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Introduction
The
first Advertising in Games West conference was held on Thursday, July
28th at 600 Townsend Street, near the Sega building in San Francisco,
and consisted of six panels, a keynote, two breaks, and a lunch, all on
the subject of how to intelligently twine the worlds of game
development and consumer advertising. Each of the first four panels
contained more or less the same points and information; the last two,
which dealt with the design and publishing ends of the argument, were a
little more varied and informative.
Market Overview
After
a brief introduction from Game Initiative director and conference
organizer Steve Farrer, United Talent Agency's Jonathan Epstein began
the Market Overview panel by establishing the day's themes: that there
are some superficial parallels between videogame advertising today and
Internet advertising a decade ago; that one key argument for a shift to
in-game ads is that the key advertising demographic of males aged 18-34
has been watching less and less TV over the past few years, while
overall demographics for videogames keep inflating; that both casual
gamers and wireless gamers are primed to override "hardcore" and
"mainstream" gamers; that women constitute the largest demographic of
online gamers; that there are a number of different approaches to
advertising, all of which need to seamlessly fit the game in question;
that not a lot of games really lend themselves to in-game ads; and that
substantial market differences exist by region (New York prefers Ninja Gaiden and Metal Gear , while Los Angeles likes World Of Warcraft and Doom 3; they both like Resident Evil 4 about the same).
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A Sprite ad running in Anarchy Online.
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Anita
Frazier from the NPD Group followed with the expected numerical
results, explaining the split in system install base (about equal for
PlayStation 2 and Game Boy Advance, with Xbox, Gamecube, and the new
handhelds trickling down from there) and pointing out how many
game-compatible cell phones are rattling around today; that sales don't
always match the install base (1/3 are for the PS2, the rest roughly
split amongst PC, GBA, Xbox, and Gamecube); that PC software is
becoming less and less relevant strictly from a sales tracking
perspective; and that game sales spike ridiculously around Christmas
and otherwise remain largely flat throughout the year.
She
then offered a few pop quizzes on how many games had ever breached a
million in sales (228), and on what the top games of the last year had
been. She explained what the popular genres were last year, those being
shooters, action, sports, FPS, RPG, and racing. She pointed out that
it's "still a man's world" when the GBA has an unusually high female
install base at 32%; that (for whatever reason), the South is the
biggest market for games overall; and that most game sales go to
middle-class households, with the demographics leveling out both above
and below a certain income threshold.
Yankee
Group representative Michael Goodman rounded off the panel by
explaining that, although companies like Proctor & Gamble are
starting to scout out videogame marketing, they have a lot of
misconceptions about the market; he intended to counter that by
emphasizing the diversity of gamers and illustrating the potential of
game advertising compared to marketing in other media. Goodman
established four different sub-demographics of gamers, each with its
own dynamics - those being the console, handheld, PC, and mobile
sectors. He showed that, strictly in terms of audience time spent on
each medium, newspaper marketing is perhaps vastly overrepresented
while radio is perhaps undermarketed; videogames, meanwhile, are barely
represented at all. He explained the efficiency of advergaming, using
as an example a game based on Radio Shack's "Zip Zaps" toy car line,
which cost less than a single TV ad for several iterations of the game,
and resulted in a fifty-percent purchase rate for those who played the
game; likewise, over a quarter of all buyers cited the game as a
significant influence on their purchasing decisions. Goodman also
pointed out that different publishers have different strengths and
tendencies: out of the three biggest supporters of in-game ads,
Activision is the biggest in dynamic ads; Ubisoft strongly prefers
product placement; while EA has slightly unusual takes on the issue.
A Massive Keynote
The
keynote from Davis, an extremely effusive Australian, was the flashiest
and most energetic presentation of the conference; reiterating
Epstein's point, Goodman explained that over thirty years, prime-time
TV viewers have steadily gone down from 53 to 30 million (particularly
after the mid-'90s). He showed a picture of a couple of
repugnant-looking twenty-something males sitting on a couch, and said
"this is your audience". He then went on to establish his "four 'C's"
that define the videogame industry, each depicted as one quarter of a
big jigsaw puzzle: Content, Community, Cost, and Commerce. He showed
some statistics projecting that videogame marketing would blossom from
$118 million last year to $1.05 billion five years from now, claiming a
"broad consensus" and citing Harris Nesbitt as his source.
To
explain this, Davis made a parallel between videogame ads and cable TV
ads, which as of 1995 spiked from $5 million after a decade of slow and
steady growth to about $23 million today. He provided no explanation
for the sudden spike in cable ad revenue in the mid-'90s, though
suggested a similar spike is coming for videogames. The reason he cited
is that although the key demographic - 17-to-34 males - is increasingly
difficult to reach through other media, it is spending more time than
ever with videogames, and are far more engaged with videogames than
with other media, meaning they are far more likely to notice and
remember ads in their personal gamespace.
Davis
then hit the major thumping point of the day: that whatever the ads,
they must not interfere with the player's experience. If possible, they
should fundamentally enhance the game world or the gameplay in some
way. At worst, they should not detract. Beyond not offending gamers,
the other two points are that advertisers must not oversaturate and
must not affect the game on a technical level. He said that Massive's
software is easy to integrate and uses almost no memory footprint.
