Advertising and Games - PowerPoint PPT Presentation

1 / 25
About This Presentation
Title:

Advertising and Games

Description:

Advertising and Games. Opportunities, Pitfalls, and Competition ... (Not sponsored or endorsed by Microsoft) ... Promogames / Webkinz. 1m Webkinz sold in ... – PowerPoint PPT presentation

Number of Views:124
Avg rating:3.0/5.0
Slides: 26
Provided by: david47
Category:

less

Transcript and Presenter's Notes

Title: Advertising and Games


1
Advertising and Games
  • Opportunities, Pitfalls, and Competition

David J Edery WW Games Portfolio
Planner Microsoft, Xbox Live Arcade Blog
http//www.edery.org Upcoming book For Fun and
Profit How Video Games are
Transforming the Business World
(Not sponsored or endorsed by Microsoft)
2
Research Challenges
  • Avoided studies funded by the game industry
  • Most university studies are problematic
  • Focus on a single genre (i.e. racing)
  • Focus on static billboards
  • Very specific population (i.e. college students)
  • Small sample sizes (i.e. 10 to 50 respondents)
  • Small play times (i.e. one 15-minute session)
  • Focus on brand recall, not subconscious effects

3
Research Challenges (cont.)
  • Therefore, Ive partially relied on
  • More general psychology research
  • Research specific to film/TV product placements
  • Placements date back to 1940
  • Research is, as a result, more prevalent and
    thorough
  • A few good, independent, game-specific studies

4
Psych 101 forAds in Games
5
Integral vs Non-Integral Ads
  • Ads are highly integrated (or not) with a game
  • Integral ads
  • A car you drive (gameplay)
  • A camera used to solve missions (gameplay plot)
  • A brand prominently featured in cutscenes (plot)
  • Non-integral ads
  • Typical billboards alongside a road
  • Soda machines that arent part of a puzzle or
    plot

6
Implicit vs. Explicit Memory
  • Explicit memory
  • Triggered by high-involvement stimuli
  • The result of conscious processing
  • Integral ads usually get stored here
  • Implicit memory
  • Triggered by low-involvement stimuli
  • The things you miss when focused elsewhere
  • Non-integral ads usually get stored here
  • Note gameplay is generally high-involvement

7
(No Transcript)
8
Implicit Memory
  • Influences our behavior w/o conscious recall
  • Mere exposure effect and priming
  • MEE Japanese ideographs (1)
  • MEE polygons displayed for imperceptible
    durations (2)
  • Priming words associated with the elderly (3)
  • Leads to increased brand affinity
  • Mars Pathfinder spikes the sales of Mars candy
    (4)

9
Explicit Memory
  • Storage in explicit memory equals
  • Conscious brand recall
  • Comprehension of product brand attributes
  • Increased brand affinity, if ad well-implemented
  • The opposite, otherwise!
  • Examples of integral ads done well
  • Sony Ericson phone placements in Splinter Cell
  • E.T. and Reeses Pieces saved the candy (1)

10
Persuasion Knowledge
  • People recognize and resist persuasion (1)
  • Good placements arent seen as persuasion (2)
  • Except possibly outside of the game, which is OK
    (3)
  • Goldeneye and BMW Z3 100m exposure

11
Fit / Congruence
  • Incongruent ads increase recall and PK
  • Negative effects demonstrated in TV study (1)
  • Resist temptation to stand out in unnatural ways
  • i.e. Dont put trucks on a skii slope as
    obstacles
  • i.e. No ads for current products in distant
    future
  • i.e. Dont fill a city with billboards for a
    single brand

12
What Gamers Say (Integral Non)
  • 2007 study GameSpot Internet Ad Bureau (1)
  • 73 did not mind in-game advertising
  • 14 thought in-game ads spoil the experience
  • Key this is all predicated on ad recognition
  • The whole point is to eliminate recognition
  • Study revealed confusion as to what constitutes
    ads

13
Mood Other Associations
  • We have associational brains
  • I.e. happy TV film greater ad effectiveness
    (1)
  • Avoid sad portions of a game
  • i.e. Dont put baby products in a bloody shooter
  • i.e. Dont put Dasani on the side of a filthy
    truck
  • They should request clean textured" locations
    only
  • In short, congruence alone is not enough

14
Summary What Works When?
  • Integral ads (done well)
  • Increase brand recall
  • Generate positive press
  • Can convey useful brand/product info
  • Increases purchase intent, even for serious
    purchases
  • Non-integral ads (done well)
  • Increase brand affinity, but not recall
  • Can be employed cheaply and dynamically
  • Cant convey complex meaning
  • Particularly good for impulse purchase decisions

15
Placement decision tree
16
Enough About Ads-in-Games,What About Other
Things?
17
Advergame Research
  • Little research exists on this topic
  • Preference to handle tech prior to purchase (1)
  • Laptops, camcorders, PDAs, etc
  • Opportunity to outperform non-interactive ads
  • Increased preference w/ children Froot Loops
    (2)
  • 65 preference over other cereals vs 35 control
  • Ineffective before age 7 potential ceiling
    effects
  • High brand recall rates (3)
  • Sadly, marred by small sample other issues

18
Demonstrative Advergames
  • Exploring educational persuasive games
  • Ian Bogosts Persuasive Games
  • MIT and U. Wisconsin Madisons Education Arcade
  • Examples
  • Fiskars Prune to Win
  • Yoshinoya

19
SponsorshipsThe Lost Video Art?
  • NA spent 14.9b on sponsorships in 07 (1)
  • Double-digit increases for the past several years
  • Greatest percentage sports, NASCAR, etc
  • What happened to sponsored video content, i.e.
    soaps?
  • Classic psychology create desire to reciprocate
  • Potential old retail games, casual games, etc
  • Sponsored virtual currency
  • i.e. WildTangent AdventureQuest

20
The Face of Games To Come?
21
The Coming WavePromogames / Burger King
  • 40 increase in profit for the quarter
  • 3.2m games sold
  • Many millions of hours of brand exposure
  • This is only the beginning!
  • More companies will get in
  • Budgets will rise as companies fight for mindshare

22
The Coming WavePromogames / Webkinz
  • 1m Webkinz sold in two years (1)
  • Longer visits than Facebook or MySpace (2)
  • Already being emulated
  • 5 to 10m budget per virtual Disney property (3)
  • Mattel launched 59 Barbie mp3 / virtual world
  • Promotion? Revenue? Enhanced engagement? Expect
    to see a lot more of these

23
Transmedia Content
24
Suggested Books
  • The Psychology of Entertainment Media Blurring
    the Lines Between Entertainment and Persuasion
  • L. J. Shrum, 2004
  • Persuasive Games The Expressive Power of
    Videogames
  • Ian Bogost, 2007

25
Suggested Articles
  • Experiencing Interactive Advertising beyond Rich
    Media Impacts of Ad Type and Presence on Brand
    Effectiveness in 3DGaming Immersive Virtual
    Environments.
  • Grigorovici Constantin, Journal of Interactive
    Advertising, 2004
  • The Effectiveness of In-Game Advertising
    Comparing College Students Explicit and Implicit
    Memory for Brand Names
  • Yang, Roskos-Ewoldsen, Dinu Arpan, Journal of
    Advertising, 2006
  • More than meets the eye Investigating the
    hidden impact of brand placements in television
    magazines
  • Matthes, Schemer Wirth, Intl Journal of
    Advertising, 2007
  • The Effects of Playing an Advergame on Young
    Childrens Perceptions, Preferences, and Requests
  • Mallinckrodt Mizerski, Journal of Advertising,
    2007
Write a Comment
User Comments (0)
About PowerShow.com