles. With its custom technology, the company can
insert advertisements into billboards, storefronts and other parts of the
scenery in a video game. It can even change the ads on a periodic basis.
More than a dozen big advertisers and 10 video
game publishers have agreed to participate in Massive's advertising network,
which has a business model resembling product placement in movies, said
Nicholas Longano, chief marketing officer at Massive.
The added revenue from the ads could be a
bounty for game developers and publishers. Massive estimates that it can add
$1 or $2 net profit to the publisher's pocket for a $50 game. Depending on the
type of game, a publisher's profit is usually only $6 to $8 per game, so the
new source of ad revenue could be a big deal for game companies.
Longano says that this secondary revenue stream
will help put video games on a more even footing with other kinds of
entertainment. Movies, for instance, generate 24 percent of their revenue from
the box office receipts. But they generate far more income through DVD sales,
rentals, pay-per-view, network TV syndication and cable TV syndication.
``Video games are the only media without a
secondary revenue stream,'' he said.
The company's founder and chief executive,
Mitchell Davis, hit upon the idea a few years ago when he was playing a video
game that was supposedly set in a big city. But as his character moved past
storefronts and billboards, the illusion of the game was destroyed by fake
ads. He wondered how he could put real ads into the game to make it look more
real.
Others had tried to do such product placement
before. Intel and McDonald's inserted ads into Electronic Arts' Sims Online
game a couple of years ago. But the ads were static, and they required close
work with the game development team many months in advance of the game
release.
Massive is revealing today it has had great
success lining up advertisers and publishers. The advertisers include: Intel,
Paramount Pictures, Universal, Coke, Comcast's G4 gamer TV network, Nestle,
Honda, T-Mobile, UPN, NewLine Cinema, Verizon DSL and Dunkin' Donuts. Game
publishers include Atari, Ubisoft, Vivendi Universal Games, Funcom, Take-Two
Interactive Software, Legacy Interactive, Codemasters, Eidos and Majesco.
Davis' team invented a technology that could
use the Internet to download ads into a part of the game's scenery on a
regular basis. Massive's own engineers work with game developers for just a
couple of weeks to make sure the ad fits in the space of a virtual billboard
or imaginary storefront.
``We make it look realistic, so the ad just
looks like part of the game,'' said Longano. ``It really brings to life the
environment.''
Jay Cohen, vice president of publishing for
Ubisoft North America, says Massive allows Ubisoft to incorporate ads that
enhance the realism of its games and at the same time don't spoil the
experience of the game for the player.
Every time the gamer plays the game, they can
see a different ad in the same spot. And since the ads change and can be a
natural part of the game's environment, the advertiser doesn't run as much
risk of annoying the game player through over-exposure. Massive also measures
how often gamers can see the ads so that it can report back to the advertisers
how effectively they are reaching the audience.
``This ability to track the ad viewing is
especially attractive,'' said Brandon Berger, an ad executive at OgilvyOne
Worldwide.
In addition to that, the Massive network allows
advertisers to jump on the bandwagon of a popular game by waiting to see if it
is popular before committing to placing an ad in the game, said Chad Stoller,
director of communication solutions at brand consultancy Arnell Group in New
York.
``Advertisers who rely on making `change on the
fly' decisions and require immediate placements will benefit from massive's
network because they can advertise when they are ready,'' said Stoller. ``The
film business will benefit tremendously from this network as they prepare for
Friday movie openings.''
The gamer audience hasn't been easy for
advertisers to target. About 70 percent of males age 18 to 34 play video games
and spend less time consuming other media. According to Nielsen Interactive
Entertainment, people who see ads in games recall them better. In 2003,
Nielsen said that males in this age group played 30 billion hours of games, as
much time as they spent watching TV. And much of the playing occurred during
prime time TV hours.
By the fall, Longano said that 40 game titles
would use the in-game advertisements. Already, Ubisoft's Splinter Cell: Chaos
Theory and Funcom's Anarchy Online use the technology to create dynamic ads.
Notably, only games with live Internet connections will be able to download
new ads. Consoles or PC games that are not connected would only be able to
display the same ad over and over in a particular spot in the game.
A New Reality in Video Games: Advertisements
An
advertisement for Axe deodorant has been placed inside this video game.
|
By MATT
RICHTEL
Published: April 11, 2005 New York Times
In video game vernacular, which of these commands seems out of place: throw
punch, slay dragon or view Sprite billboard?
It's a trick question; they all belong.
At least they do to Mitchell Davis, who says he believes that
advertisements and product placements will soon become as integral to video
games as story lines and action.
Until now, ads have appeared occasionally and haphazardly in video games.
But Mr. Davis, chief executive of Massive, a new advertising agency with
headquarters in New York, hopes to bring a more aggressive marketing approach
to interactive media - he wants to put up billboards and make product
placements for mainstream advertisers in the cyberworlds of sports, shooting
and strategy games.
For now, the Massive ads will appear only in games played on personal
computers connected to the Internet. But eventually Massive's technology will
work in games played on consoles like the Sony
PlayStation 2 and the Xbox, if they have an Internet connection. The Internet
link allows Massive's software to modify the ads as players progress through a
game.
"As you move through levels and zones you'll see fresh
advertising," said Mr. Davis, 43. "You might see an ad for Mötley
Crüe one minute and for T-Mobile the next."
Mr. Davis, a former executive at Britannica.com, has signed deals with 10
major game publishers, including Take-Two Interactive and Vivendi
Universal Games, which together will include Massive's software in
40 games by the end of this year . He has also signed agreements with
advertisers like Dunkin' Donuts, Intel,
Paramount Pictures, Coca-Cola,
Honda and Universal Music Group to place their ads with the game publishers.
Industry analysts and executives said that Mr. Davis was not the first
entrepreneur trying to jump-start the video game advertising business, but
that he was probably the farthest along in building an advertising agency
around the idea.
There are, however, plenty of skeptics. Some game players worry that such
ads will be distracting, while some game developers are concerned about having
to modify their designs to satisfy advertisers.
"I don't want to pick up a sword and have it read Nike
on the side," said Jeff Evertt, a video game player and programmer. But
less intrusive product ads would not necessarily bother him, he said. Brian
Fisher, another gamer and programmer, agreed.
"If the character drinks a Pepsi to get health points, it doesn't bug
me," Mr. Fisher said.
Both Mr. Fisher and Mr. Evertt, who work at different video game studios,
said they would be concerned if advertisers tried to dictate how and when the
ads appeared.
"I don't want to have to go to Nike and get approval," said Mr.
Evertt, speaking hypothetically.
Electronic Arts, the world's largest independent game publisher, has not
signed a deal with Massive because its executives said the Massive technology
had not been proved. They are also wary of possibly compromising the quality
of their games for ad revenues that are still quite small.
"We're skeptical the promise meets the resource commitment," said
Julie Shumaker, director of in-game advertising for Electronic Arts. The
company currently sells ads in a variety of ways in games that are not played
online. For example, some sports games have billboards for Burger King.
So far, those ad revenues have been limited. Electronic Arts, which had $4
billion in sales last year, for example, took in only about $10 million in
revenue from placing commercial images.
That may change as game publishers seek new sources of revenue to offset
the growing cost of producing games, which can reach $10 million to $20
million, excluding marketing expenses. At the same time, advertisers are
looking for new ways to reach 18- to 34-year-old males, a sought-after
audience that is increasingly abandoning television (and TV commercials) and
spending more time playing video games.
The confluence of these trends is likely to make product placement in games
more appealing.
"This is the next big way publishers are talking about growing their
revenue," said Evan Wilson, an industry analyst with Pacific Crest
Securities. Mr. Wilson added that the use of commercials was "almost
inevitable in mass-market games."
A big challenge has been convincing advertisers that they can measure the
effectiveness of their in-game advertising. To address this problem, Mr. Davis
signed a deal in December with Nielsen, the company that tracks TV viewership,
to use Massive's software to measure whether video game players are viewing
the in-game commercial messages.
The software allows game publishers set aside locations inside a game to
post ads. In one popular action game called Splinter Cell, for example, boxes
on cargo ships are stamped with the names of advertisers.
The technology makes it possible to track how often a player comes across
those boxes inside the game and reports back to the company over the Internet.
"Measurement is the key part of the proposition," Mr. Davis said.
"Advertisers are looking for accountability."
Mr. Davis also said that ads could actually make a scene in a game feel
more real. Not all game publishers and industry analysts agree, particularly
if the ads interfere with the action.
Ms. Shumaker, from Electronic Arts, said full creative control was crucial
for game developers. She added that if Massive proved its advertising approach
to be profitable, Electronic Arts might well get more aggressive in its ad
placements, though it would not hire an outside ad agency.
