Product placement on the rise in video games
Marketers desperate to engage well-to-do market of 132 million gamers
In Test Drive Unlimited, a much-anticipated multiplayer videogame from Atari, players can take a break from the races to go shopping. The Internet-based title will feature at least ten real-world brands (including Lexus and
A stampede of marketers, including
Today there are 132 million teen and adult gamers in the U.S., where nearly half of all households have a game console; marketers are desperate to engage this well-to-do audience. Spending on in-game advertising and product placement, $56 million last year, will reach $730 million by 2010, predicts Yankee Group, a Boston research firm.
Not long ago videogames were for techno-addicted young geeks. Ads inside games, mostly from soft-drink purveyors, were plastered on grainy 2-D billboards that appeared fleetingly alongside racetracks or ball fields. Now companies can put their brands almost anywhere —characters can drink from a
Game publishers need the ad revenue. Activision,
Castrol Syntec, which paid to have branded quick-lube shops in EA's Need for Speed, offers cheat codes and performance packs for players. In CSI: 3 Dimensions of Murder, Ubisoft's crime-solving game, Visa's fraud-protection service alerts players to a stolen credit card that helps gamers crack a murder case. "We've never before been able to have the consumer really engage with the message," says G. Jon Raj, who heads advertising and emerging-media platforms at Visa and says he wouldn't have purchased "just a billboard in a virtual world."
Improvements in technology have made games more ad-friendly. Ads in Web-based games can be changed quickly because they aren't hard-coded into limited areas during game development. And marketers can use videogames to target and track potential customers.
Double Fusion of San Francisco, an ad-placement broker, has homegrown software that helps marketers pick the best titles for their brands. It divides games into 16 categories based on player demographics so that companies can put brands in games that appeal to certain types of consumers — say, women in their 30s. Double Fusion's Internet servers push ads into the game in real time as the gamer plays so that the company knows the size of each branded element she sees, such as a delivery truck or a storefront, and the amount of time it is flashed on the screen. Advertisers are then charged based on gamer views.
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This is a growing industry.
Not all games are suited for ads. "There is a lot of swordplay in Dungeons & Dragons games, but you won't see us putting a Remington sword in there," sniffs Wim Stocks, an executive vice president at Atari. "D&D fans would react violently."
EA, which sells space in games to marketers, including
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