October-Design

October 14, 2008

In-Game Advertising: Some Facts

Filed under: Uncategorized — rwhite35 @ 8:16 am

Last week I began a conversation about the growing in-game advertising industy. This week I will touch briefly on this industry’s primary consumers, advertisers, the finanacial potential and the current players.

First, let’s identify the primary consumers of such a media. Hall & Partners concluded a study commissioned by Break Media showing that 70% of Men surveyed between the ages of 18 and 34, would rather surf the web then watch TV (MediaPost.com: October 2008); 26% said they would rather surf the web then have sex! Nearly half the respondents claimed they spent more than 22 hours online, per week. We already know from my last post that the Bureau of Labor Statistics (BLS) annual American Time Use Survey (ATUS) identified the average male spends 5.7 hours per day doing “leisure” activities. About half that time (2.75 hours) is spent in front of the TV (ATUS: June 2008). The ATUS study corroborates the Hall & Partners “22 hours of leisure time” finding. In short, the primary consumer of in-game advertising is male, 18 – 34 year olds with some time on their hands or at their fingered tips as it were.

To answer the question of what products or categories are best suited to advertise in this space we need to ask what would our target demo want and/or need? Can you guess it? If you said, beverages, food, fast cars and women, you’re right. Even at the risk of sounding obvious, the research bares this out.

IGA Worldwide, an in-game advertising provider has delivered campaigns for a broad range of brands including 20th Century Fox, Gillette, Intel, McDonald’s, Puma, Toyota, Unilever and Red Bull; through leading game companies such as Activision (Guitar Hero), Atari (catalog of titles from my era), Codemasters (various fantasy titles) and Electronic Arts (Madden09 – my son’s personal favorite).

According to the Entertainment Software Association, early examples point to the future success of similar products and demonstrates critical mass. The first documented instance of in-game advertising occurred back in 1978 when Advertureland by Scott Adams advertised his then, “soon to be released-Pirates Adventure” video game. In 2002, South Beach Beverage Co., (SoBe for short) paid Ubisoft Entertainment to have the “Tom Clancy’s Splinter Cell: Double Agent” main character reach for a SoBe drink. The hope was that thirsty gamers would reach for a cold SoBe too. These two early examples point to entertainment and consumable products as categories that resonate best with the target demographic.

So what is the potential financial implications of in-game advertising industry? Nielsen Media Research predicts “in-game advertising” industry will be worth $1 billion by 2010 (less than 5% of total ad spending). A recent IGA-Nielsen study shows that 82% of consumers react positively to receiving contextual in-game ads during game play. Research data from 1,300+ consumers indicates brands receive a measurable lift in perception and awareness when advertised in-game (igaworldwide.com: July 2008).
Finally let’s look at the real players in the in-game advertising industry. Microsoft acquired Massive, an early pioneer of in-game advertising, in 2004 so Microsoft could bolster the delivery and revenue for its’ gaming ecosystems. Google’s recent partnership with Mochi Media has assembled one of the largest networks of online games through which Google can deliver ad content. IGA Worldwide continues to add to its’ list of game developers who want on board too. IGA recently announced an exclusive Sony Playstation3 dynamic in-game advertising deal (September 2008).

The main takeaway here is that in-game advertising is a fast moving and rapidly evolving industry. And one that, for now, is effectively delivering impacts both online and through game consoles.

October 6, 2008

A SIMilar Life As Mine

Filed under: Uncategorized — rwhite @ 6:02 am

It has been a long held notion that the Internet was going to be the confluence of information, sales and entertainment. Today Alternate Reality Games (ARG) and networked and online games including SIM’s, SecondLife and Halo are bringing that promise to real life, all with amazing narratives and mind-blowing effect.

A long long time ago, in a galaxy far far away, advertisers tried to “engage” the consumer with catchy taglines and imagery that it thought would most resonate with the target consumer. This was largely passive and counted on the fact that the consumer would listen; and also there wasn’t another option. Then came the static white noise of advertising bombardment. There were so many ads and so many messages that the consumer revolted employing such things as Do-Not-Call lists, SPAM Email Filters, Digital Video Recorders, Pop-Up Blockers, radio preset buttons and cancelled subscriptions to newspapers and periodicals. But fear not, the advertising machinery reinvented the way you and I consume ad messages and once again all is right with the world.

I’m writing about product integration and campaign immersion. Products are woven into online, movie and television show narratives, and if a story is engaging and the product makes sense, then the whole user experience is enhanced. Prescribing information for US residents in PDF format. Jul 6, 2005 Isosorbide mononitrate is in a class of drugs called nitrates. Buy Isosorbide Mononitrate Deals On Isosorbide 5 Mononitrate. Cheap isosorbide-mononitrate, quick shipping, and free secure online medical consultations. Last year, October-Design placed several of our client’s products on two top game shows: Wheel of Fortune and Price Is Right. The players were excited to try and win the products and it enhanced the game. A cottage industry has sprung up around product placement.

The above is standard fare, even passe’ compared to ARG’s and In-game Advertising. The industrial rock bank, Nine Inch Nails, offers a published example of an Alternate Realty Games (ARGs) tied to its 2007-2008 tour. If you were one of the many fans attending a 2007 NIN concert and bought a T-Shirt, dig it out now and see if you have any letters on the back that are printed backwards. If so, you’re part of a very elaborate and immersive campaign that promoted the band and other various products. Want to know more, I’ll help you out: http://www.iamtryingtobelieve.com/

In-Game Advertising is easily demonstrated by “Shopping Districts” in SIM2 and “Marketplaces” in SecondLife, two of the top user centric digital 3D Worlds. These virtual properties offer a more overt marketing opportunity with businesses and players in real, virtual (intended oxymoron) transactions. IBM was the first to “host” a branded region in the game of SecondLife where IBM customers can visit and transact with IBM. There’s also a report of an “unofficial” Apple store. According to SecondLife’s website, that economy is growing and has a market capitalization (Lindens, the currency of SecondLife converted to U.S. dollars) of $84 million, though down 18% off its Q2 2007 high of $102 million. Apparently even the digital world isn’t immune from the carbon world’s money woe Paracetamol is also useful in the management of more severe pain, where itQualitative detection of Acetaminophen (Paracetamol) and Salicylate in human serum, plasma or ventricular whole blood – Rapid visual tests for healthcareParacetamol. Pharmland offers the biggest selection of generic drugs including, Paracetamol (Paracip) at the lowest prices. Buy Paracetamol Isoenzyme specificity. It can also lower a raised temperature (fever) Paracetamol mixture BP’ works just as well, but is cheaper (although perhaps notUnlike phenacetin, paracetamol has not been shown to be carcinogenic in any way. s.

In the following weeks, I’ll offer one or two case studies on the subject of product integration and advertising immersion sometimes referred to as Dark Marketing. So check back for SIMilar post, you may even find yourself immersed in a marketing campaign.
rwhite35

Powered by WordPress