Smaller publishers, however, do not have the resources to go it alone, said
Monika Madrid, who oversees product placement at Ubisoft, the publisher that
makes Splinter Cell. She said Ubisoft had been very happy with its
relationship with Massive.
Massive says it will pay a portion of the money it earns from advertisers
to the game publishers. Mr. Davis said the publishers could eventually get ad
revenue of $1 to $2 on each game sold. Ms. Madrid, however, said it was far
too soon to know whether the partnership would lead to significant revenues.
MEREDITH LAUNCHES ONLINE GAMING SECTIONS FOR
WOMEN
Female Gamers Spend More Time Playing on Web
Than Men
April 07, 2005 By
Kris Oser
NEW YORK (AdAge.com) -- In the wake of market
research indicating that women are avid online gamers, women's magazine
publisher Meredith corp. has launched gaming sections on three of its most
widely read Web sites.
More than 280 games have been offered to readers
of Better Homes and Garden (BHG.com), Ladies' Home Journal (LHJ.com)
and American Baby (americanbaby.com). The sites combined reach about 8
million unique visitors a month.
Spend more time playing online
Of those who play games on the Web, women over 40 play the most often and spend
the greatest number of hours per week doing so, beating out both men and teens,
according to the Casual Gaming Report, conducted by Digital Marketing Services.
Even though men spend more time on the Internet than women, female game players
over 40 spend 9 hours online per week playing games vs. 6 hours for men.
Visitors to the American Baby and Ladies' Home
Journal Web sites are 95% female, while BHG.com draws an audience that's 75%
female.
RealNetworks, a digital entertainment company in
Seattle, provides an arcade of casual games that can be sampled, downloaded for
free and, for some games, offered for purchase in a revenue-sharing agreement
with Meredith. The games in the RealArcade are more diversionary than the shoot
'em up variety. They include puzzles, mah jong, word games and others that are
"approachable, gender-neutral and addictive," said Julie Pitt, general
manager of RealArcade. "They are family-friendly games you can play with
your kids."
Women use these games to take a quick breather,
research shows.
Interact longer with ads
Dave Kurns, editor in chief of Meredith Interactive, said the games are a way to
keep readers on the sites longer to view advertising and to interact with more
parts of the sites and sign up for the offline magazines. Users must register a
name and address to play. Games played on the site are free.
"They are a way for us to engage
people," Mr. Kurns said. "When they return, we recognize them [through
a personalization feature and encourage them] to sign up for newsletters and
other products."
Advergames
Two additional games, built by Meredith -- a matching game and a jigsaw puzzle
-- are designed to be adapted by advertisers for use as advergames.
Through innocent eyes - By Nicole Manktelow
March 25, 2005
Page Tools
Children are spending more and more time in front of a screen, TV or computer,
according to studies around the world. For 12-year-old Chris, at least two of
those hours are spent watching telly each day and his father, Michael O'Dea,
reckons that's more than enough.
O'Dea knows that for each hour of commercial broadcasting, his son may see as
many as 30 advertisements. When Chris plays computer games, however, his father
has no such estimates to rely on.
Unless O'Dea plays the games too, he has little knowledge of how many - or even
what kind of - promotional messages are being directed at his son.
"The thought is a bit scary, actually," says the Ashfield music
teacher and father of two. "Chris is really into online games at the
moment, where he and his mates can play together. At the moment, he spends more
time playing games than watching TV."
Little wonder advertisers are so interested in computer games. But are games
just another marketing avenue among many or could in-game advertisements turn
child's play into exploitation?
Forrester Research predicts that "advergaming" will grow to a $US1
billion ($1.25 billion) business this year. That means more computer, video and
online games will include messages and product placements. And, in some cases,
entire games will be an advertisement.
To celebrate Disneyland's 50th anniversary this year, the Walt Disney
corporation has plans for an interactive multiplayer game called Virtual Magic
Kingdom, expected to be released in May. It is based on the company's theme
parks and aimed at 8- to 12-year-olds.
Games can be useful for branding, with or without pushing a particular product,
explains Eric Zimmerman, the founder of an independent New York developer,
GameLab.
"Lego has a website for kids that my company has done work for,"
Zimmerman says. "It's not about advertising on the site; Lego is more
interested in the mind share of the children. When 8- to 12-year-old boys, who
are Lego's key demographic, go on the internet, they want them to go to the Lego
site and play games."
Disney's virtual theme park is likely to go a step further and include
incentives to visit the real-life Disneyland. Children will reportedly be able
to accrue points when playing the game, which will be redeemable for T-shirts or
other merchandise when they visit Mickey and friends in person.
Of course, cross-promotion has become a predictable part of the modern
blockbuster. Games are made as marketing vehicles for movies. Meanwhile, movies
(sometimes not all that good) are inspired by popular games.
"There's a view in the industry that games are in danger of becoming the
subsidised marketing wings of movies and television," Zimmerman says.
One of the more subtle promotion strategies, used in movies, TV and games, is
product placement - where brands and products may be visible in certain scenes,
be consumed by a character or even be written into the storyline. The movie
spin-off Enter The Matrix promoted Powerade; by drinking the stuff players could
dodge bullets.
One might wonder if sedentary gamers are the ideal market for an energy drink,
but then they've already been targeted by other beverage producers. They've seen
Coke machines in Half Life and trackside ads for Red Bull in WipeOut XL. And if
gamers wanted "fries with that", players of The Sims Online could even
set up their own McKiosks.
Some in-game ads look like real-life ads, positioned on billboards and stadium
signage to be part of the landscape. "In sports games, there's an argument
that this is actually naturalistic, as sport events carry advertising,"
Zimmerman says.
And, just as in real life, these billboards are big business. Massive
Incorporated has created the first in-game ad network, set to stream ads to the
virtual billboards viewed by players of the free version of the multiplayer
online game Anarchy Online.
The creation of more sophisticated in-game technologies is part of a broader
trend across media, says Jane Roberts, the president of Young Media Australia, a
national advocacy group for quality programming.
"Advertising in general is getting more sophisticated," Roberts says.
And that's by necessity. The traditional TV ad break is under more threat than
ever, in part by new technologies such as personal digital recorders, which
allow for easy fast-forwarding (if not skipping ads, as with the much-acclaimed
TiVo feature).
"Rather than a 30-second ad, there are sponsorships and
product-placements," Roberts says. "The level of acceptance [of
advertisements] in TV is dying. They've realised that people are turning
off."
If the TV is switched off, there's a fair chance the computer is turned on.
Recent research from the Kaiser Family Foundation into the entertainment habits
of schoolchildren in the United States found most spent more than six hours a
day engaged with media, including TV, computers and computer games, often
juggling multiple activities at once.
Roberts says in Australia children spend about 21/2 hours a day watching
television. "We know they're also getting screen time when using computers
at school, at after-school programs and then they might be using the net when
they come home," she says.
"Certainly, with games they've got a captive audience. A child is very
engaged in the screen, whether it's a handheld, console or computer game. And
games-makers spend millions of dollars ensuring these products are enjoyable and
engaging."
If children play a favourite game for hours and hours, is using that game for
advertising purposes exploitative?
"I think the advertising industry would use the word 'creative',"
Roberts says. "It's not a case of exploitation, but there is concern about
games with ads when that age group doesn't understand the intent behind the
advertising."
Some youngsters may be able to identify an ad from surrounding content, but they
won't necessarily understand that it is trying to persuade them. "Intent is
not understood until middle primary school years," Roberts says.
"Very young children don't understand the intent of advertising. And yet
children are targeted at a much younger age these days," she says.
"Let's face it, there probably isn't an 18-month-old who doesn't understand
what the golden arches means."
What's the message?
While games offer advertisers a new avenue for promotion, there's also
opportunity for the games industry to benefit, too, with the hope, at least,
that additional funding will assist innovation and produce better games or more
affordable titles.
"I understand where they [advertisers and games makers] are coming
from," says marketer Virginia Knights, who has a background in children's
entertainment. "However, it has to be within guidelines and constraints so
that there's nothing inappropriate - so that children are not being subliminally
encouraged to be predisposed to certain brands or products."
A game promoting Disneyland may be blatant, but Knights believes that it's
better for advertisers to be upfront when targeting youngsters.
Companies such as Disney "look to cross-promote between their brands and
products because all of that is developed with a family market in mind; they'd
see no issue with integrating those products," Knights says.
"There's that great word 'synergy' they like to use. But it's an entirely
different situation if games are devised for children but the advertisements are
for adult products."
It's the potential misuse of more subtle strategies that concerns Knights and
parents such as O'Dea.
