In Game Ads May Just Not Work
GigaGamez is reporting that the humorously-named Bunnyfoot research company (which specializes in behavior studies), has found that in-game ads just don't work. Some games which featured semi-stationary areas (like NBA Live) ended up with ads sticking in the minds of players. Games like Project Gotham Racing 3 ended up with the players having a 0% retention rate for ads that whizzed past. From the press release: "These results demonstrate a significantly poor level of engagement with consumers and exposed an apparent weakness within games to efficiently capture consumer attention. Despite following the model of real world sports advertising, current methods are not optimizing consumer engagement and are failing to influence the consumer in any significant way, the key driver for any marketing campaign and its validation. 'These results reflect the industry's concern relating to brand value and return on investment. Understanding consumer interaction at a deeper level of analysis allows us to measure the value of advertising investment' said Alison Walton, Head of Visual Engagement."
that the marketing geniuses would be so at odds with the players of games. Finally the data is in, you're playing a game, and you want to go around in a car, or run around and shoot people or play a sport or whatever. You don't want to think about a new pair of sneakers or getting a sandwich. You bought the game to play it, not to solicit advertising for upgrades to your lifestyle.
You want to engage the consumer right? What consumer are we talking about!? A Gamer! Make finding an ad in a game like a secret area of a stage, which is equiped with its own special bonus! Or how about minigames on loadscreens that involve a product or logo? The real problem with in-game ads is trying to get marketing employees to do something creative in a nerd enclave like the gaming realm.
Roughly half my comments are never submitted. You may be reading the better half...
They don't work for the advertiser? More importantly, they don't work for the consumer. When there's evidence that in-game ads are subsidizing (or cancelling out) my game purchase costs, maybe I won't mind so much. I can't get behind this double-dipping.
What about, let's say, increasing the quality, or, if that's too hard, reduce the price by exactly the amount wasted on marketing? The price reduction would get you way under the price of competition and thus the company would have the same sales without ads. Same sales, same profits, just with the customer more happy.
The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.
"Oh man, you're so dead. Right in my crosshairs!" "Oh shit!" "OOH! 2 Liter of Mountain Dew only $.50! BRB"
A black cat crossing your path signifies that the animal is going somewhere.
No-one looks at trackside adverts in Gotham, because we're too busy looking at where the road is going, what the other cars are doing and so on.
Real motorsport doesn't just have trackside adverts, but sponsorship on the cars, too. If the rear bumper of the opposition has a big Bosconian logo like in Ridge 6, I'm rather more likely to notice it when trying to get past him.
"I Know You Are But What Am I?"
They just didn't do it right! Pogo the monkey is just engraved into my brain!
I don't really care about in game ads. They add to the realism of the scenery, at least in most games. Our whole lives are saturated with ads, a few billboards in a game make it more realistic. If the ads are remotely applicable to me, fine. If not, ill just ignore them, like every other ad. Plus, it will backfire, as people spray paint comments on the more annoying ones, and advertisers realize we dont even notice their crappy ads, for the most part.
All Troll + "offtopic" mods are meta moderated as "Unfair", because you abused the system.
I don't know, I'd be willing to refute the article's claims. About a month after beating the first Guitar Hero I bought an (effin SWEET) Epiphone Flying-V, which I've been playing 1-2 hours a day since then, even after the release of Guitar Hero 2. I'm not ashamed to say that the inspiration for the purchase was mostly the game (Loading screen: "You may eventually want to consider buying a real guitar"). Not that I didn't have Guitar fantasies to begin with. Maybe I'm just a toolshed.
In this instance, it turns out, the ads had no bunnyfoot :-)
Xenu loves you!
I don't mind in-game ads, until they become too intrusive as TV ads are. As for their effect, they might, if they gel with the game and are properly placed. (IMO) Like If (hypothetically) I have to pick a bike in HalfLife or Halo and, I get to choose from some branded ones! :)
cheers
Therez light! : aHR0cDovL3hrMGRlci53b3JkcHJlc3MuY29t
I have not had a desire to play the newer games out, so I do not see the ads. Most are incomplete and bug-filled. I do not play sportsgames so I do not have the last X many years of Madden.
