Beside movies, another very similar medium that becomes increasingly more important to advertisers are games. When games first came into the focus of companies they were mainly used as promotional material and given away for free. A prominent example is the Coca-Cola version of Space Invaders (1983) in which the player has to shoot down a Pepsi logo.
Furthermore, product placement began to quickly emerge in games which picture a real world environment that usually features adverts. As the player pretty much expects the advertisement it does not interrupt the game but even conveys additional realism. A good example is the 1994 game Fifa International Soccer which featured billboard advertising.
Today, the increasing success of consoles like the Nintendo Wii brings the medium into the living room, making it attractive for a much broader audience than hardcore computer nerds. By 2014 the revenue for in-game advertising is expected to exceed $ 1 billion making it impossible for brands to ignore.
If you compare games to movies there are three interesting aspects that I want to highlight: First, games feature a completely man-made reality. This means that everything has to be designed down to the tiniest detail. In a movie a sports car could be represented by various suitable brands regardless of whether they pay for product placement or not. Especially for low and mid-profile productions it will sometimes simply come down to what kind of car is available. In a computer game however the car could be designed with any branding or even without one, therefore making the decision if or how to brand a car a more deliberate process.
Second, a game can create a higher immersion than a movie, even resulting in a mental state that Csíkszentmihályi’s described as Flow. This is important as we can now apply psychological models to predict advertising effectiveness and suggest appropriate strategies.
For example, the elaboration likelihood model demonstrates that people are more likely to process logical arguments in a state of high involvement. A practical implication for in-game advertising would be to not only include visual stimuli of products but more in-depth information as well. A good example is EA’s Need for Speed series, which contains product placement for cars. Besides having fairly realistic models of the cars the player can also find lots of background information. This strategy has been especially pursued in “Need for Speed: Porsche” which features “an in-depth catalogue of different Porsche parts”.
Third, in-game advertising can be dynamic. Unlike movies, the content of games can be easily manipulated, e.g. by installing an update or by downloading content from the Internet on demand. This can be interesting for advertisers as they can create in-game advertising campaigns that run for a limited time at a high intensity. Furthermore, the ads can be interactive, e.g. the player can retrieve background information on a product that interests him or be directed to an online store for immediate purchase.
Alright, thank God I had written this blog before the last discussion group session, just didn’t published it yet. Due to this I could use my knowledge about it in my presentation. I was lucky: I got the “Red Bull Gives You Wings”-paper.
According to Brasel and Gips (2011) they showed “that brand exposure can have double-sided effects on behaviour”. You can associate both positive and negative effects on objective consumer performance. “Double-edged effects of branding on consumer performance could be increasingly important as ambient advertising and product cobranding become more commonplace.”
Are you a video game user? If yes, do you recognize the branding in it? Playing a racing-game, do you prefer a particular branded car? And what do you think about the “flow”-Experience during a video game?
For now I’m just hoping to get a flow during my studies just as if I was playing a video game :) See you next week.
Thank you for your attention…!
P.S. And for everyone who also has the Pac-Man Fever… just sing a little bit ;)