"I'd certainly stop Chris from playing computer games if there was
advertising for the wrong things, especially if it was cigarettes," O'Dea
says. "He's at the age I was when I first started thinking about it. And it
doesn't take much to encourage a line of thought."
There's little doubt that kids are swayed by advertising. O'Dea and his family
can vouch for it.
"It was becoming a bit of a sickness - as soon as Chris would get something
new, he'd obsess about something else," O'Dea says. "Since we
cancelled our Foxtel subscription, we're watching less TV - so the kids are not
saying they need something as much as they used to.
"Madeleine is eight years old. She's the one the TV ads seem to target
more," O'Dea says. "I got told off yesterday because I changed the
channel during a commercial she loves. It was an ad that seemed to be aimed at
young women. It was about underwear. I imagine that down the track she'll start
asking for underwear like that."
Parental controls
There are fewer interruptions, such as a parent changing channels, when kids
play computer games. In fact, there's little parental involvement at all,
Roberts says. This creates an unprecedented opportunity for advertisers to reach
kids directly.
"Advertising is about creating a relationship and these games are doing
that, but without the parents' involvement," she says. "Games are
being played by the individual child. In most instances there is no adult
directly involved. So you often don't know what the messages are.
"With any media, you'd want parents to know the content and to make
informed decisions." Unfortunately, Roberts says, she knows some parents
feel unable to take that step. "I did a workshop recently where half the
parents in the room didn't know how to turn a computer on. This is an era where
the kids are technically minded and the parents are not."
Roberts recommends having PCs and games in public areas of the house, rather
than in bedrooms, so that parents can be better aware of the content their kids
see. She also recommends that parents always check the ratings on computer games
and, if not playing the game themselves, at least spend a little time with kids
as they play.
"There's always a parent's responsibility, but at the same time parents are
hoping for a bit of support from the games industry," Roberts says.
Advertising may be a fact of life, but marketing expert Knights believes
advertisers should also take some responsibility when communicating with kids.
"Children are going to be exposed to marketing one way or the other, but
thought and consideration should go into it," Knights says.
"It's not about the fact the advertisement is there, but what it is saying.
It doesn't have to be a negative message ... It's easy to be cynical about
people promoting things, but we have a responsibility as professionals to
examine what positive outcomes can be achieved."
Nice idea, perhaps, but is that going to happen?
"You can't tell me that anybody really cares about that," O'Dea says.
"They only want to sell. Generally, people are only nice to you while they
are getting what they want."
Infofile
Australian commercial TV has one of the highest advertising rates in the Western
world, according to Young Media Australia. Children watching commercial TV may
see as many as 30 advertisements an hour and as many as 23,000 commercials a
year.
SOURCE: http://www.theage.com.au/articles/2005/03/23/1111525214633.html?oneclick=true#
Watershed ban for
computer game ads
02/03/2005
 |
Television adverts for racing game, Grand Theft
Auto: San Andreas, have been banned from being shown before the watershed.
The UK's advertising watchdog was asked to investigate after receiving eight
complaints about two commercials featuring extracts from the game shown before
21:00 GMT.
The complainants to the Advertising Standards Authority (ASA) included parents
who said the adverts were shown at around 18:30 GMT while their children were
watching Scrapheap Challenge on Channel 4.
The Broadcast Advertising Clearance Centre, the industry body that vets
commercials prior to broadcast, ruled that Grand Theft Auto adverts should not
be shown during programmes made specifically for children, but steered clear of
banning it from transmission before 21:00 GMT.
However, the ASA implemented a ban, expressing concern about the
"threatening atmosphere" of both advertisements. One advert reportedly
showed "general scenes of violence and the use of guns" while the
other had "detailed scenes of either violent or anti-social crime,
including spraying graffiti and the loading and use of guns in drive-by
shootings".
In a statement, the ASA said: "We could understand the parents' concerns
that it was inappropriate for young children to see this level of violence in
advertising for a product which was only available to adults.”
Rockstar Games, publisher of 18-rated Grand Theft Auto, insisted that its policy
was not to advertise a product around programmes where less than half the
audience was below the age required to buy it.
© 1998-2004 DeHavilland Information Services plc. All rights reserved.
Sony Puts Pizza
Ordering in Videogames
Posted: Thursday, Feb 24, 2005 - 04:05:14 pm CST
PETER SVENSSON
NEW YORK - Demonstrating a deep understanding of what its
computer-gaming audience, Sony has built the ability to order pizza into its
latest online multiplayer game.
Type the command "/pizza" while playing Everquest II, a fantasy game
with 330,000 active players, and get the Pizza Hut Web site, where you can place
orders for delivery.
Chris Kramer, spokesman for Sony Online Entertainment, said he believes this is
the first time a game accepts orders for real-world items.
Sony plans to integrate the pizza function more tightly into the game, so
players can charge pizza to their monthly game subscription bill.
"The goal for the future is to eventually let people do more things like
this," Kramer said. "They could type /harry potter and get the new
Harry Potter book delivered or /star wars and get the new Star Wars DVD."
Many games incorporate ads and product placements, but such opportunities are
limited with fantasy games like Everquest.
Though the new pizza feature might satisfy appetites, caution is required as the
game doesn't pause while you're ordering.
"You wouldn't want to order pizza in the thick of combat, but anywhere
that's safe is a good place," said Kramer.
Advertising In Games Forum In New York
City April 14, 2005
AUSTIN, Texas, January 26, 2005
- The Game Initiative today announced the Advertising in Games Forum
taking place April 14, 2005 in New York City at the Metropolitan Pavilion.
Advertising in Games Forum is the first event of its kind focused solely
on understanding the factors surrounding the important and rapidly
emerging market for placing advertising in video games. The huge growth in
game playing audiences among key demographics offers a new and an
unprecedented opportunity for agencies to connect brands with content
savvy consumers. The conference program features pioneers and
practitioners from both the agency/client and game developer perspectives
and will provide critical information on how advertising can add realism
and revenue for new games and offers insights on the range of options and
ROI available when considering games as a new medium.
The Forum will feature a Keynote
presentation by Mitch Davis, CEO of Massive Inc, the creator of one of the
world's first video game advertising networks, and contributions from Sam
Huxley Chief Strategy Officer at Bounce Interactive, Chad Stoller, Dir. of
Communications Solutions at the Arnell Group and Rob Lawson SVP and GM at
Enpocket. The conference will provide an overview of the market for
advertising in games - the numbers and market drivers; review the
platforms and new technologies available; reveal the latest campaign
tracking techniques for measuring ROI, compare product placement,
advergaming and dynamic on-line campaigns and offer insights into managing
the agency/game developer relationship.
As the video game market evolves and
segments - from on-line games and a new generation of consoles to mobile
games - the pervasiveness of the medium underlines the need to get the
latest information in order to make sound business and creative decisions.
"The rapid advances in games, game
tools, advertising engines and solutions designed to provide robust
tracking, campaign management and ROI means that for the first time
advertisers have the ability to stay with a prospective consumer as they
are immersed in a game," said Christopher V. Sherman, Executive
Director of The Game Initiative. "The implications for advertisers
and game developers are hugely significant and the Advertising In Games
Forum will provide attendees with real-world examples of the latest
techniques."
Earlybird Registration for the
Advertising In Games Forum is now open. More information can be found at http://www.AdvertisingInGames.com
.
About The Game Initiative
The Game Initiative is a leading producer
of conferences and events for professionals in the computer and video game
industry. The Initiative is chartered with the growth of the industry
through events, public awareness, information and supporting programs and
serves the needs of companies and people involved in producing interactive
entertainment software and hardware for video game consoles, handheld
devices, personal computers and the Internet. Game Initiative events
include the Austin Game Conference, the Women's Game Conference, The
Advertising In Games Forum, and the How to Break into the Game Industry
national conference series. More information about the Game Initiative can
be found at http://www.TheGameInitiative.com.
For more information:
Steve Farrer 512-415-8300
steve@gameconference.com
Disney Plans To Mix Ads, Video Games To Target Kids, Teens
(USAToday) 1/18/2005 10:05 AM EST
http://www.magicalmountain.net/news/WDWNewsPrint.asp?NewsID=659
(USAToday) NEW YORK — To reach kids and teens to promote Disneyland's 50th anniversary this year, Walt Disney Co. will use one of the hottest — and most controversial — gimmicks in the media business: "advergaming."
Advergaming is when companies put ad messages in Web-based or video games. Sometimes the entire game amounts to a virtual commercial for a TV show or product. Sometimes advertisers sponsor games; sometimes they buy ad space integrated into them.
