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In-game ads link to the real
world
By Clayton Collins
The Christian Science Monitor,
1/26/06
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."
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