Most of the games I play are presented in a different time period. Sid Meier's Pirates, Medal of Honor: Spearhead, Battlefield 1942, and Age of Empires/Mythology. These are not games that could have an ad slipped in to make it part of the environment. Exception being the WWII era games, if they used some classic ads from that time period, like maybe a Hershey or Coke sign, naw, it would not work.
Part of the reason I do not buy newer games is because the price has gone up, but the quality has gone down. In addition to a higher price they want to make money off of showing me ads while I play a game. A game I paid money for? Maybe if they put the ad filled games on BitTorrent or something. But if I buy the game at the store and it has ads of this variety in it, they better not expect me to be paying more than 15 bucks, that would be a fair trade to me. Although, I would probably still not buy those games.
I've been trying to order a bazooka online at ammu-nation.net for ages, but they're always out of stock. I'll try again after christmas.
If the publishers really aren't making enough money, they should just charge everyone the extra $1 per unit or whatever it takes, and let the market decide.
Would a book publisher seriously consider adding in some full page adds in the middle of a novel? Of course not, so why do they think they can get away with it games?
I'll happily pay the extra $1-2 per unit for a game that isn't offered at a lower price without ads.
Whereas I will not even consider purchasing a game with ingame ads for real world products.
And I doubt this is a matter of publishers not being able to finance their games and make a reasonable profit. This is a matter of publishers being greedy, and I hope customers will make them pay for their greed by refusing to purchase products in which they introduce this crap.
In my experience, in-game ads haven't been terribly burdensome to look at, and in many cases they blend in reasonably well so as not to detract from the overall experience (TFA mentions NBA Live, where banner ads can even add to the realism as seen on TV). On the bright side, selling advertisements subsidizes the cost of the game for the consumer at the expense of the product being advertised. For those of you feeling smugly superior because you intentionally disregard the ads, congratulations, your game was made cheaper because of them.
/. folk seem to forget this) many people actually prefer the higher priced name brand product to the lesser known generic. Whether it be spiffier packaging, clever marketing, or simply the fact that "everyone else does it," many people make purchasing decisions on more than simply price/performance or whatever similar metric you care to devise. Believe it or not, something as simple as the container a beverage comes in can unconsciously affect the taste. Try serving cheap plastic bottle vodka in a handle of Grey Goose to your friends and see if they can tell the difference. (note: great for college parties!) Bonus points for swapping the good stuff into the plastic bottle and seeing whether its the beverage they prefer, or just the packaging. (For a much better perspective, check out the book Blink by Malcolm Gladwell. The Wikipedia entry doesn't do it justice, but the book is a great read.)
Also, if you think about your comment for a moment, the idea that an advertisement costs the consumer twice is illogical. If the advertisements are avoided (and precious brainpower is consumed to NOT buy the product being marketed), the costs incurred by the marketing department AREN'T passed on to the consumer (who doesn't buy the product after all). If the consumer does buy the product, it's unlikely s/he spent a great deal of time avoiding the ad.
Furthermore, I'd like to point out that advertisements aren't inherently good or bad. It's entirely possible that an advertisement made a consumer aware of a product that a producer was producing. It's possible that said consumer now enjoys a greater economic utility per dollar than with whatever alternative s/he was using prior to seeing the advertisement.
Finally, (and I think we
I only mod funny =D
it's a pity they don't have a game that simulates traffic jams. we'd be more likely to look at roadside ads if we were stuck in traffic. but then again, that would be one lame game. however, when i've played plenty of fps games i tend to look at the environment around me more often because of the stupid puzzles they put in to break the shooting fest which would become repetitive.
In a racing game, we are the pilots. I highly doubt real pilots pay any attention to ads either in the track or in their opponents' cars.
Where is that guy who'd die defending what I had to say when I need him?
I know in Need for speed series I remember the stupid burger king and shaving adds, as well with cingular wireless... It DOES work but you have to have a game that fits the context and the focus of attention needs to be paid attention to. You can strategically place adds in high visibility areas and they will get noticed if they stand out or are repeatedly seen over and over again, provided the exposure is long enough.
