Friday, September 14, 2007
Product / Price / Promotion Placement / Service / Retail Marketing research Marketing strategy Marketing management Advertising / Branding Direct marketing / Personal Sales Product placement / Public relations Publicity / Sales promotion Underwriting
Printing / Publication / Broadcasting Out-of-home / Internet marketing Point of sale / Novelty items Digital marketing / In-game Word of mouth In-game advertising (IGA) refers to the use of computer and video games as a medium in which to deliver advertising. 2005 spending on in-game advertising was USD$56 million, and this figure is estimated to grow to $1.8 billion by 2010 according to Massive Incorporated
Static in-game advertising
Increasing Internet connectivity has led to the growth of dynamic in-game advertising. Unlike the fixed adverts found in static in-game ads, dynamic adverts can be altered remotely by the advertising agency. Adverts can be tailored according to geographical location or time of day, allowing for the delivery of time-critical advertising campaigns, such as those publicizing a movie launch. Information can be sent back from the player's machine regarding advert performance; data such as time spent looking at adverts, type of advert and viewing angle
Dynamic in-game advertising
Virtual worlds and MMORPGs are able host persistent online adverts, with marketers purchasing virtual real estate with which to give brands a constant online presence in-game. Aside from establishing a brand presence, it also enables companies to use these virtual spaces as an online testbed. For example, Starwood Hotels & Resorts Worldwide established the aloft Hotel within Second Life, although the real world version of the aloft Hotel is not scheduled to open doors until 2008, the online presence allows for designers to get early feedback from prospective guests.
Online presence
A number of games utilize billboard-like advertisements or blatant product placement for the single purpose of creating a more realistic gaming environment. While permission to use logos, brand names, and other advertising material is usually given by the company owning the rights to these symbols, their use within the game does not serve to raise awareness of the product which is usually already very familiar to the player. Rather, these symbols allow the player more easily to achieve a degree of vicariism by drawing tenable parallels between the game environment and the player's actual environment. Examples of this include the FIFA International Soccer series without whose commercial billboard adverts would seem unrealistic or artificial. Many sports series also incorporate this style of advertisement due to the fact that professional sports is typically subject to heavy advertising and were the game to lack similar levels of in-game advertisement, in-game realism would suffer. Similarly, games like the Grand Theft Auto series or any number of First-person shooters feature recognizable brand name products like the Mercedes-Benz SLR McLaren or the Mauser C96 which are used as in-game status symbols or for a sense of in-game lethality. In a reversal of traditional roles, such uses of logos and brands are often desired or even requested by the players themselves. Another example is the Pikmin series where real-life products serve as treasures to be collected, however this is again not done to advertise for the product so much as to produce a humorous environment that is coherent with our own reality.
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