insight

The Opportunities of In-game Advertising, Part One

by Jim Braden September 3, 2010

The current media landscape has become a very crowded, noisy place, and advertisers are called upon to find new, innovative ways to get their message out to their intended audience.  In-game advertising – the strategy of placing marketing messaging within the virtual world of video games – has recently emerged as a highly viable method by which advertisers can get products in front of the ever-desirable male 18-34 demographic. TV viewership among this demo continues to decline dramatically, and many of those lost viewers are turning off the DVR in favor of video games.  There are now 132 million teen and adult gamers in the United States alone, and nearly half of all households own at least one game console.  

In 2006, Microsoft purchased Massive Incorporated, a pioneer in the realm of in-game advertising.  Since that time, spending on in-game advertising has grown exponentially and in 2009, Massive reported double-digit year-on-year revenue growth.  The company has predicted that spending on in-game advertising will top $1 billion by 2014 (third-party estimates vary).  Clearly, this is a trend in advertising that cannot be ignored. 

Tentative First Steps

In-game advertising was first attempted in the earliest days of video games, but only found its footing with the development of game consoles that not only demonstrated massive market penetration, but also packed the hardware necessary to present a decent facsimile of an advertiser’s product (Adidas is well represented in 1994’s FIFA International Soccer, pictured).  

While these early examples were static and graphically primitive, they built the foundation for what was to come as gaming technology reached a level of sophistication that would allow for more impressive and innovative marketing strategies, some of which will be examined in the next article.  

A Mutually Beneficial Business Model

There are definite advantages to this arrangement for both advertisers and game publishers.  For their part, advertisers are able to get their products in front of a largely captive audience.  In-game advertisements aren’t subject to the dreaded fast-forward button, and the ads themselves have increasingly become an active component in the game.  For example, in Splinter Cell (pictured), the player must scale a giant sign for Axe deodorant in order to progress in the game.  Even better, with each replay of the game, as it is loaned to friends or sold pre-owned to a new player, the same initial ad spend pays additional dividends.   

Even as new companies are springing up to capitalize on this new model, long-established agencies are starting to test the waters themselves:  Ogilvy & Mather has placed ads in several games on behalf of Ford Motor Company, and with well-known brands such as Apple, Proctor & Gamble and Visa actively appearing in video games, the major advertising players can’t afford to sit on the sidelines.   

For the game publishers, advertising dollars provide a much needed financial shot in the arm, allowing often cash-strapped game producers to boost their budgets. This influx of funds frees them up to pursue more ambitious projects while also increasing their profits by as much as $1 to $2 per unit — a substantial gain when per-unit profit for an average $50 game is typically between $5 and $6.  And what’s the benefit to gamers, who might otherwise resent the presence of advertising in a game they’ve already paid to play?  Gamer reaction will be studied in a future article.

 

What Does the Hulu IPO Really Mean?

by Sam Porter August 25, 2010

Recent reports have surfaced that Hulu’s IPO could come as early as this fall. Hulu, which started as a rival to free video website YouTube, has taken huge strides since inception and is ready for the next step. How will this IPO affect the success of the online video business, especially video content company Netflix? 

Most people first heard of Hulu when Alec Baldwin introduced the brand during the Super Bowl in 2009. Hulu launched in 2007 as a joint venture of NBC Universal, News Corp, and ABC Inc., with some funding from the Providence Equity Partners. Hulu has been building a constant revenue stream, taking in more than $100 million in reported revenue in 2009, and has already crossed that plateau this year. It has operated as a free, commercial-supported website that streams videos of TV shows and movies. Its main revenue stream comes from advertising, with the upcoming launch of Hulu Plus looking to gain additional revenue. 

