Casual Connect: What Brands & Media Buyers Really Think About In-Game Advertising

In a special panel at Casual Connect casual game companies discussed the impact of in-game advertising and luring big brands to the growing space.

by N. Evan Van Zelfden on Wednesday, July 23, 2008

Casual Connect: What Brands & Media Buyers Really Think About In-Game Advertising

Moderator Mike Vann started by pointing out that advertising is not only in-game, but around games as well. The first statistic he cited was the 200 million players of casual games each month. "Trip [Hawkins of Digital Chocolate] believes that's going to be a billion – and we all hope he's right."

Vann said that 51.7 percent of casual gamers are female, 48.3 percent are male, and that the average age is 33. "It's growing 20% per year," he reported, adding that 67% of U.S. residents have played games in past three months.

"So casual games are here – people are playing – probably more than will admit it," Vann told the audience, adding that there was an amazing opportunity to "extract advertising value from all this growth."

"The ad supported model has definitely arrived," Vann proclaimed, showing a chart that predicts the ad spend for U.S. video games will grow from it's current half-a-billion dollars to $1 billion in 2012. "The numbers are promising, and we all need to pay attention to this revenue pool."

In that same timeframe, 84 percent of in-game advertising will be of the dynamic type.

"Once you get [brand marketers] in the door, and they can see the results, they fall in love with [casual games]."

Jordon Smith, an account executive at ESPN says her network has "identified the casual game area as a growth area for us." She points out that the core demographic of men aged 12-to-34 actually enjoy playing these casual titles. One recent title, Zoom had "over a million plays in two months – which was just phenomenal."

Meanwhile, Joe Keating, a media supervisor from Avenue A Razorfish, notes that developing a console game takes too long and has too much policy involved. "There's a lot that you can create and do in the casual game space," he says.

Keating cites the Zoom game having an average playtime of seven minutes per user, and that the casual games gave ESPN the flexibility to create something custom.

"Advertisers want reach, they want scale, they want to be able to go one or two places to reach a lot of people," states Ty Levine, the vice president of marketing for NeoEdge. He says that, in the ad community, the decision makers have been extremely positive.

But the challenge Levine finds is that the owners of those brands tend to be conservative, which requires education for them to become comfortable with game ads.

"Even though we do video advertising," he says, "At the end of the day you're wrestling with conversion" – something the Internet has been used for instead of the brand-building advertising that normally appears on television.

"Once you get them in the door, and they can see the results, they fall in love with it," says Levine, "if you can get over that first hurdle."

"We've been spending a lot of time with advertisers and agencies educating them on the data we have," adds Yahoo's Kyle Laughlin. But something he doesn't hear getting much attention is quality, which is something Yahoo finds to be a key factor.

"Any time brands are eager to cut quality," Laughlin finds himself encouraging them to work with good developers or publishers. Bad games don't work, "nor do they do the brand justice itself." Yahoo's reach, plus great games, he says, "is really paying off."

NeoEdge's Levine concludes that the unique part of in-game advertising is your connection to players. "In a game, you have an audience that's focused on that game." Outside the Hallmark channel, he says, "There are very few place you can own the 20-minute experience."

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Latest Article Comments (2)

  • lcourtines on 7/24/2008 8:53 pm

    psycros, You are missing the point of this article. They aren't talking about console games you pay $60 for that have ads in them. I agree those do suck. What we are talking about here is engaging FREE online games that happen to be sponsored. If you could play a very cool racing game online and the car happened to be a Mecedes Benz I don't think you would mind. it is the FREE ONLINE game market that is being referred to. Laurent http://blog.games.com

  • psycros on 7/24/2008 11:44 am

    If you want to sip Starbucks in your silly Second Life or wear Prada in some girl game, more power to ya. There's no question that some empty souls feel compelled to imitate their fantasies in real life. For those of us who play games for escape, however, seeing posters for Nike shoes everywhere is a huge buzzkill. Incongruous in-game advertising outside of a sports sim destroys immersion and makes you NOT want to play the game. The more out of place the ad, the more anger it generates. It also builds resentment towards those who produce the products ("you couldn't even leave me alone while I'm playing a f*#king game?! I'll tell everyone I found a human THUMB in your damn soup!"). This isn't entirely fair since its the game publisher who is the real culprit here, but let me just say on behalf of anyone over the age of ten - we hate in-game ads. We really, really do. I've seen groups of gamers in the forums pledge to boycott over particularly irritating placement, and I know they really do it - I do, all my friends do. Thanks to a Tom Clancy title we got EVERYONE to not see The Hills Have Eyes, for example (the awful reviews probably didn't help, either, but..) Frankly, I enjoy ads in a game for things that don't really exist - ads are a part of life, but its a game, so no real items, please. You don't want ads in games, you want product placement. Let me make a Molotov ****tail from a bottle of Jack Daniels. Have cans of Folgers Crystals go flying as I blaze a full-auto spray through a grocery store. Give me only half a bar of signal while I'm standing right under an AT&T cell tower (OK, scratch that last bit of realism). In short, handle name brands the way Steven King does, dropping references for effect or incorporating them in believable ways. Let the gamer McGuyver(tm) together a pair of Nokia phones, a can of Hercules black powder and a box of Home Depot roofing nails for a remotely detonated bomb to kill Muslim terrorists. See, now THATS reaching your target demographic.

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