The
idea behind Massive is in selling in-game ads in much the same way that
blocks of advertising are reserved for TV. Massive's team spends a good
deal of effort in matching the ads to the gameworld, both thematically
and in terms of texture, lighting, color choice, and other atmospheric
concerns. The typical Massive ad might be a lit Sprite logo on a soda
machine (that can be blown up, as with any other in-game element); on
later plays, the logo might change to a Dr. Pepper or a Jolt one. Davis
claimed that most gamers embraced the idea of ads like this, as they
would enhance the "reality" of the gameworld. That's another major
argument of the day: that we see ads everywhere in life, so if anything
it's actually distracting not to see them in videogames. Davis
showed some statistics to prove that about 93% of gamers surveyed
(though under what conditions he did not specify) had a positive
response. It would actually be more accurate, going by those figures,
to say that 30% were enthusiastic while the majority, at 43%, were
merely apathetic about seeing a Sprite machine in their first-person
shooters.
Davis
showed a bunch of publishers who had signed on to Massive, and showed
the different kinds of ads Massive would run (general branding;
time-critical ads like upcoming movie premieres; and research-based
ads, intended to gauge user response). As an example, he used the Adam
Sandler vehicle The Longest Yard, asking who in the audience
had seen it. (Not a single hand went up; Davis laughed, emptily.) He
said that Massive had trailed the movie heavily, and that (at $60
million) it had wound up with the largest box office weekend ever for a
sports movie. He then cited recent Intel ads, and a 90% user approval
rate, where 80% said that the ads enhanced the game's realism. Massive
can measure player response by how long the player hovers by an ad, how
much of the screen real estate it takes up, and at what angle the
player is viewing it. When Massive showed some flashy Intel trailers, Anarchy Online players crowded around the viewscreens out of curiosity. Davis took this as a sign of success.
From ROI To Advergaming
The
next several panels were relatively uneventful. In the Campaign
Tracking and ROI (Return On Investment) segment, Mike Vorhaus of Frank
N. Magid Associates again hit on the idea that there is no one "gamer"
demographic. He and other panelists cautioned against rampant optimism,
emphasizing that despite the impression one might get, software like
Massive's can't measure everything. The topic of DVR (digital video
recording) came up, and that in other media and in life in general,
people are constantly going out of their way to avoid ads. It was
actually kind of hard to keep the panel on-topic, as audience members
kept wanting to discuss their experiences in ad avoidance, wondering
how this factored into in-game ads. No one had an answer - though the
general consensus was that ads in general are almost universally
irritating.
The
Advergaming panel was, arguably, a little bizarre. Bill Clifford of
WildTangent went off on... a wild tangent about his company's game Mojo Master,
asking who had heard of it. A few hands went up, none of which belonged
to this writer. An Internet search brings up the following description:
"Countless hours have been logged observing social encounters,
attempting to better understand the female species, and determining
what makes a playa a playa. These laborious studies have given birth to
seduction theories that have been applied to a virtual construct, a
game that lets you let loose in a fantasy world populated by 100
totally hot 3D girls." Okay then. Clifford beamed that the game, which
advertises Axe deodorant, was reviewed in magazines like Maxim on the
same level as Playboy: The Mansion, and taken just as seriously.
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Mojo Master brought to you by Axe Unlimited, developed by WildTangent.
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On
the other end of the scale, Dan Ferguson of BlockDot later said "We
don't build games for hardcore gamers; we build games for humans." He
also talked about how his games were "a brand experience" -- "but
[they] play like game[s] !"; and how when he plays a
game, he is "willing to put up with" a few ads if it means saving
money. On this note, all the panelists agreed that as soon as someone
pays for a game, ads should go off. There's no reason to advertise in a
game that someone paid good money for; ads are meant to support free
content. One panelist described the Anarchy Online billboard
behavior as "rubbernecking". On advergaming itself, the general
consensus was that although it's nice to incorporate a product into a
design in a meaningful way, the priority is in making a good game,
which in most cases means superficially icing an unrelated game with
the brand in question.
Publishers, Developers Weigh In
Josh Lawson of GameSpot ("the ESPN of games; our business is advertising around games, though obviously we have a keen eye for advertising in
games") moderated the final two panels of the day. Mark Long of
Seattle-based Zombie Studios lamented that he wished there were a way
to show brand owners how much fun it is to "fuck with" their brand - to
blow up their cars or use their products in non-constructive ways;
instead, brand owners look on in horror. They have no sense of humor
about the situation, and no understanding of what it means to play a
videogame.
A
representative from Konami gave an anecdote about one team member, a
vegan, who left a project after learning what kinds of ads Konami
intended to run in the Xbox version of the game. A woman from
Activision described the circumstances where ads might be appropriate;
she concluded that the best place will naturally be in games that
strive for some kind of photo-realism, and only in a context that makes
sense. "If it's set in Times Square, then fine." She pointed out again
that "people are paying for this product." She also described a game
she worked on recently, based on one of the Shrek movies;
asked to incorporate a license from a national pizza chain, her team
developed a whole extra level that involved collecting pizza. The idea
was that players could find a code to access the level whenever they
ordered pizza from this establishment. Although this takes a lot of
forethought, she saw it has having a little more integrity to the
product in question and to inherently add more to the game, for the
player's benefit. In contrast, the advantage of online ads is shorter
or virtually no lead time on the ads themselves (as long as the
infrastructure and design is in place).
