In-game advertising: does it work?
There's certainly been a lot of money flowing towards advertising in games lately. As recently reported in BusinessWeek, a new PriceWaterhouseCoopers report claims the industry itself will grow to almost $32 Billion by 2011. So it's not surprising that related claims of the the in-game advertising portion of those revenues growing to almost $2 Billion in the same timeframe don't seem unreasonable. Otherwise Microsoft wouldn't have purchased Massive, would it?
But with all this spending comes the deeper question: does it actually make an impact? Marketers are all-too-aware of that hoary old adage: "I know half my advertising budget is wasted…I just don't know which half". Does in-game advertising, while certainly reaching a measurable audience (just look at Nielsen's new GamePlay Metrics ratings system), actually have a measurable (and positive) impact on the advertisers' brands?
Well, two new studies are pointing us to a qualified "yes". The first is a recently released study by IBM's own Jasper Juhl, a computer scientist in the Denmark office. He studied over 100 players on the EA's "Need for Speed Underground 2" on PS2, and found the following:
In the test, people…were exposed to in-game advertising during the game. The results demonstrated a much bigger recognition effect than with the TV medium, which is partly due to the concentration that the players must display in order to follow the game. "Concentration increases the effect. This is also what you see in TV commercials where they use for instance humor and sound level to capture the viewers’ attention. In computer games it is a built-in requirement, and this means that the effect is bigger,” says Jasper.
The second is from Massive. A press release from August 7 claims that Brand "familiarity" (is that a new term for "brand awareness"?) from in-game advertising can increase up to 64%. From studing 600 North American gamers playing EA's "Need for Speed: Carbon", they found that:
…the study revealed that, from control to test groups:
* Average brand familiarity increased by 64 percent
* Average brand rating increased by 37 percent
* Average purchase consideration increased by 41 percent
* Average ad recall increased by 41 percent
Now, both of these studies were based on EA's racing game Need for Speed (albeit different versions). And I tend to be skeptical of study results that are published via press wires and that happen to validate the business model of the company issuing the press release. What's more important is that there are multiple studies now showing that in-game advertising indeed does have an impact, though it's too early to tell under which circumstances it's more effective than other media and for which types of products and services. I believe when you see that level of sophistication is when you'll REALLY see the in-game advertising market take off.





