In-Game Advertising Still Work In Progress
One of the issues Stringer cited, aside from the paucity of the current revenue stream offered by in-game advertising, was the current attitude towards advertising as a whole: "Young people don't like advertising very much," he said.
Which is, of course, true -- and has been true for quite some time now. "Young people," and people in general, are doing their best to avoid ads on every screen in their households to the best of their ability, whether it's by subscribing to TiVo, installing ad blockers on their computers, or torrenting commercial-free, pirated television.
But there are some instances where people willingly accept being advertised to, and that's when a portion of the proceeds go to them -- a tactic that the game industry's already working on. Electronic Arts, for example, is developing a free version of "Battlefield 1942" called "Battlefield Heroes," which will be ad-supported.
Another, more moderate strategy is to use the revenue ads provide as a subsidy to drive sales. When a gamer considers what titles to buy and which to pass over or merely to rent, the price point of the average latest-generation title looms large; $60 is a lot to spend for a game unless you can be certain that it will provide a compelling experience. But if the same $60 title could be bought for $40 plus ads on startup and load screens, it suddenly looks a lot more attractive. Not every game can be "Halo 3" or "Call of Duty 4," and in-game ads could provide a sales boost to B- and C-list titles by lowering their price points.
The casual game market is already embracing this model. Popcap, for example, offers ad-supported versions of its games to allow players to get hooked before they have to make the decision to purchase -- they use their ad model to drive conversions more salable than impressions or clicks. Publishers that are interested in making money from in-game ads need to understand that incorporating ads imposes a cost on their consumers, and that cost must be accompanied by a concurrent benefit.
Recent Gaming Insider Articles
-
May The Force Be With EA May 10, 12:11 a.m.
With the “Star Wars” holiday of May 4th right behind us, it seems a fitting time ...
-
How to Use Gamification For Mainstream Consumers, Not Geeks Jan. 25, 4:51 p.m.
The idea of “gamification” has rumbled loud and long throughout the marketing and branding echo chamber ...
-
Contests Powered By Play Dec. 28, 3:07 p.m.
Whether it’s a coupon, a giveaway, a white paper or an app, the competition for consumer ...
-
Gamification Ate My PowerPoint Oct. 12, 3:53 p.m.
At some point in your career, your brain probably experienced death by PowerPoint. I'm sure you ...
-
Gaming 24/7: Reaching Your Audience Day & Night Aug. 3, 3:18 p.m.
If you're paying attention to digital marketing, by now you've heard that gamification can improve engagement ...
-
Creating Games That Maximize Cross-Platform Potential July 13, 5:52 a.m.
With the global game industry expected to grow from $52 billion in 2011 to $70 billion ...
-
Five Ways To Gamify Your Facebook Marketing July 6, 1:49 p.m.
Whether or not you “like” marketing your business on Facebook, your users want to do much ...
-
Gaming For The Greater Good June 1, 1:48 p.m.
Whether from aliens, traitors, mutants or disease, it can be argued the classic video game narrative ...
-
Feeling Special April 27, 1:15 p.m.
Every day, social games are enabling players to express themselves in subtle but powerful ways. By ...
-
Bored With Board Games, Toymakers Go Digital April 6, 10:37 a.m.
Timeless as they may be, classic toys aren’t immune to today’s digital trends. A new age ...


Be the first to comment on "In-Game Advertising Still Work In Progress"
Leave a Comment