Part 1: Console Games
I was recently approached by an industry columnist to comment on the effectiveness of in-game advertising. My short answer was that in general in-game ads are effective but it depends for whom and in which game segment. Are we estimating the effectiveness of in-game ads in console games or online games?, I asked. Also, are we talking about the advertiser’s point of view or that of the game developer and publisher? It’s important to make these distinctions if we want to properly analyze the effectiveness of in-game advertising. Due to the length of the post, I decided to divide it into two parts. In part 1 below, I will focus on console games.
The Value
The console games segment is still dominated by core games which are great fit for brand marketers who look to engage users with their brand. By integrating their brand into the gaming experience, marketers can reach a captive audience and enforce the brand’s values through interaction with the brand.
For core games developers and publishers, in-game advertising can be a great additional revenue stream. The emphasis should be on the word “additional”as currently in-game advertising is not scalable enough to offset the rising development costs. Due to the required subtleness of in-game ads in core games mentioned below, only small portion of the big hit games is suitable for in-game ads (mainly sports and racing games). Furthermore, each game among those who are suitable for in-game ads requires different tailored creative and integration. Moreover, the low level of online gamers on consoles holds back the growth of this segment. Having said that, in-game advertising is definitely a viable revenue stream that should be considered by any game developer and publisher and it can and should keep titles’ prices steady despite rising development costs.
The Challenges
One of the main challenges though is finding the best way to integrate the brand in a smart and subtle way that won’t take away from the gaming experience of the user but will actually add to it. Core gamers are fanatic about their gaming experience and will not accept any ad that was inserted just for the sake of advertising. However, core gamers will defenitely accept ads that add realism to the game (for instance driving a branded car or drinking a branded drink).
Another challenge for brand marketers in core games is the lack of standard metrics and measurements to analyze campaign performance and estimate ROI. Each of the different in-game networks for console games has its own set of metrics and data collection methodologies and that defenitely confuses marketers. I attended the IAB in-game committee meeting this week to discuss a new initiative to publish in-game measurements guidelines. This is a great step in the right direction, a step that will defenitely move the industry forward, however there’s a long way to go until in-game measurements will become standardized. Until then, the in-game advertising space in core games will not meet its growth potential.
New Opportunity
The amazing success of the Wii brought a new opportunity with it for in-game advertising in casual games on the console. Casual gamers are a different animal than core gamers and the gaming experience in casual games is much different than in core games. Casual gamers in general are much more willing to accept in game ads if they get something in return (most times it’s free gaming time sponsored by the advertiser). Moreover, the number of casual titles suitable for in-game ads is high and usually there is no need to tailor the ads to fit each game as the popular formats are pre-roll and interstitial video ads, a short commercial break. I will elaborate on in-game advertising in casual games in part 2 of this post.Stay tuned for part 2 on online casual games…
Question Mark
The big question in in-game advertising in console games is around the technology providers/in-game networks which invest the dollars and efforts in bringing the advertisers and game publishers together. It is not clear yet whether the scalability challenges and the current level of ad spending by marketers on core games can allow these companies to survive in the long run. Moreover, the major game publishers have a much higher negotiation power than the in-game networks. This fact allow the game publishers to charge a premium price for the ad inventory inside their games, a price that is usually very high and is frequently paid by the in-game network upfront. As a result, I believe that we will see the in-game networks utilize more and more the casual games space, both on the console and online, to insert ads.
1 eMarketer forecasts that in-game ad spending on console and PC will be only $344M by 2012 (of that US will account for 50% or $172M). Video Game Advertising, Paul Verna, eMarketer, February 2008.