The online arcades put up by advertisers that include Disney, Viacom's Nickelodeon and even the U.S. Army rival titles from the $10 billion video game industry in entertainment value and high-tech expertise.
But ad critics such as Jeff Chester of the Center for Digital Democracy decry them as "digital infomercials" that blur the lines between content and commercials and often collect data on consumers playing the games.
"These are not just harmless games. It's part of the brainwashing of America," Chester says.
As part of an 18-month global campaign that kicks off on May 5, Disney will roll out an interactive, multiplayer game called "Virtual Magic Kingdom." It aims to provide a virtual visit to Disney's five global resorts and 11 theme parks to anyone with an Internet connection. The target: "tweens" ages 8 to 12 and young teens.
Visitors will be able to play free online games based on real attractions, such as the Haunted Mansion and Jungle Cruise. They'll also be able to chat, create their own avatars, or graphic icons representing real-life Web surfers in cyberspace, and earn virtual points that can be redeemed for T-shirts and other goodies at the actual parks.

The goal: push kids to urge their parents to visit a Disney park during the anniversary promotion that also includes the opening of Hong Kong Disneyland on Sept. 12.
"We hope it becomes a real hangout for preteens and teens," said Jay Rasulo, president of Walt Disney Parks & Resorts, during a recent news conference about anniversary-marketing plans.
Jeff Logsdon, managing director at investment banker Harris Nesbitt, says Disney's strategy "is clearly a clever way to engage with a key part of their target market. Kids 10 years old and younger have really grown up with the Internet."
Forrest Research predicts advergaming will grow into a $1 billion business this year. As marketers try to target kids and elusive Gen Y consumers, Madison Avenue is waking up to the fact that Webwise younger consumers like video games — and disdain pop-ups, banner ads and other less-subtle forms of online advertising.
And rather than get a kid's attention for just 30 seconds with a TV commercial, advergames can capture them for minutes or hours.
"If a kid likes a game, they'll play it 15 times," says Tim Spengler, executive vice president of media services company Initiative. "Companies are asking 'What's my game strategy?' "
But companies wanting to create successful advergames have to be careful about the quality of the game experience, says Michael Goodman, senior analyst at the Yankee Group.
"The key is to remember that it's a game first and an ad second. If it's a good game, consumers will recognize they're being sold. But they won't care," he says.
ADAGE.COM'S YEAR-END ADVERGAME CHRONICLES
Tracking the Rise of a New Marketing Venue
NEW YORK (AdAge.com) -- Two thousand four was
the year that digital games reached critical mass as a new mainstream
entertainment and advertising medium. Among other things, total sales in 2004
of digital game items in the U.S. exceeded that of Hollywood's national movie
box office receipts. Below, we chronologically look back at our major stories
about this market-changing genre of interactive entertainment that continues
to emerge as a new area of marketing and advertising.
Nielsen To
Measure Game Ads
Thursday, December 16, 2004
http://www.mediapost.com/dtls_dsp_news.cfm?newsID=283250
Nielsen
Interactive, a unit of VNU's Nielsen Entertainment division, yesterday
announced it will provide third-party measurement and accountability for
advertising on the in-game ad serving network Massive Incorporated. Financial
terms of the deal were not disclosed.
"This is a major step forward for the
advancement of video games as a viable advertising medium," Mitch Davis,
Massive's CEO, said in a conference call with reporters. Davis predicted that
the partnership with Nielsen will make video game ad serving so attractive to
advertisers that by the end of next year, Massive would be able to rival
"Monday Night Football" for ad dollars directed at men 18-34.
He added that Massive will work hand-in-hand
with Nielsen Interactive to create measurement data for ad impressions,
dayparting, and reach and frequency (see related story in the traditional
media news section of today's MDN).
Michael Dowling, general manager of Nielsen
Interactive, told reporters in a conference call that the deal with Massive
will let advertisers plan video game campaigns as they do with television and
other media. By auditing consumer interaction with video game ads, Dowling
said Nielsen will be able to provide data on the aggregate reach of in-game
ads, and create a general profile on game audiences in the Massive network.
Nielsen expects the first set of standards to be ready by the second quarter
of 2005.
The audience measurement firm also has a
video game measurement relationship with Activision, a prominent video game
publisher. Dowling said the deal with Massive is an extension of its deal with
Activision.
Executives in the video game advertising
community applauded the move, saying it will help establish video games as a
valid advertising medium more quickly.
"Everyone knows this industry is going
to happen," said Darren Herman, founder and CEO of inGamePartners, a
video game ad serving network and Massive rival. "The major issue is
timing," he said, adding that bringing in a major player like Nielsen
will bring the market credibility, and facilitate the growth process.
Herman said he expects it will take "one
or two quarters" for the major brands to locate the budget for in-game
advertising. He emphasized the importance of keeping the metrics as similar as
possible to other media. "A common language is the easiest thing to
adopt," he said. "One thing they can't get caught up in is
interactive--this is not about click-through rates."
Brandon Berger, senior strategist of digital
innovation, OgilvyOne, said that advertisers are particularly excited at the
prospect of running and monitoring the same campaigns across different games.
"The dialogue has started. Now it's about creating accountability,"
he said.
Dave Madden, executive vice president of
sales, marketing, and business development for interactive game marketing firm
WildTangent, said a key component for advertisers is the ability "to
compare video game spend from one media to another."
"Ultimately it behooves everyone in the
industry to have a rating system to measure impressions, time spent with a
brand, and reach and frequency," he said.
But, he added: "It's a little early to
have a standard or definition of ad units." He said the emphasis on
urgency in establishing such measures for the nascent ad medium is
"probably a little bit of wishful thinking."
Emerging Trends
In-Game Advertising Gets Game
Forbes.com, 11.29.04,
7:00 AM ET
Hot Trend: The players in your virtual NFL
game are wearing Nikes (nyse: NKE
- news -
people
), and at (virtual) half-time you see a digital product pitch. Meanwhile,
your kid is dunking virtual Oreos in virtual milk in a Nabisco-created
basketball game. "It's proof positive that video gaming has hit the big
time," says Find/SVP technology consultant James Belcher.
Why: The growth of gaming and the decline of
traditional media audiences have marketers looking for new ways to place their
products before the public. According to one survey, a quarter of gamers recall
an ad from a game they've played. "There's enough money being spent that it
has caught the attention of advertisers," notes Belcher, "and people
also spend a lot of time gaming, so advertisers want to catch them while they're
doing it."
Opportunities: In-game advertising takes two
forms. One form features ads themselves as games, spawning new marketing
entities such as Blockdot and WildTangent that specialize in these formats. Some
of these "advergames" are quite ambitious; the film Sky Captain and
the World of Tomorrow is promoting itself with a fully fledged, downloadable PC
game--free. The form is a natural for entertainment marketers and consumer
companies like Kraft Foods (nyse: KFT
- news -
people
) that target kids, as well as those going after adults, like DaimlerChrysler
(nyse: DCX
- news -
people
). The second form, known as "in-game advertising," resembles
product placement, and some games lend themselves to subtle verisimilitude: Puma
(otc: PMMAY.PK
- news
- people
), Coca-Cola (nyse: KO
- news -
people
), Nokia (nyse: NOK
- news -
people
), and Sony (nyse: SNE
- news -
people
) are among the companies placing their brands in imaginary terrains.
"A real-life component is part of the appeal of some games," says
Belcher.
Danger: Advergaming may come under parental
scrutiny, "Is it a product? Yes? Is it an ad? Yes." As for in-game
product placement, there is a risk of backlash if it's clumsy, comments Belcher.
"Consumers pay money for their games and play them to get away from the
everyday." If product placements seem obtrusive and ruin a gamer's
suspension of disbelief, you will drive him or her (39% of gamers are women)
away, and they'll spike, instead of buy, your brand.
Companies To Watch
Kraft (nyse: KFT
- news -
people
)
DaimlerChrysler (nyse: DCX
- news -
people
)
Blockdot
WildTangent
Video Game Ads Contribute To 'Slow Death' Of :30
by David Kaplan, Nov. 16, 2004, http://www.mediapost.com/PrintFriend.cfm?articleId=278915
Aside from adding another pre-eulogy to the impending death of the 30-second commercial, a study by the Reed Elsevier research firm In-Stat/MDR says that the growing attraction of video games as ad vehicles is likely to grow more than most expect.
The report, "Television Advertising 2004-2009: The Slow Death of the 30-Second Commercial," looks at how TV advertising is changing in the face of increased competition from the Internet, video games, and prepackaged content, as well as new technologies such as personal video recorders. The report includes forecasts of new advertising methods such as video game advertising and product placement, as well as TV, cable, Internet, and radio advertising.