Of course this study picks the worst games to do it, I would really like to see a study done on Need for speed underground 2, I remember many of the adds in this game. Autozone, Gillette, Burger king, Cingular, etc.
People are starting to get used to something that annoyed them in the first place (making them jump ship).
What's next? ads in your dreams (to make them more realistic?)
To quote Futurama:
Not full colour ads, but product placement...
Xenu loves you!
If a guitar game made you go out and buy a guitar then what the hell will you come home with if you buy say Counter Strike. Would playing X-wing (oldie but are there actually any recent good SW games?) make you go out and see the Phantom Menace?
Even worse. What if you played a bioware RPG and opted for the romance side quest!
A slashdotter on the make. *SHUDDER* It would be the end of the world as we know it. Jack is right, games are dangerous.
Oh but unless guitar hero contained an ad for a specific brand of guitar then it don't count. Just because I took a flying lessons after years off playing flight simulator games does not mean that these games were ads for flight schools.
IIRC the amiga game Zool was sponsored by Chupa Chupps, having the first levels 'candy-themed' and it worked nicely.
Supercars II (top-view driving sim with homing missiles) was also sponsored... by a local driving school in the UK :)
It was obvious then that these ads had about 0 impact on the player, it should still be obvious now.
The whole quote is a longwinded marketing-droid newspeak for "we don't yet know how to force ourselves on these people who don't want to see our stuff".
I sincerely hope the piracy scene will rise to the challenge. A few years from now, you will have two jobs: Removing the copy protection and removing the ads.
Assorted stuff I do sometimes: Lemuria.org
"Despite following the model of real world sports advertising..."
There is the problem. Sports advertising is targeted at spectators, not athletes. For the most part, games don't HAVE spectators. I don't see how advertising can work when the target is in an active, task oriented, state as oposed to a passive observer state.
Realities just a bunch of bits.
In game ads do not come back to the consumer. BF2142 did not lower the cost of their game after putting in ads. That extra income served instead as a second revenue source for the maker of the game. Last I looked BF2142 was still 49.99 retail. It certainly looks like scalping of the consumer to me.
As a marketing d00d myself, clearly the message here is that the current models of in-game advertising are not effective enough. My firm is looking to increase the saturation of our in-game ads, and product placement is really taking off. I've been talking to several big names. Let's just say you'll be seeing a lot more of Tony Sinclair as a playable character in a variety of genres. For example, why leave your on-screen message display system unbranded, when instead you could have a simulated Nextel walkie-talkie on-screen for the whole game, complete with the signature beep sound whenever the player accomplishes a goal? We're also looking at putting watermark logos into the alpha channels of game textures. We've done some focus groups and the subtlety of these watermarks is very good, with a much higher impression rate than with "traditional" subliminal advertising. Really, the sky's the limit these days. Will these new methods be enough to crack the resistance gamers have to advertising? Only time will tell.
That's because real world sports advertising targets the spectators, not the competitors. Spectators have time to look around when the action on the track/field/pitch is slow. Competitors are busy all the time.
"Need For Speed: Spectator Edition" - coming soon to Xbox360, PS3 and Wii (hotdogs sold separately).
is NOT directed towards the guy with a basketball or steering wheel in his hand, it's directed at the AUDIENCE of the sporting event, who have a little free time to look around..
every day http://en.wikipedia.org/wiki/Special:Random
Despite following the model of real world sports advertising
Ask the players of a NBA game if they can remember what the adds around the bleachers are. That model is designed to advertise to the audience of the game, not the players.
-Rick
"Most people in the U.S. wouldn't know they live in a tyrannical state if it walked up and grabbed their junk." - MyFirs
Maybe if people just quit buying things based on advertising and actually spent half a second researching themselves, we could put marketing out of business and solve one of the worlds ills.
Or, a significant number of morons can continue being led around by a small number of larger morons.
Either way it doesn't matter. No game will grace my computer or tv screen that supports in game ads.