What does it mean for Hulu?
It will initially alleviate the financial obligations of the original partners NBC, ABC, and Fox, who will begin to have less involvement with the platform. Hulu will also face greater competition. Instead of simply rivaling online video players such as YouTube, it will be forced to go toe-to-toe with the websites of the aforementioned media titans and Netflix. By going public, offering a paid subscription, and streaming video, their core business is looking very similar to Netflix.  In all likelihood, new subscribers will demand an increased number of television shows and movies – similar to what Netflix is experiencing with their subscribers. The big difference between the two is advertising. Netflix offers commercial-free streaming, while Hulu has built its business on advertising.

What does it mean for advertisers? 
Hulu is an advertiser’s best friend, as it requires the user to watch advertisements. In June 2010, it outranked all other video content websites in terms of Ads per US Viewer Delivered, delivering 24.2 ads per viewer in June. It's the combination of fresh video content that is convenient for the user and the offering advertising space that makes Hulu very appealing.

As Hulu Plus adds subscribers, the advertising space within that environment could turn more competitive. Hulu Plus could rival Netflix’s streaming capability and drive up competition for their advertising space. Locking up this content could also lead to higher CPMs for advertisers. Hulu Plus is offering its introductory package at $1 more than Netflix’s basic package.

The tentative IPO is valued around $2 billion, which would be a huge boost to the IPO market that has endured its two worst years since the mid-70s. This IPO also legitimizes what marketing and web professionals have been saying all along: that people are spending more time online and getting their video content delivered to them online. It also helps to open the floodgates for more web companies such as Facebook and Twitter who are currently household names but are struggling to build a revenue stream. The impact of this pending IPO is unpredictable, but it should be exciting to watch. 

 

 

Keeping Up with Mobile Marketing: Part 6

by Seth Raab February 27, 2009

Message and Medium

While my Sidekick is very tastefully bedazzled, it doesn’t have access to cool apps like the iPhone. So to date, the only mobile marketing I’ve received has been random texts offering investment advice. And while I appreciate advice on how to make my three dollars of discretionary income grow, I guess I’m not too impressed by the quality of that mobile marketing.

A quick search on the Internet revealed much cooler things, though. My favorite was the Go Find It campaign for the Ford Ka, a Mini-sized car sold just about everywhere but here. Ford distributed stickers with an embedded 3D image of the car to bars, clubs, universities, and music events. Users with technologically advanced phones could then download an app and see these images if they point their phone’s camera at the stickers. If the phone is angled properly, a link would also be displayed for a website with videos, music, and more. 

Now would all that make me want to buy a Ford roughly the size of a roller skate? Probably not. But it does make me wish I had a cooler phone.

Part 6 of a 6-part series. 

Keeping Up with Mobile Marketing: Part 5

by Ryan Leonard February 26, 2009

Innovative Campaigns: Nike

Nike did a mobile marketing campaign a few years ago that I thought was pretty cool. In order to generate awareness for Nike ID, a service that lets consumers design their own pair of shoes, Nike placed an interactive billboard in Times Square that invited people to design and post their own custom Nike shoes on the billboard via their mobiles. Afterwards, Nike would text them back with an image of the shoes in addition to a link to buy. 

Even better, they closed the promotion with the NIKE FREE for ALL, where every shoe designed between 1 and 5 would be given to the creator for free. I thought this was an awesome idea; after all, who wouldn’t love a free pair of Nikes?

They gave away 3,000 pairs of shoes.  

Part 5 of a 6-part series.

Keeping Up with Mobile Marketing: Part 4

by Chad Tafolla February 25, 2009

Reaching New Markets

While researching mobile advertising, I came across a pretty awesome campaign done by the Swedish agency Forsman & Bodenfors for AMF Pension. This integrated campaign revolved around billboards enticing people (mainly a younger audience) to take a picture of themselves with their cell phone and send the photo via MMS to the pension provider. Minutes later, they would receive a retouched photo back from the pension provider showing what they would look like at 70 years old.

The campaign was designed to get people thinking about their pension plans at a younger age. I thought this was a brilliant way to attract a younger target market to a topic they don't normally research on their own. 

Part 4 of a 6-part series.

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