Among the report's findings is that the total U.S. electronic advertising market will see an average growth rate of 2.8 percent from 2005 through 2009 in the face of the reduced potency of broadcast advertising. The growth will largely be driven by Internet advertising, and to a lesser extent, cable TV and video game advertising.
The diminishing effectiveness of broadcast advertising can be attributed to two major irreversible trends, said Mike Wolf, principal analyst of In-Stat/MDR. The first is the continued fading away of the broadcast TV audience to other media, like cable television, DVDs, the Internet, and electronic gaming.
The second is an increasingly empowered consumer through new technologies like the personal video recorder (PVR) that allows users to skip ads. In addition, the consumer will continue to be empowered through new distribution channels for content, such as DVD by mail and downloadable premium content through services such as CinemaNow and MovieLink.
"PVRs have turned the broadcast TV ad business on its head," Wolf said. "Our research shows that over two-thirds of those with a PVR skip ads, with 75 percent of those individuals skipping over 50 percent of ads shown. Some of the ways broadcast TV execs and advertisers are combating the rise of ad-skipping technologies is through the increased use of product placement. The recent $7.7 million giveaway of Pontiac cars on Oprah to create a marketing 'event' is an example of what is being done today outside of the 30-second commercial."
The report was based on interviews with people in the TV industry and with users of technology. Wolf said he believes that the coming troubles have been masked somewhat by the amount of political ad spending this past year. But the day of reckoning is fast approaching, as major Fortune 500 companies are beginning to say that they will not continue to pay as much for a shrinking audience.
"Video gaming is now a $300 million a year business, but by 2009, it'll be more like $3 billion," he said. "It's an undervalued market right now. Granted, it will still be smaller than total TV is going to be, but as more people change their media habits, video gaming will make a difference. And ad insertion will be a major support in furthering online games, as many people will not want to pay the fees in order to play."
As for putting video gaming in further perspective, market researcher Veronis Suhler Stevenson noted that last year, Americans on average spent nearly 1,800 hours watching TV and 71 hours playing video games. By 2008, that's not expected to change much, as their forecast expects slightly more than 1,900 hours devoted to total TV watching and 98 hours for video games.
Invasion of the Video Game Ads
Ad networks target online gamers as next big
audience for product placements.
Jason Tuohey, Medill News Service
You're deep in an online
game, storming through a gritty urban landscape. The enemy? A gang of brawling
thugs armed with baseball bats. You battle furiously, take out the last
villain, and look up in triumph. And the first thing your eyes light upon is a
billboard hawking Starbucks.
Take note if your
favorite online game has billboards, banners, and other signage sprinkled
around the landscape. Although some games already contain real ads, many still
have signs promoting imaginary companies or services. But that may not last
much longer--two online ad networks, the type of company that dreamed up
banner ads for Web sites, promise to pump games full of ads for cable TV
shows, soft drinks, technology products--you name it.
"There
are more ads in games than you might think," says Michael Goodman, an
entertainment media analyst with The Yankee Group. For example, boxed games
like Tony Hawk's Underground 2 and pay-for online games such as PlanetSide
come to mind. But Goodman says these online ad networks, which are still in
their infancy, promise to bring ads to every online gaming street corner. They
will multiply the number of ads both in online games and in games connected to
the Internet through a console by dynamically plugging ads directly into games
and also by playing video ads while a game loads.
Massive
Inc. and InGamePartners
will soon be plugging dynamic real-time ads into both online games and games
connected to the Internet through Microsoft Xbox, Sony PlayStation 2, and
Nintendo GameCube consoles. Online gaming is big business, of course: The
Entertainment Software Association estimates that between 50 and 60 million
Americans play online games.
Massive's network serves
video game companies Vivendi Universal Games (Half-Life2, among many others),
UbiSoft (the Myst series), and Legacy Interactive (Real Life Games and games
based on the TV show Law and Order).
InGamePartners provides
ads from businesses like General Electric and Spike TV to online gaming
companies Phoenix Connexxion (FragFest Chicago and Imagination Cubed) and GriffinRUN,
a game server hosting company.
Consumer Reaction
How do consumers feel
about the push to fill their games with ads? According to a 2004 study
released by Nielsen Entertainment and video game company Activision, pretty
good. The study claims that 35 percent of male gamers say in-game ads help
them decide which product to buy, and that over 50 percent of "heavy
gamers" liked having real ads in the games.
"I don't think
gamers are going to mind the ads...kids want more reality in their
games," says Richard Skeen, Massive's vice president of advertising
sales.
But not every gamer
believes the ads lend credibility.
"I find it
shameless. I hate it," says Alan Dolan, 28, a broadcast designer in
Chicago and an active gamer. "You don't want to live in reality when
you're playing a video game," he says.
A New Source of Revenue
According to The Yankee
Group's Goodman, gamers have only seen limited ads in boxed video games
because those games' lengthy production timeline can make the ads obsolete by
the time a user sees them.
But online game makers
may be receptive to the additional revenue ads offer because their games
become less lucrative as the cost of production increases. And to keep a game
competitive, frequent changes and updates need to be made. The ad networks
offer a fix for this financial pinch, and reach gamers in a timely, effective
manner, Goodman says. However, the networks can't reach those who play
offline.
Danger, Danger: Intrusion
Still, it takes more than
a network to generate effective advertisements.
"What we've learned
through various studies and just being gamers ourselves is that gamers didn't
like to leave the game," says Darren Herman, CEO of InGamePartners.
"The issue is, how many market placements can you put in a game without
corrupting the game?"
And Jason Della Rocca,
program director for the International Game Developers Association, says the
ads must be realistic to work.
"If I'm playing a
Star Wars game, and there's a McDonald's or Starbucks in Tatooine...that
really doesn't help," says Della Rocca.
Representatives from
Massive and InGamePartners insist that innovative methods like playing video
ads while games are loading or having a game character use a brand name
product can avoid interrupting gamers.
"This is not at all
anything like a pop-up ad," says Amy Janzen, a spokesperson for Massive.
But Della Rocca cautions that even playing ads during load time might cause
problems. Think about how much you enjoy pre-movie ads when you play a rented
DVD. "I think (load-time ads could) be pretty disruptive," he says.
Problematic Games
For gamers looking to
avoid ads, the two best bets may be console games not hooked up to the
Internet and all types of fantasy games. The networks reach only online games,
leaving games played unconnected out of their grasp--although some games may
still contain static ads.
Similarly, because
fantasy games like Halo and Doom don't resemble real life, it is difficult to
put unobtrusive ads in them. Their other-worldly landscapes make it harder to
drop ads in. After all, where would you place an ad? On the side of the U.S.S.
Enterprise shooting through the galaxy or on a dragon's wing as it soars
overhead? Given the popularity of the Lord of the Rings movies, perhaps even
Frodo's cloak could become a target in the future.
Nintendo
ads target teenagers, young men
By Associated
Press
Thursday, October 28, 2004
SEATTLE--
The advertorials, not so subtly called "How to Score," will run in lad
mags like Stuff and Blender. The television ads feature a sultry-voiced woman
saying "touching is good."
The company
behind this is Nintendo Inc., which has built its name in video games with such
kid-friendly favorites as Mario and Pokeman.
The campaign is
tied to the launch next month of the $150 Nintendo DS portable gaming machine,
which is being targeted to teenagers and young men.
It's a
demographic Nintendo has been trying to entice for several years, and is more
anxious to nab as competition heats up. Rival Sony Corp., which has already won
older gamers, is scheduled to launch its PlayStation Portable in the United
States next year.
( © Copyright 2004 Associated Press. All rights reserved. This
material may not be published, broadcast, rewritten, or redistributed. )
Speaking of video games ...
p2pnet.net News Feature:-
How video games became a dominant force in our culture and a magnet for
advertising dollars
The headline above is a line from an
Activision statement made this week about a deal, some experiments and a
survey it has published, which are attempting to steal a march on the new
industry of in-game advertising (IGA).
The Activision deal, whereby it plans to
measure the audience responses to one of its games, with an online feedback
loop, and partner with Nielsen Entertainment, is only one of two
announcements this week, designed to begin the process of calibrating the
effects of advertising in games.
The other is the final launch of the
Massive video game advertising network, promised in May this year, finally
up and running in 15 new games and will be in about 40 titles by the end of
2005
Both efforts target either 13 to 34, or 18
to 34, year old males, the most common gaming ages, and co-incidentally the
age group which Nielsen lost 10% of in the last quarter of last year, as 10%
of TV viewing hours in this age group simply evaporated, leaving Nielsen
with some very unhappy advertising customers and a very red face.
