As more
and more companies get into the act of supporting in-game advertising
and product placement, it's worth taking a step back to think about
what makes advertising effective in the first place.
SWAT 4 features a bevy of ads.
The
basic argument for in-game advertising is: you can't use TiVo to ignore
it, it doesn't disrupt the flow of content like TV advertising, and its
inclusion in an interactive medium makes it more subliminally powerful.
But we know from experience that all in-game advertising isn't created
equal. Product placements that sensibly enhance gameplay (like driving
a Hummer in Grand Theft Auto) are far more effective than, say,
random billboards situated around a virtual race-track. If people can
learn to ignore banner ads in websites, why do some advertisers think
so highly of the in-game equivalent?
Consumer
marketing research suggests a better way to harness the power of
in-game advertising. For example, studies have shown that an
advertisement is more effective when the person watching it is smiling,
nodding, dancing, etc. Our brains are hard-wired to positively
interpret anything we experience during these states of being. Given
that, building the MTV brand into DDR would probably be much more effective than slapping the MTV logo onto a billboard in Burnout 3.
Imagine an MTV VJ playing the music and acting as announcer between
dance rounds; if done right, it would definitely enhance the gameplay
experience and represent tremendous value for the advertiser.
Conversely,
depressing and/or fear-inducing moments are a less appropriate time to
introduce in-game advertising. Imagine a first person shooter game in a
real-world setting. You're running around a dark, abandoned shopping
mall. Seems like a great opportunity to introduce real-world brands (on
the entrances to stores, in posters around the mall, etc.). But does
the Gap really want its brand associated with a player's fear as an
alien monster leaps out from behind a storefront?
This
isn't to suggest that adrenaline is bad for marketing. Studies have
also shown that physical arousal can be harnessed – that's why some
salespeople take important customers hunting; the arousal associated
with firing a gun becomes subconsciously associated with the
salesperson and the products they represent. (I wish I was joking, but
I'm not.) So it might make sense to put a North Face jacket on James
Bond while he's skiing down a mountain shooting bad guys, even though
shooting people isn't what you'd call a positive activity!
People
also involuntarily associate irrelevant environmental factors with
their lives as a whole. Ask someone how much they like their job, and
(in general) you'll get a more negative response on rainy days. What
does this suggest for advertising in games? Put some advertisements in
“happy” segments of the story arc. Imagine particularly dark segments
of a James Bond game -- his female companion is captured, his
headquarters is destroyed, etc. When Bond finally rescues the girl and
carries her back to safety, he might as well celebrate with a bottle of
Moët champagne. And Moët should pay for the privilege, of course.
Now,
I don't mean to imply that virtual billboards and similar
advertisements have no value. They do – just not nearly as much value
as a well-conceived product placement. When companies spend millions on
advertising, it makes sense to take extra time evaluating the context
of an advertisement.
“Well-conceived”
in-game advertising isn't a panacea to all a marketer's problems,
either. For example, you can't use these methods to fundamentally
contradict popular perception of a brand. Nobody is going to think a
Buick is any cooler, faster, or “edgier” because you put James Bond in
the driver's seat. In fact, there's a pretty good chance that doing so
will make your game an absolute laughing stock. In-game advertising is
most powerful (and enjoyable) when used to enhance a pre-existing brand
perception.
It's
also important for designers to recognize that this isn't simply a
gratuitous money-making proposition; if done correctly, it can actually
enhance the entertainment value of a game. We live in a branded world –
enough so that many of us define ourselves by the brands we consume.
(If you've ever purchased a shirt with a corporate logo on it, I'm
talking to you.) We also use brands to frame the world around us. For
example: many people believe that the presence of at least one major
restaurant chain is what defines a “real” town. Given that, wouldn't it
be funny if, when a SimCity community grew to 5,000 people, a
little Starbucks or McDonald's automatically appeared in downtown? When
I imagine little cars lining up at the drive-through, it really makes
me smile, and I bet that other players would appreciate it, too.
Many
people have quite legitimately expressed concern about the possibility
of games becoming overrun with obvious product placements. This needs
to be taken seriously. At the same time, we should recognize that
product placements occur in television and movies all the time! Far
more often than not, people fail to recognize them as placements. If
movie and television producers can pull that off, so can game
developers.