Did you know the average age of the online gamer is approximately 40 years old? Did you know that the gaming audience is 50/50 male vs. female? If you didn't know these simple facts, you need to pay
attention, because you're about to see even more gaming come into prime-time media consumption!
The numbers for online gaming are staggering, especially when you examine the total dollars
spent in the U.S. on gaming and the budgets gaming companies spend on advertising to U.S. consumers. Beyond the actual numbers, gaming has become a part of the popular zeitgeist in ways that no one
could have expected until the last two years. Consider for just a moment:
Ever heard of the "Madden Curse"? Ask Donovan McNabb, Marshall Faulk, Michael Vick, Ray Lewis, Daunte
Culpepper or Shaun Alexander. They'll tell you what it is. Or check this out: http://en.wikipedia.org/wiki/Madden_curse
Ever heard of "RockBand" or "Guitar Hero"? If you haven't then you need to get yourselves indoors quickly and in front of the television. Forget about being social outside, you can now be social and
have rock 'n' roll parties at home!advertisement
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Have you seen ads for the "Wii Fit" from Nintendo? These are ads that get gamers to exercise by playing a game (No. This is for real). Ten
years ago this would never have happened. The precursor was "Dance Dance Revolution," for those geeky enough to have witnessed people playing the game in the past. Have you
noticed the recent ads for the Nintendo DS handheld system featuring Liv Tyler, Carrie Underwood and other popular female celebrities taking time for themselves to play their favorite games? These
ads are targeting young girls rather than the typical audience of boys that are targeted for gaming in the US. Ever heard of "Halo"? To quote Stan Lee, 'nuff said!The gaming market is growing and fast becoming a part of the mainstream media. Even at the Apple WWDC just two weeks ago, one of the highlights for the new 3G iPhone was the slew of games that
were being developed and played on the new model handset using the faster connection than the current model. Gaming is everywhere, and it is growing far beyond the initial borders of men 18-34.
Of course our industry can be myopic and tends not to pay too much attention to ideas and categories we don't fully understand. Gaming does not command a large portion of our ad dollars because
the model is not easy to understand nor is it easy to implement. A quick examination of the category will reveal that there are many ways to get your message in front of the target audience using
gaming. There are "standard" advertising opportunities for rotating ads into games, whether they're casual strategy games or first-person shooters. There are also integrated, more complex ways to
get your message into the game, including embedding into the landscape via advertising or providing tools and content, such as automobiles integrated into racing games, etc.
Advertisers are
afraid of the category because they hear the term "gaming" and they think of long lead times for integration and many hundreds of thousands of dollars for development. They also tend to think of
skinny, pasty 16-year-old boys who don't leave their rooms and waste away the day playing "Mario Brothers" -- but with the continued proliferation of online gaming, there are many ways to ad-serve
into the platform and change creative on a regular basis to reach the audience you are looking to reach!
Don't get so married to the old ways of doing business that you overlook these new
opportunities. If the Nintendo DS campaign is any indication, then the business is going to get more widespread in a very, very short time.