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Havas
Media has published a white paper on the
trends in digital advertising in the gaming
industry. An advergame is an online or downloadable
game where the primary objective is to deliver
advertising messages, drive traffic to web
sites, and build brand awareness.
The company says that another great example
of advergaming was the 2006 series of branded
Xbox games from Burger King. These games
integrated King, a quirky character from
BK marketing campaigns, and were an immediate
hit.
The
advergames were sold exclusively in BK restaurants
for $4 each with the purchase of a Value
Meal. Brand awareness went up, Value Meal
sales spiked, and Burger King sold more
than 2 million games ($8 million) in just
four weeks, creating an entirely new revenue
stream.
Advergames
are commissioned or sponsored by a marketer,
and designed from scratch around a brand
or product. They deliver brand messages,
drive web traffic and build awareness. Most
can be played for free. Its a simple
value exchange: Users give a brand their
attention, and the brand provides an entertaining
experience.
Advergames are incredibly flexible. They
can be developed for IM applications, banner
ads, mobile devices, interactive billboards,
web sites, Facebook applications, widgets
and
more.
In-game
advertising meanwhile integrates a brand
into a pre-existing narrative. In-game ads
can be static, meaning they stay the same
every time the game is played, or dynamic,
meaning they can be manipulated via an Internet
connection to precisely target the player.
Static
in-game ads are typically hard-coded during
development and appear as billboards or
props, like vending machines, or on game
menus and loading screens. Usually, a player
can interact with branded billboards, signs
and more to get information he needs to
progress in the game. McDonalds and
Coca-Cola in Doom 3. Two-thirds of all video
game ad spend in the US will be in-game
by 2012.
Dynamic
in-game ads can be updated every time the
game is played, if the PC or console is
connected to the Internet. The ad-serving
agency factors in the users geographic
location, the day of the week, time of day,
length of play, and any other available
user information. Marketers can get data
on exposure time and ad type, and agencies
can optimize performance.
This
kind of highly targetted advertising is
currently available on a wide range of titles
for the PC and Xbox 360 (Xbox Live). Sony
recently announced it would allow all ad-service
companies to reach its PS3 user base (except
Microsofts Massive, a huge competitor).
Nintendo has a no-advertising policy for
its consoles.
An ad server can deliver specially targetted
ads to a gamer in France and a gamer in
the US, even if theyre playing each
other. But static in-game ads are trickier.
The right ads have to be placed in each
version of the game during development.
Red Bull, for instance, is a perfect fit
for many game titles, in many countries
but not in Scandinavia, where the
stuff is illegal.
In
terms of variations there are pre-game,
post-game and interstitial ads. These can
roll before gameplay even begins
for example, as a loading screen
or after a specific level or time period,
or at the end of a game session. One distinct
advantage of video-game sports over real-life
sports is that there are no diet restrictions.
Sponsorships
allow a marketer to own 100 per cent of
the territory in and around an existing
game. A brand can sponsor a gaming tournament,
a zone, or even the release of exclusive
content, like unlock codes for special features,
hidden items, extra levels and more.
Product
placement in video games works a lot like
placement in movies or television, with
opportunities for integrated brand messaging,
sponsorship, and use of products or services
by the characters.
These
elements are typically hard-coded into games
and can require long lead-times, usually
nine to 18 months prior to release. Rising
game development costs (now into the millions)
sometimes force marketers to make a significant
investment upfront.
The study notes that this can be worth it.
The brand could be permanently associated
with a high-profile entertainment franchise.
In the 2003 film Tomb Raider: The Cradle
of Life, Lara Croft (portrayed by Angelina
Jolie) traded in her Land Rover from the
first film to drive a specially equipped
Rubicon edition Jeep Wrangler. The Wrangler
Rubicon (image left) was also one of several
Jeep vehicles featured in the 2006 Eidos
game, Lara Croft Tomb Raider: Legend.
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