Is advertising all part of the game?
In-game advertising and in-game product placement are both very effective ways for companies to get their brand out there in front of millions of consumers immersed in a world that remains relatively unregulated – especially in comparison to TV, for example.However, the jury is still out over placing adverts or product names in games. The difference between right and wrong is likely to depend on how this is done, rather than on whether it is done at all. Get it wrong, and you risk seeing irritated customers leave in flocks, with practically no chance of their return. This is particularly problematic in a world that is based on a very strong sense of community and word-of-mouth. Even the most anonymous of gamers can ultimately make or break a game’s popularity with a few incisive comments or reviews.
Last year, the Consumers’ Experience with In-Game Content & Brand Impact of In-Game Advertising Study, a study conducted by Nielsen on behalf of IGA Worldwide, the leading in-game advertising network concluded that integrating adverts into gaming environments boosted consumer awareness and opinion of brands. 82 percent of respondents even said gaming was just as enjoyable with ads as without.
Certainly modern consumers tell us they want to have fun, escape and be more empowered. To accommodate such needs, game developers are under pressure to produce environments that are as realistic as possible. Any in-game advertising has to play be these same rules. Consumers get increasingly grouchy about advertisement that is simply thrown at them, but this is not the same as saying consumers don’t want advertising at all. Executed sensitively, adverts can add to the gaming experience by creating more realistic settings, further unlocking fun and escapist qualities. Developers might even argue that achieving the correct ambiance in a medium where immersion is key even necessitates overlaying real product names and logos onto virtual characters and environments.
Getting it right also involves consideration of context. Car manufacturer billboards on Gran Turismo tracks make perfect sense. Having the blood-stricken monsters in Dead Space walk around wearing branded clothes is likely to cause more of a stir. The suitability of the streets of Burnout Paradise as places to display Barak Obama’s campaign billboards is less clear. But marketers should certainly be aware of the following growing ‘rules’:
• Ads should be found where gamers want them and if they want them
• Ads must make sense to the target audience
• Ads should be easy to notice but simple to ignore
Interactivity and personalisation is the obvious way forward for fun and empowerment. Getting Lara Croft to change into a Rip Curl wet suit just before she dives into the sea in search for hidden treasures is not likely to offend gamers and may even give them a sense of reality. It also gives gamers a chance to have their favourite character engage with a brand they recognise in real life, adding to the gaming experience and to the gamers’ sense of identity and individuality.
Currently, the biggest game development houses have no need to open their doors to brands in order to finance their creations. However, financial return should not be the sole reason for a dialogue between the two to exist. Ads can easily disrupt the immersive experience with potentially catastrophic consequences to a game or gaming brand, but they may equally contribute to that experience if executed properly. With the right research, game developers and brand owners could develop positive relationships that are crucially based on the gamers and their user experience, and not just their business model.
Comments
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Dave CooperHi Mariana
Very interesting article. There is a difference between having non-negative views about ads and actually feeling they add to the gaming experience though – are you sure that gamers don’t just tolerate the ads, rather than welcoming them?
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MarianaHi Dave,
Thank you for your comment. The point you raise is a very good one and that question remains relatively unanswered. Don’t get me wrong, I wasn’t taking either side of the argument. However, I do feel that so far companies have always rejected adverts by assuming users don’t want them without considering they may actually add something to the game play experience. The study mentioned in the article showed positive response to ads by game players rather than mere tolerance. Do you think driving a car on a billboard-less track in Gran Turismo provides the same experience than one full of real car manufacturer or tyre maker ads?
It is also possible that some degree of personalisation associated with brand loyalty could add to the game play (already done in Metal Gear Solid 4 where characters answer Ericsson mobile phones, listen to music on their iPods and drive Triumph motorcycles amongst others). The real challenge will be to develop valid measures of game play experience and immersion so we can start to disentangle these issues with more clarity. That’s one of the tasks I have set up for myself this year! Thanks again for your interest. -
CastelloHello Mariana,
I found your article by doing a research about advertising on games and found it very interesting.
Do you know any game that the advertising is part of the plot ? For example, in order to progress in a certain game, you must rob a Bank of America, steal a Volvo from some crime lord, etc?
Thanks !
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MarianaHi Castello,
Thank you for your interest. As far as I know there aren’t many games where the actual brand is part of the gameplay, rather than simply appearing on a billboard or on an object used by the main character (phone, car, etc.). There are some cases where the interaction with a brand is deeper than that, though.
For example, in EA’s “Need for Speed Most Wanted” Castrol gives the player a code to unlock added content. Without interacting with the Castrol brand the player does not get access to that content. In this case, one could say that interacting with the brand is part of the game and affects your progression in it. I hope this helps!
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