At the time Faultline began to put forward
its own models for advertising in games. Put simply, with the rise and rise
of broadband lines and the use of them to play more and more online games
with interaction with remote players, Faultline postulated a two way path,
one to download new advertising material into games and another to send back
accurate data about how many people, or what age group and buying
demographic, saw how much of each advert.
It turns out that Massive (if it got the
idea from Faultline it’s welcome) has done just that, and its execution
has been good enough to absorb some of the top game writing names.
Massive has already signed exclusive
in-game advertising agreements with Vivendi Universal Games, UbiSoft, and
Legacy Interactive.
The Massive network is rather clever and
all it really required was that every time a gaming company wrote an
advertising hoarding or a brand name on the side of an object within their
game, it needed to store the graphical objects in a replenishable database,
and then make that available to software written by Massive.
The Massive video game advertising network
includes patent-pending ad server technology that allows ads to be
dynamically served and customized within the context of the games, with no
impact (hopefully) on game performance.
The massive agents running in the game can
replace the objects with new ones of identical physical shape and size and
texture and also count how long each of them remain on the screen. Some of
this technology was acquired from US gamer, Acclaim Entertainment, before it
filed for Chapter 7 bankruptcy in September this year.
Activision has now done (is planning)
something very similar (could it be so identical that shortly we will be
able to hear the patent infringement legal actions hitting the mat?) using
its own watermarking technology. We’re not quite sure why the watermarking
is needed. Surely a program knows when it has called a particular object,
but Activision is planning a detailed test using this technology.
The test will incorporate an inaudible
audio code that will identify how long and how often players are exposed to
various branded products in their games. The test will take place over late
2004 to early 2005 using Tony Hawk's Underground 2 game on a PC, and the
advertising it will be tested on is for the Chrysler Group's Jeep brand. The
games will automatically return information to a central server whenever the
PC is connected to the internet, and Nielsen Entertainment will collect and
process the data on a daily basis.
Nielsen Entertainment will also conduct pre
and post test surveys to understand perceptions of in game advertising, as
well as the impact on brand awareness and recall.
Nielsen is desperate to get this right,
since it has been under attack over TV advertising, where it holds an
unofficial monopoly of TV ratings data. It has built up the same business in
internet advertising sites through Nielsen Netratings and now with a sudden
shift to in-game advertising it feels it needs a handle on games if it is to
maintain its monopoly position.
Now before everyone writes in and say that
games have been carrying adverts for 15 years, we know. What is changing
here is the attempt to categorically measure the outcome of the advertising,
who it reaches, when it is played, how long for, does it change the game
player’s attitude in favor of the advertised brand and do gamers like the
overall effect?
In the past advertisers had to agree to
place adverts in games that they would commit to run for the lifetime of the
game, perhaps years. The brand would stay in the game even if the brand
changed slightly or it dropped a product line. Both of these attempts are
aimed at making games fit in with a normal scheduled ad campaign. The
Massive network will even deliver advertisers a specific number of “ad
impressions,” just like internet adverts, across a range of games and
territories, times of day and demographics, just like cable TV and printed
media ads can now.
The net results is that instead of just the
$79 million that Yankee says was spent on in-game advertising in 2003, this
system creates the opportunity to build a multi-$billon industry. Just how
large though is a debatable point.
Researcher Yankee Group said this week that
by 2008 in-game advertising will grow into just a $92 million, with a
further $168 million from advergaming, the process of writing games
specifically to promote products.
Faultline could not agree less. By 2008
there will be over 300 million people globally connected to a broadband
line, and about 30% of these will be using that line for online IP driven
entertainment. That means that they will either be watching TV programming
that they select and pay for, and many will select not to watch TV with
advertising in it.
The number of lost free to air and cable
viewing hours will equate to something like a third of all TV advertising.
As these formats offer less and try to charge more, advertisers will be
desperate for new and cheaper ways of building and maintaining brands. And
Faultline has calculated that by 2009 something like $10 billion in the US,
and another $10 billion outside the US, in advertising, will desert
advertising TV services. This $20 billion will be spent over internet
advertising, IP TV advertising, and games. Much the same will happen to paid
radio advertising as the satellite radio stations take hold but carry either
no advertising or at least less.
All forms of advertising that make
consumers stop what you are doing to watch the advert (TV and radio
advertising) will go down, and all those that do not make them stop to
exclusively view an ad, will go up.
Add to this the fact that game writing
companies are plagued by under funding, poor returns, bankruptcy and
excessive control by a handful of games publishers and you can see that
there will be a deluge of games ready to sign up with either initiative
(in-game advertising or advergaming).
Accompanying the Activision announcement
about its games test, it also partnered with Nielsen in publishing a report
from research it conducted earlier in the year, but kept private until now.
The study took in how 500 males aged 13 to
34 interacted with brands when they encountered them within games.
All the usual things you’d expect to
find, they found. Gamers were happy to interact in gameplay with something
branded, some thought it enhanced the game, others thought that at least it
made it seem more real.
The Activision/Nielsen entertainment study
included participants who were randomly assigned to one of four study
groups. Participants in the first group experienced a series of both high
and low integrated ads, while those in the second group experienced only two
low integrated ads. Group three saw no in-game advertising at all. And
instead of playing video games, members of the fourth group watched an
episode of a television show, during which they were exposed to traditional
advertising. Nielsen then interviewed them all afterwards.
The two argue that effectively integrated
ads gave a greater chance of brand recall, with 87% of research participants
remembered seeing a high-integrated brand much more frequently than other
less integrated brands.
This indicates that when a brand appears
throughout a game, and gamers must interact with it, that it has a strong
positive impact on brand recognition and recall.
Low integrated ads are things like Goodyear
being written on bridges you drive under in a driving game, high integrated
might be having your character buy and drink from a branded cola bottle.
We won’t go into too much detail, except
to say that we were not surprised, and yes game advertising will definitely
work if their results are replicable. Faultline never doubted it.
Sony alone will ship something like 295
million games during 2004, probably something like 60% of the market or
slightly more, making the market something like 500 million games globally.
Perhaps half of these computer and video games will sell in America. Imagine
advertising slots linked across all of them and the number of playing hours
per week, and you can see that this market can only get bigger and bigger,
far bigger than Yankee believes, and brands would be well advised to begin
their utilization curves right now.
Peter White - Faultline,
UK
Nintendo Says 'Touching Is Good' in Sexed-Up
DS Ads
|
Sun Oct 24, 1:05 PM ETBy Michele Gershberg
|
|
NEW YORK (Reuters) - Japanese game maker
Nintendo Co. Ltd. (7974.OS) is sexing up its U.S. advertising to launch the DS
handheld device, promising mature players that the gadget is not their little
brother's Game Boy.
The No. 1 maker of handheld game devices is
spending $40 million in its largest product launch, bracing for all-out war with
Sony Corp . (6758.T), which is expected to debut a portable device soon after
the Nintendo DS hits U.S. stores on Nov. 21.
But in an unusual move for Nintendo, known for
games featuring animated characters Mario and Pokemon, the new ads aim to
titillate with the tagline "Touching is Good."
Teaser spots start on Monday, playing up the
dual-screen device's touch controls. A woman's sultry voice invites the viewer
to come a little closer and get a feel.
"When you're a kid you're always told you
can't touch anything," said Perrin Kaplan, vice president of marketing at
Nintendo of America. "Touching is good. You're grown-up now, so read it how
you want."
Nintendo spent $27 million on U.S. advertising
in the first half of 2004, according to TNS Media Intelligence/CMR.
In another departure, Nintendo will launch the
model in the United States before Japan to capitalize on the earlier holiday
shopping season. The strategy adds a positive marketing edge for U.S. gamers
keen on a first stab at new gadgets.
Print ads appear in young men's magazines Maxim
and Blender, with a buxom woman holding a DS model and advising, "How to
Score! ... Start listening to her needs, playa!"
Longer television commercials will air from
Nov. 18 on programs such as animated comedy "South Park." Publicis (PUBP.PA)
agency Leo Burnett created the ads.
Industry analysts said Nintendo's ads should
draw young adults who are keen on gadgets and the image they project.
"The Game Boy Advance has always been a
kids platform," said Wedbush Morgan Securities analyst Michael Pachter.
"The DS is going to move up the age scale ... and they are going to put
some more mature content on there,"
Nintendo's aggressive pricing of $149.99 for
the new model is expected to be well below the cost for the Sony PlayStation
Portable, which plays music and movies. But both are vying for a more upscale
audience.