Period.
it's $25.00 at best buy.
every day http://en.wikipedia.org/wiki/Special:Random
I've seen couple of dozen ads for PS3 and WII lately. (last two weeks)
all things considered, has this paid for advertising garnered them a single sale? will it?
supply & demand are tied right now- and I believe they would be without the advertising..
Until there is one sitting on a shelf unwanted, why pay for airtime?
talk about wasting advertising dollars.
every day http://en.wikipedia.org/wiki/Special:Random
I think the only difference between the results they are getting for in-game ads and the results they get for real-life ads is the fact that in game, since we're dealing with a digital avatar the results can be actually MEASURED.
I think most people generally tune out most ads. Their impact is actually zero. It's occasionally possible that IF I'm thinking of buying something and IF the ad is catchy and IF I happen to notice a particularly clever presentation or jingle, it may briefly impinge on my consciousness.
But if someone at a company measured the amount of additional PROFIT gained from the airing of a single multi-million dollar 30 second spot during the superbowl, or even for a multi-hundreds-of-thousands ad campaign in say Time or Newsweek - I seriously doubt that the costs of advertising are justifiable. Do sales perhaps uptick when an ad is on? Sure. But are there really people out there who see a Budweiser beer ad who then decide to go buy a Budweiser because of that ad (importantly: who weren't going to buy a Bud ANYWAY)?? Enough to justify (in terms of actual profit, not sales) the cost of producing and publishing the ad? I sincerely doubt it.
But eliminate the sham value of advertising and a whole host of revenue structures crumble. Professional sports, for example. Hollywood would tremble as well: Volkswagen is planning to spend $200 million in the next 3-5 yrs to place its cars in Universal movies and in TV shows and ads on NBC, Bravo, Sci Fi and USA. According to Yahoo answers, GM makes nothing on a $20k car. So let's assume that Volkswagen is making at least $6k per car. Are those product placement ads going to sell 33,000 MORE cars than they would have sold without the ads? Seriously?
So now, with in-game ads able to measure very nearly perfectly the presentation, eyeball time, attention-grabbability of every nuance of their performance, advertisers are finding it might not be worth it? What a shock.
Of course, there's no accurate way to determine this in real life - something the ad industry is delighted about.
-Styopa
I fucking hate a world in which this study has to be done. Here is how much I hate marketing: Last night, at the bar, super hot promoter chick comes over to pass out free vodka. I physically recoiled. Yes, I hate marketing more than I love super hot chicks giving me free vodka.
Why do you think so many newspapers soft-pedal the bad news about global warming, and still have huge sections devoted to buying and driving cars, including gas-guzzling sports cars and SUV's? It's not because the consumer really needs this information. It's because the automobile advertisers demand that they include it.
Years ago Ms. Magazine had to drop all advertising and go to a subscriber-only system. Why? Because Revlon threatened to cancel an ad contract with Ms. because -- get this -- some Russian dissident women had appeared on their cover without any makeup on! These women had been raped by KGB agents and eventually kicked out of their country, but God forbid they should appear in public without any makeup.
In-game ads are the worst trend to hit video games in their entire history.
I piss off bigots.
An example of where advertisement actually adds to the whole gameplay concept and experience is Eve Online.
:)
;)
At all jumpgates there are billboards, and they will show advertisements for in-game corporations (Such as Quafe, who makes energy drinks, strangely enough they buy cigarettes, garbage and assorted minerals...), or list one of the current top5 most wanted people. Inside stations there will be advertisement for the corporation in question all over the place, and even for other corporations as well.
This adds to the whole game, and to the whole atmosphere of play.
Another great example is the stripbar advertisement billboard that comes with certain built outposts, including the picture of a stripper
However any 'real world' advertisement in this game would just simply make no sense. And I think there are quite a lot of games where advertisement wouldn't make sense, or just be plain annoying or detracting from the game.
Another example where it does work is in Quake (2?) where the background music was written by Nine Inch Nails (NIN for short), you can get a nailgun as a weapon, and the boxes containing the nails actually have the NIN log on them, that's just brilliant, and in its way an advertisement for the band (Whom I'll visit in March
Just my 2 rambling isk.
