ilya vedrashko
 

ONGOING PROJECTS / THESIS / PROPOSAL

Today, as marketers grow increasingly unhappy with the value delivered by traditional media, they turn to alternative communication channels, including computer games. Marketers, who for a long time have been discounting computer games as a fringe activity reserved for teenage boys with unattractively little purchasing power, are now gathering for conferences devoted to the sole issue of game-based advertising.

While still on the fringes of marketing budgets (games’s share in the overall advertising spending remained at meager 0.1%), in-game advertising and advergaming is slated to grow to a $1B business by 2009 (Yankee Group), although this forecast tones down an earlier promise of the $1B by 2005 made by Forrester. Over the past few years, at least eight major companies have sprung to claim their stake in this advertising pie, their services ranging from dynamic insertion of standard ad units to customized product placement tailored to the advertiser’s needs.

As the interest in the medium’s potential grows and industry professionals are careful to note how important it is for the game-based ads to be unobtrusive, gamers are wary. On forums, they protest against advertising intrusion into what they see as their last haven safe from the marketing onslaught. Current advertising practices do little to placate their fears and to suggest that games won’t become the next victim of advertising excesses. One reason for these misfiring efforts is the systemic deficiency of the advertising process; the current market is better equipped to process mass-produced and recycled communications than custom-tailored messages. The other reason is a lack of experience in planning for an idiosyncratic medium that has only recently emerged from a relative obscurity and reluctantly opened its doors to advertisers. This paper is designed to address the latter problem by compiling, arranging and analyzing the existing body of academic and industry knowledge to distill a set of guidelines for advertising in computer games. The main question it seeks to answer is how to design and place in-game advertising in a way that would recognize and respect the limitations of the medium while taking advantage of the unique opportunities it offers. In search for an answer, I examine the medium from a variety of angles arranged in the following four chapters.

The introduction outlines problems that advertisers face in their work with traditional communication channels: the clutter of competing marketing messages, the failure of mass media to match the marketers with their audience, and the resulting consumer frustration. This part introduces the idea of a virtual world as a pristine environment with its own rules. It allegorically argues that when immersed into a computer game, consumers undergo a transformation that demands radically new approaches on the part of marketers for their efforts to be successful.

THE NUMBERS GAME
For advertisers, one of the games’ appeals is the demographic profile of the medium’s audience. The Entertainment Software Association estimates an average gamer to be 30 years old with a decade-long experience in playing. Every other American is playing electronic games. Jupiter Research reports 27 million of them play on their PCs for more than five hours a week, while another twenty two million are spending that much time playing on game consoles. In 2004, they collectively have bought 248 million game copies while, as it has been widely lamented, spending less time with other media. The first part of the paper aggregates the scattered bits of the statistics to paint a coherent picture of the gaming audience by answering a series of questions: who the gamers are and how many, what they play and to what purpose, what other media they consume and, importantly, how receptive they are to in-game advertising. This part also outlines difficulties associated with reaching a highly segmented audience spread across many platforms and titles, as well as the risks of planning for ad placement in properties whose market success is uncertain. The sources used in the analysis are third-party industry reports by Jupiter Research, the Entertainment Software Association, in-game advertising networks, and where available, Nielsen.

EVOLUTION OF THE MEDIUM
The second part will examine the evolution of games from the once cutting-edge Pong to massively multiplayer environments, populated by millions who calculate their play money in terms of GDPs comparable to those of mid-size countries. This part also explains why marketers have avoided the medium for almost 30 years of its existence – and what the important exceptions were – and how this lack of interest has pushed the game industry into an isolation that created difficulties for advertisers down the road. The chapter draws on the history of the medium to map out scenarios for its future evolution and implications for advertising. Bibliography for this section includes the following:

  • Steven L. Kent, The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World
  • Rusel DeMaria, Johnny L. Wilson, High Score!: The Illustrated History of Electronic Games
  • Edward Castronova, Synthetic Worlds : The Business and Culture of Online Games

NATURE OF THE MEDIUM
The third part will examine the nature of the medium, the modes of play, and the gaming culture. The main question the chapter answers is how games are different from other media and how these differences affect the way games are “consumed”. It will talk about the attributes that make games games – immersion, rule sets, the inherent sense of objective, interactivity, extensibility – and how these attributes can affect advertising planning and execution. Special attention is paid to the social structures that have emerged in online game communities and the potential ways of leveraging their power. The chapter is based on an overview of the following texts:

  • Katie Salen, Eric Zimmerman, Rules of Play : Game Design Fundamentals.
  • Mark J. P. Wolf, Bernard Perron, The Video Game Theory Reader.
  • Ralph H. Baer, Mark J. P. Wolf, The Medium of the Video Game.
  • Noah Wardrip-Fruin, Pat Harrigan, First Person : New Media as Story, Performance, and Game.
  • Janet H. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace.
  • Brad King, John Borland, Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic.
  • Justine Cassell, Henry Jenkins, From Barbie® to Mortal Kombat: Gender and Computer Games.
  • Marie-Laure Ryan, Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media.
  • Sherry Turkle, Life on the Screen: Identity in the Age of the Internet.

FORMATS
The fourth part reviews the existing formats of in-game advertising that range from billboard placements and designer clothing for game characters to level modifications and video ads based on game properties. The chapter discusses how well these formats fit into their respective host games, surveys user reaction expressed in online forums, and suggests ways to improve the formats in line with the core game design fundamentals. Methodology includes first-hand examination of popular game titles with a particular focus on The Second Life, Project Entropia and Grand Theft Auto: San Andreas and interviews with companies that mediate advertising placement – Massive and IGA. The list of references for this chapter includes the following books:

  • Raph Koster, Theory of Fun for Game Design.
  • Chris Crawford, Chris Crawford on Game Design.
  • Bob Bates, Game Design.
  • Richard Bartle, Designing Virtual Worlds.

The work concludes with a discussion of the near-term future of games as a part of the wider media ecosystem and a list of advertising formats that could emerge as a result of this evolution.

Note: references that appear in the paper version have been omitted here.

Page last updated: March 2, 2006