Games, games, games…

29
Aug
07

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Some of us are more addicted to them than others, but the fact is we all play them. Whether we have an avatar in a virtual world (Second Life, Habbo Hotel, Gaia, World of Warcraft) or we just play solitaire out of boredom, we all play games.

Lately, there has been a lot buzz around in-game advertising and games in advertising. Recently I’ve visited an event organized by an in-game advertising company, and after seeing some good examples I was more convinced that it really does work. Also, the new measurement tools are being developed so there is a way of actually estimating how many people had a chance to see the advertised product even when the game was passed on to friends or played with friends.

Here are some stats that you will hopefully find useful in case you are considering games advertising.More than one in six (15%) European gamers spend in excess of 14 hours playing video games per week, which is less than the time spent surfing the internet, watching TV or listening to music, but accounts for a greater proportion of time when compared to watching DVDs, listening to the radio or reading books or magazines.

Of the 3,575 UK-based gamers surveyed, 52% said they had seen an in-game ad during the past 12 months. Of these, 33% said they would be either quite likely or very likely to buy a product they had seen advertised while playing, and 64% said that they felt positively towards the brand. It also revealed that the majority of gamers do not see in-game ads as intrusive, although 14% said that ads ruined the gaming experience.

So the notion I wanted to leave you with after reading this post is: are we integrating games in our media strategies just to make clients happy because there is a trend of keeping consumers engaged through games, or because game is a really relevant solution for the product and the target audience?


1 Response to “Games, games, games…”


  1. Gravatar Icon 1 olivier Aug 29th, 2007 at 5:26 pm

    Screenshots of recent in-game advertising can be found here

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    I would add a big nuance to Katarina’s post. In-game advertising can be seen as spam by gamers. If noticed at all. The crowd that plays video-game is highly aware of marketing strategies so they’re expecting the brand to give them some added value to welcome them in their private game-field. (C.f. myspace/facebook post last week)

    More about this topic in Business 2.0

    The in-game ad push seems to be paying off. According to EA research, gamers who played Need for Speed Carbon were more likely to consider and recommend the T-Mobile brand than those who didn’t. Half of the gamers who saw the promotions said the ads actually added to their enjoyment of the game.

    Still, this approach can backfire.

    The billboards in Battlefield 2142 and Counter-Strike prompted customer rebellion in recent months when players felt they sullied gameplay. Fans posted angry messages on forums, along with tips on how to disable the ads. And research by Parks Associates shows that some gamers still aren’t convinced that ads won’t spoil the fun.

    But if the new crop of ad brokers can strike the right balance, it could open up better ways to reach a prime audience.

    And in Wired Magazine:

    Merely slapping ads in games, however, doesn’t make them effective. Massive commissioned a recently released Nielsen study that shows good recall, but many ad people still suspect what Bunnyfoot found: Gamers are usually too busy swerving around corners to notice anything they don’t interact with. If an ad is too immersive, though, it will pull players out of the game — one thing nobody wants.

    What advertisers need is another way to plant suggestions in gamers’ heads. They could embed ads in interactive objects, like cars in a racing game — but the technology to serve those up on the fly isn’t quite ready yet. Or they could do a deal like the one Massive made for Gears of War. Set on a grim planet overrun by subterranean mutants, that game was a bad match for conventional ads, but its over-the-top weaponry seemed ideal for Discovery’s FutureWeapons TV series. So Discovery paid to develop two new levels of gameplay that it offered free on Xbox Live. The result: Downloads far exceeded expectations, ratings were great, and fanboys sang Discovery’s praises.

    The lesson applies as much to Need for Speed as to Gears of War, and it’s so obvious it’s easy to forget: “Gamers don’t want to be marketed to in a traditional way,” observes Chris Schembri, the Discovery executive who negotiated the deal. “They want to play the game. If you can enhance that experience, it’s the smartest thing you can do.”

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The TrendWatch is the collective postings of some of the FullSIX Group’s designers, strategists, and consultants on new media and marketing trends. It is meant to be an impromptu think-tank, and is a way for us to share theories and beliefs about how we think communication and connectivity is evolving.

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