Splut.
Coz eternity my friend, is a long *ing time.
I remember once noticing while flipping through channels a few years ago that one of the characters on a sitcom - Friends or some other thing - was drinking a beer, an actual bottled beer. And I thought, wow, it really seems more authentic to see characters doing the sorts of things you would expect.
As another poster very astutely pointed out, this can add realism and authenticity to a game if its trying to mimic the world we live in, but it has to be handled appropriately. This is a job for the writers and (to a lesser extent) the producers. I really would not mind seeing ads for Nike and others in an EA sports game. (not that I play those). You see that in real life so it works.
Writers must decide what is appropriate and what is not. I don't think the ads are inherently good or bad.
One exception to this I could see is an ad-driven subscription model for a modern/futuristic MMOG. Like, think a Shadowrun MMOG that was free monthly if you tolerate ads in the game, or you pay a small fee to disable them. That seems alright.
Marcus Feenix with a Mountain Dew, yeah, not so much. And I have no idea how you would handle it for a historically-set game like Call of Duty: maybe 7Up could generate some old-style ads or something; its much tricker advertising the latest blu-ray player in 12th century Babylon, or whatever.
If Jesus wants me it knows where to find me.
So what? They're not after a good retention rate as measured using this or that test - they're interested in an increase of sales because of the advertising. The best advertising works unconsciously, by associating the idea of happiness, success of fulfilment with their product.
It had nothing to do with the fact most all the major automotive review publications declared it the best engine/transmission/suspension package for the money, and one of the best combos period?
The real reason why they are ineffective is because they aren't noticable (i.e. there is no way to notice the ad while playing the game.) The common methods so far is pasting things on billboards, which doesn't attract attention, or breaking the gameplay (e.g. as done on MSN Gaming Zone) which interrupts the game.
The trick is to have the ads related to something within the game. For example, UT2004 can have a sniper tower with a billboard advertising Jolt cola as "electrifing" - and that sniper tower contains a lightning gun. As players get killed, they'll glance around and see that the jolts of electricity is coming from the tower with the jolt cola billboard.
It might not be perfectly effective, but it works a lot better.
You paid for a disc, a license to use the game software, and the shipping of the disc and proof of license to your door. The advertisers are paying for the servers, server software, and bandwidth through which your computer communicates with those of other players.
Since when have advertisers cared what works or not? I've certainly never bought Rackspace Managed Hosting (to name an ad I see right now on this page), why would I buy a coke just because I saw it, in the middle of doing something else?
Maybe not actively, but what about subconsciously. I remember tales of experiments where they would flash something equivilient to "you're thirsty, drink coke" one frame in 50 during a movie - not enough to be consciously picked up - and have a definate increase in coke sales.
If it works for movies, why not games?
Instead, they put in more detailed graphics than PS1-era games. The ads funded making the game look modern.
Well, these anylists succeeded in completely missing the point of advertising. Advertising is ALL subconcious and subliminal. Do you really think people go out and buy a McDonald's hamburger because they are intently watching the commercial? Bullshit. It's all about brand recognition. Even something as simple as having a distinctive logo, that you can simply flash the outline, and you're brain, somewhere deep inside says "Sun Microsystems" (I'll use that one because it's one of my favorite logos).
In a racing game, you might be concentrating like hell on the terrain, and the track, but every time you do a lap, that bulletin board ad is there, in your periphery, and that logo is ingrained into your head, even if you have no idea what it means. It simply reenforces your recognition of that brand.
Hi, I'm a TV advertiser, I think about these things every day. The astounding thing that I've come to realize, is that, at all levels, a lot of people (especially my clients) believe that advertising is about content: that simply standing up in front of the camera with your product and saying what it does is going to get people to buy your shit. I have clients that request, litterally, paragraphs of text on screen, as if people even give a shit. Simplicity is key. And I think a logo flashed up for half a second along a repeating track in a game is going to be very simple, yet effective in the long run.
Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.