"How
will we know when advertising has gone overboard?" Lawson asked the
panel. "What will be the indicators that the experience has been
adversely affected?" The answers ranged from when reviews see fit to
comment on them, to when the developers feel their creative vision is
being threatened, to when gamers rebel. "Gamers are very savvy," one
panelist said. "They understand when they're being bombarded with
marketing." The panel then went on to discuss how "finicky" gamers are;
that they will "turn on you on the drop of a dime", and never forget
your perceived transgressions. So the lesson is never do anything to
piss them off. "No Coke on the loading screens", for instance. Stay
away from loading screens, period. The Konami representative described
how in the newest Karaoke Revolution, his team chose to mix the real ads in with a bunch of fake ones, to keep them from becoming too distracting.
About
pleasing the sponsors, the advice was just to make sure everyone
understands the expectations from the start. If a car maker doesn't
want its vehicles damaged at all, then maybe that's a problem. About
Massive's massively positive survey data, the publishers all grunted
and advised to "take it with a grain of salt", pointing out that there
is no real litmus test and that although the response is 90%
not-negative, half of that is merely neutral and anyway, this is only a
study of PC gamers.
Other odds and ends include discussion of the Lego Star Wars game (described as a commercial advergame), the America's Army
game and the frightening number of statistics the Army records from the
game's players, and how one of the panelists would love to produce a
Pepsi Half-Life mod, and wondered why no one was doing this
kind of thing yet, as it seemed a viable market. Someone also pointed
out that when selecting games to advertise in, companies don't care so
much about developers or publishers as about what has sold well in the
past. If it's a sequel to a popular game, it's a potential target.
The publisher panel was similar, though (understandably) a bit different in tone. When asked how the GTA: San Andreas
Hot Coffee mod had affected game publishing and the immediate climate
for ad placement, all of the panelists shrugged it off. Julie Shumaker
of EA said that the main issue is just to know your product, as
advertisers. You have to ask yourself: "Can you chop off someone's leg
and hit him over the head with it? Do you want to be a part of that?"
She later explained that as far as EA was concerned, advertising was
not a way to offset development costs. EA isn't in the business of
offsetting costs; EA is in the business of increasing revenue.
And as far as she was concerned, in-game marketing isn't close to
"real" yet. "A $30 million business is not a real business in 2005."
The
panel spoke of potential conflicts between licensees, citing the
upcoming game based on 50 Cent, and 50's personal sponsorship deal with
Reebok; that license will affect every other potential advertiser for
the game. Likewise, the only advertisers allowed in an EA Sports game
are sponsors and partners of the league in question (NFL, say).
Shumaker referred to videogames as "a hit-driven industry", and said
that as a result, ads will be important in the future, to help make up
the difference when a game doesn't hit as it's supposed to.
Someone
in the audience asked if the panel foresaw genres and content adapting
in the future, to better facilitate advertising - whether some genres,
like fantasy, that don't support ads very easily, will begin to
disappear. The answer: "No." After some prodding, they elaborated that
the consumer's payment structure might change, depending on cost.
Shumaker cited a recent add-on for one of the Madden games; EA
allowed people to go to the left and pay $20.00 for the extra content,
or go to the right and sign up for a year of ads from Chrysler. Almost
everyone went to the right.
On
the question of when ads have gone too far, a panelist cited a recent
game where a screen that the player had to consult frequently had a
certain branding on it; although they thought it was relatively minor,
they got a lot of complaints from users, probably as a result of
frequency. On the other end of the scale, Shumaker cited a recent SSX
game that included a Honda Element car. All Honda really wanted was for
the car to be presented as a prize in one of the races; the designers,
though, thought it would be fun to incorporate it into the game and
allow the player to do tricks with it. She thought this was completely
over the top; it turned out that players loved it, though, because it
gave them something else fun to do with the game.
Conclusion
In
general, the Advertising in Games West conference was down-to-earth and
surprisingly innocuous compared to the 'horror stories' sometimes
trumpeted about the negative thrust of ads into games. Most of the
presenters seemed aware of the dangers of advertising in an intimate
space, and had a good grasp of the absolute limitations of in-game
marketing.
The
speakers were largely sincere in their desire, and oddly unified in
their ideas about how to approach the issue of in-game advertising - to
the point where after a couple of hours, it seemed like the entire
conference would consist of the same three or four points repeated
interminably. Then again, that is the nature of advertising.
The
only real unanswered question is what future there can be for marketing
in an unusually personal space, patently not designed with marketing in
mind. The growth statistics cited are tenuous, as are advance audience
studies - especially given the general consensus at how darned annoying
ads are. It seems like there's a lot of research to do before this
field can make much progress.
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