"Nintendo is differentiating products in a
category they already own," said P.J. McNealy of American Technology
Research. "Hard-core enthusiasts will buy both (devices). The mainstream
won't until the prices come down." (Additional reporting by Franklin Paul)
Ads get more play in video games
By MAY WONG
AP technology writer 10/24/04

SAN JOSE, Calif. -- Roar down city streets in the upcoming "Need for Speed
Underground 2" racing game and you'll see a Best Buy store amid the
skyscrapers along with bright billboards hawking Cingular Wireless, Old Spice,
and Burger King.
The fictional landscapes of video games are increasingly being dotted with
product placements, pitching everything from athletic shoes to movies. And
that's not all -- advertisers will soon be able to update the ads over the
Internet whenever they want, long after the games are sold.
The plugs reflect a growing business reality -- video games are stealing
eyeballs from movies and television, where product placement has long been a
staple.
TV viewership among men aged 18 to 34 declined by about 12 percent last year
while that group spent 20 percent more time on games, according to Nielsen Media
Research.
In the United States, overall sales reached $10.7 billion last year -- more
than movie box-office receipts -- and is expected to reach nearly $16.9 billion
in 2008, according to market research firm DFC Intelligence.
Revenues from game advertising worldwide are following the migration from
remote control to joystick, expected to grow from $200 million a year today to
$1 billion in 2008, predicted DFC's president David Cole.
Mitchell Davis, chief executive at Massive, developed the concept for
real-time advertising in games more than two years ago after playing Grand Theft
Auto. "It was all fake advertising in the game, and I thought, 'It should
be real."' If Massive's technology and service works as promised, Ubisoft
and other game makers say in-game ads will inevitably mushroom and become a
standard marketing method.
Next year, Vivendi Universal Games plans to introduce four games using
Massive's advertising service.
"This will be woven into every major game company's plans moving
forward, but it's really only going to work in games where it makes sense,"
said Ed Zobrist, global marketing vice president at Vivendi.
His company has turned away advertisers in the past -- alcohol companies that
wanted to be in the new Leisure Suit Larry game, and shoe companies that wanted
fantasy characters to wear their treads.
"Real world brands just do not have a place in a fantasy game,"
Zobrist said.
10/20/2004 11:49:15 PM | Industry |
Activision and Nielsen Entertainment Announce Pioneering
Test to Measure How Consumers Interact With Ads in Video Games
Activision, Inc. and Nielsen Entertainment
today unveiled three new developments in their ongoing initiative, first
announced in April, to develop standardized tools to measure the value of
in-game advertising:
- The two companies announced that they are launching a groundbreaking
test using the newly-released Activision video game, Tony Hawk's
Underground 2 to determine how long and how often players interact with
brands. The test will feature Nielsen's watermarking technology
that uses audio encoding to uniquely identify when players are exposed
to product placements within the game. While the test is initially PC
only, Activision and Nielsen Entertainment are in discussions with the
console manufacturers.
- The Chrysler Group will be the first advertiser to take part in the
test. Activision and Nielsen Entertainment will measure consumer
interaction with the Jeep(R) brand, which is integrated within Tony
Hawk's Underground 2.
- Activision and Nielsen Entertainment presented the results of a major
new study on the power of in-game advertising (detailed findings below).
New Study to Determine Player Interaction with Brands
Using proprietary methodology, Nielsen Entertainment and Activision will
conduct a PC-based test to measure in-game product placement among a
representative sample of active video game households. The test will
incorporate a watermark -- an inaudible audio code -- that will identify how
long and how often players are exposed to various products.
The test will take place over late 2004 to early 2005, during which
Nielsen Entertainment will collect and process the data on a daily basis.
Nielsen Entertainment also will conduct pre- and post-test surveys to
understand perceptions of in-game advertising, as well as the impact on
brand awareness and recall.
Robert Kotick, Chairman and Chief Executive Officer of Activision, said,
"Companies are beginning to recognize the tremendous potential of
in-game advertising. Our partnership with Nielsen Entertainment is aimed at
taking video games to a new level as a mainstream advertising medium."
"When our established watermarking technology can be leveraged to
advance the understanding of a new advertising medium, it's an illustration
of the value our aggregated Nielsen Entertainment businesses can
deliver," said Andy Wing, Chief Executive Officer of Nielsen
Entertainment. "I expect the Activision/Nielsen Entertainment
partnership will be a milestone in media history books; the chapter on how
video games became a dominant force in our culture and a magnet for
advertising dollars."
Michael Dowling, General Manager of Nielsen Interactive Entertainment, a
division of Nielsen Entertainment, said, "Nielsen Interactive
Entertainment is extending our leadership in measuring the interests and
preferences of global consumers. This test is a milestone in our efforts to
create measurement tools for advertisers who, increasingly, are interested
in video game advertising as a means of reaching their target audiences. As
this medium becomes ever more popular for the nation's leading advertisers,
we are proud of our partnership with Activision and are moving closer to
providing the industry with the standardized metrics to understand the value
of in-game placement."
Chrysler Group is First Participant
The Chrysler Group is the first company to participate in the
Activision/Nielsen Entertainment test.
The Chrysler Group's Jeep brand is prominently featured in Tony Hawk's
Underground 2, the newest game in the award-winning Tony Hawk franchise.
During the test, a watermarking code will be placed around the Jeep brand to
determine how long, how often and even where in the game users are
interacting with the vehicles.
Activision and the Chrysler Group also announced that the Chrysler brand
will be featured in the life simulation game The Movies, from award-winning
designer Peter Molyneux's Lionhead Studios, to be released in 2005.
Jeff Bell, Vice President of Chrysler and Jeep, Chrysler Group, said,
"Video games are increasingly becoming the medium of choice for a new
generation of consumers and Chrysler Group has been at the forefront of this
exciting revolution. By teaming with Activision and Nielsen Entertainment,
we are helping to take this medium to its next level."
Mr. Kotick added, "We are delighted to have a renowned company such
as the Chrysler Group partner with us on the test, especially because its
world-class brands can make the game experience even more relevant and more
engaging. As a pioneer in in-game advertising placement, we understand that
video gamers expect to see brands that lend credibility to the content and
settings portrayed in our games."
Activision and Nielsen Entertainment Release New Data
Activision and Nielsen Entertainment also announced results of a new
study that examined the power of incorporating brand name products within
the video game experience.
The study, which was conducted among approximately 500 active male gamers
ages 13 to 34, is an offshoot of an ongoing program of research by the two
companies to investigate the effects of video gaming on television viewing
in the homes of young men. Among the study's key findings:
- Brands with which gamers must actively interact substantially impact
consumer awareness and recall;
- These highly integrated ads tend to enhance a gamer's interest in
purchasing the advertised products;
- In general, gamers perceive in-game advertising positively and believe
it makes a game more realistic.
"The industry is starting to benefit from a philosophical shift --
marketers are more willing to experiment with new ways to reach consumers
that go beyond the traditional methods. This study shows how, if products
are integrated effectively within a game, the impact and recall of that
advertising is well received," said Michael Dowling. "As the
entertainment industry continues to expand and evolve, Nielsen Interactive
Entertainment will continue to pioneer this research to provide advertisers
with the tools they need to effectively gauge audience recall and purchasing
decisions."
Study Compares Various In-Game Experiences with TV Viewing
The Activision/Nielsen Entertainment study included participants who were
randomly assigned to one of four study groups. Participants in the first
group experienced a series of both high- and low-integrated ads, while those
in the second group experienced only two low-integrated ads. Group three saw
no in-game advertising at all. And instead of playing video games, members
of the fourth group watched an episode of a television show, during which
they were exposed to traditional advertising.
Effectively Integrated Ads Generate Greater Awareness and Recall
According to the study's conclusions, the more effectively an ad is
integrated within a video game, the greater a gamer's ability to recall that
ad. In fact, 87% of research participants remembered seeing a
high-integrated brand much more frequently than other less integrated
brands. This indicates that when a brand appears throughout a game, and
gamers must interact with it, that it has a strong positive impact on brand
recognition and recall.
Moreover, although low-integrated ads did not generate the same degree of
recall, many gamers still were able to remember such brands by name,
suggesting that even appearing in background advertising may still impact
consumer behavior on some level.
Recall of In-Game Ads Can Enhance Purchasing Decisions
Often, participants who recalled seeing a specific brand advertised
in-game were much more likely to express an interest in buying the
associated product than were participants who did not recall seeing the
brand.
In some cases, brands that elicited significant recall in video games
generated the same, or even higher, purchase interest than those products
advertised via TV. These findings suggest that, not only does effectively
integrated advertising have a significant impact on product awareness and
recall -- among those who actively remember seeing the brands advertised --
but it also has the potential to increase interest in buying a product to a
level comparable to television advertising.
Gamers Generally Perceive In-Game Advertising Positively
Of the male gamers who participated in the study, about 40 percent said
that in-game ads made a game more appealing, and made them more inclined to
buy the advertised product. Similarly, a solid two-thirds majority of active
gamers reported that in-game advertising made a game more realistic, while
nearly three in 10 noted that advertising in video games was more memorable
than traditional television advertising.
What is more, more than one-third of participants agreed that in-game ads
were more effective if they assist a game player in reaching a particular
objective. This finding is consistent with the higher awareness, recall and
purchase interest generated by high-interactive brands.
Study Methodology
The study was conducted between March 19 and April 4, 2004 with
approximately 500 active male gamers in Las Vegas, Nevada. Participants in
the study were males between the ages of 13-34 who play video games at least
once a week for at least 15 minutes per session, have familiarity with the PlayStation®
2 computer
entertainment system, and had very limited or no experience playing any of
the three video games used in the experiment.
Advertising
in video games to generate €200m by 2008 - report
20/10/2004 |
Video
games will generate over €200m in advertising revenues by 2008,
according to a new report from market analysts the Yankee Group.
Some €74m of that will come from in-game advertisements and €134m from
advergaming.
The video game industry is already a mass market comprising more than 108m
gamers 13 years and older in the United States who spent €5.9bn on video
games in 2003. By 2008, this market will grow to more than 126m gamers 13
years or older, generating in excess of €6.6bn in revenue.
“Surprisingly, given the size of this market, video games have largely
been ignored as a platform for advertising,” said Michael Goodman, media
and entertainment strategies senior analyst with the Yankee Group. “In
2003, marketers spent a paltry €63m on in-game ads and advergaming. Even
if we add in the €360m to €440m spent advertising on game-related web
sites, this pales in comparison to €33.7bn on broadcast TV
advertising.”
“That is about to change as advertisers realize video games are
effective platforms for reaching consumers with their marketing messages.
In this report, we examined video games as a marketing vehicle and how
advertisers can take advantage of this opportunity,” said Goodman. |
Ads in video games set to rise
|
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By Jo Twist
BBC News Online science and technology staff
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Advertising in video games is a lucrative playing ground for companies
hoping to reach a captive audience who spend hours in front of titles.
Some gamers say ads make games
more realistic
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After a year of business, one UK company has announced it has reached more
than four million people through its strategy of product placement in the
booming games marketplace.
In the next 18 months, it expects to
reach almost 50 million.
Adverts in games have been happening for
some time with the realisation that 18 to 35 year-olds are watching less
TV.
A quarter of US gamers have cut the time
spent watching TV and a fifth more intended to, according to a recent
survey.
The concept is not entirely new, says
Susan Kretchmer, academic and president of the not-for-profit organisation
Partnership for Progress on the Digital Divide.
First appearing in the late 1980s, when
Marlboro banners were displayed in Sega's arcade auto racing games, they
have proliferated several genres via cars, billboards, and clothing.
Studies suggest that 30% of in-game
adverts are recalled in the short-term and 15% are recalled after five
months, a figure unheard of in advertising, she says.
But the deliberate placement of
particular products as part of the actual game play is increasingly
common.
Tracking you
In Tom Clancy's Splinter Cell Pandora
Tomorrow agent Sam Fisher has to work out how to use his Sony Ericsson
P900 smartphone to progress.
This kind of strategy is set to grow with
better performing next-generation games consoles coming out next year,
Hive's Ed Bartlett told BBC News Online.
"Online has taken off in the current
generation of consoles. With Xbox and PlayStation network adaptors, online
has become a big fighting ground.
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We come from a gaming background so we understand good game
play. This is why we put them into the fabric in the game
play. They enhance their game play experience, giving them
tools for the game 
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"The last 12 months has really seen it balloon. For next generation
consoles, it will be even more so."
Once tracking technology is developed,
advertisers will have a better idea of how effective it is.
Nielsen Entertainment Media and
Activision, as well as Elspa and Screen Digest, are working on developing
trackers.
The technology will also track gamers'
habits however, which many may not like the sound of.
"I am sure in the next generation
there will be systems actually in the software and hardware,"
explains Mr Bartlett.
"The joy we have with video games is
the common hardware - there are usually only two big players.
"The fact you have this hardware and
everything is becoming networked we will have more gaming habits tracked
automatically."
Games boost
According to Mr Bartlett, more
advertising in games could mean games developers are more likely to risk
trying something new.
With the spiralling cost of games in time
and money, publishers are staying with tried and tested formulas as well
as movie franchises.
"At the moment, people are saying
that games are becoming stale," he says.
"Because it is so expensive to
develop a game there are lots of issues with publishers unable to fund the
game which is why you have seen lots of high profile sequels or film
games."
He adds: "If we can actually get
more interesting games concepts to the market by bringing in more ads, we
see it as beneficial to the gamer."
But coming from a games development
background, Mr Bartlett is cautious about how this kind of interactive
adverting should be used.
Working with games companies like EA,
Atari, Sega Universal, Hive has an input into the product placement in
which players interact with them.
"Billboards are great, but you can't
interact with them.
"When a character drinks Red Bull in
Worms 3D, they get a power up. They are able to jump higher," he
explains.
Another game title Hive is working on
involves the placement of a GPS product. The system will feature in an
upcoming racing game.
The improving quality of hardware and
software means hi-res details of logos, buttons and controls can be
replicated.
Welcome ads
One might think that gamers like to play
to escape real world pressure, including the pressure to buy.
But a survey by Nielsen Interactive
Entertainment found that 70% of gamers actually liked in-game product
placements, saying it made games more realistic.
Products integral to the game
play are becoming increasingly common
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"In terms of standard product placement in traditional video games,
at present, there doesn't seem to be much backlash from gamers," says
Ms Kretchmer.
"Game publishers seem to be aware
that they need to be careful not to offend or alienate players, especially
since they are the ones paying as much as $50 a game."
Mr Bartlett says this is something Hive
has worked hard to encourage with their clients. But not all companies may
have the same ideas.
"We come from a gaming background so
we understand good game play. This is why we put them into the fabric in
the game play, giving them tools for the game."
Not only are new consoles with new
functionality going to boost this fertile area, but also the changing face
of the captive audience.
The average PlayStation 2 player is in
their 20s and more than 25% of UK's gamers are women, says industry body
Elspa.
Accordingly, advertisers have a far more
diverse audience with a lot of spending power to reach.
Clothing brands are increasingly looking
to the games industry to place their logos on shirts and jeans worn by
skaters and snowboarders in games which attract women players, says Mr
Bartlett.
With more gamers going online, the
potential is there for ads to constantly update in real-time when ad
campaigns change in order to sell ideas.
"Advertisers had to wait a year or
more while a video game was developed and their investment was a
permanent, one-time buy," explains Ms Kretchmer.
"Now, real-time ad-serving that
allows games to show different ads to different people in a time-sensitive
manner is becoming available."
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Advertisers
Eye Video Game Ads
October
20, 2004
According to the Yankee
Group, businesses will realize the relatively untapped potential of video
games as a venue for advertising in the next five years, resulting in a tripling
of video game advertising revenues.
The number of gamers ages 13 and over in the US
stands at an already an impressive 108 million, but Yankee Group sees it rising
to 126 million by 2008. Similarly, spending by this group will increase from
$7.4 million in 2003 to $8.3 million in 2008.
As businesses start to tap into this market,
Yankee predicts that video game-related advertising, including in-game
advertising and advergaming (video games wholly designed with the intention of
promoting a product), will reach $260 million by 2008, up from $79 million in
2003.
In-game advertising has already been seized
upon by some companies as a viable medium. The AP reports that
Daimler-Chrysler AG's Chrysler Group, maker of Chrysler, Jeep and Dodge cars and
trucks, has increased its marketing budget for video game ads from 0% to 10% of
the overall marketing budget for the division in the last four years. Jeeps have
been featured in two Tony Hawk Pro Skater games, including the use of vehicles
as obstacles in the game, Jeep billboards in game backgrounds and the offer of
game upgrades on the Jeep Web site.
Advergaming has also been explored by some
companies, such as the online travel Web site Orbitz. The company has had a long
campaign of pop-under ads that feature simple games like mini-golf or a home-run
derby. Winning the game sends the user to the Orbitz Web site. The games have
proven so popular that Orbitz launched a separate site last year featuring all
the games (eMarketer database subscribers can see our interview
with Otherwise, Inc. Creative Director Mark Rattin, whose company created the
interactive ads for Orbitz).
Both Daimler-Chrysler and Orbitz have found
success with video game advertising and have expanded their efforts,
demonstrating that this medium can be viable with the right approach.
Considering the size of the market, it's only logical that other companies will
jump into "the game" with their ads.