| DECEMBER
2004 :: COVER STORY :: ADVERTISING
Not
Just for Fun
Videogames
Become
A Powerful Medium for Advertising
By
Kevin J. Delaney
Staff Reporter of The Wall Street Journal
For years,
videogames have been stealing away consumers who might otherwise
have been watching television or reading a magazine. Now they're
beginning to attract business from some of the U.S.'s biggest advertisers,
part of a broader assault by new media and technology on the traditional
ad industry.
Levi Strauss
and Procter & Gamble have paid to appear in the "Nascar
2005: Chase for the Cup" game, which is generating over $1
million in ad revenue for its maker, Electronic Arts. A successful
player earns the right to drive a car emblazoned with the Levi Strauss
Signature logo. A pit crew composed of characters animated to look
like P&G's Mr. Clean changes tires between laps.
DECEMBER
2004 COVER STORY
YOUR AD HERE |
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Commercial
TV
On television, once upon a time, there were shows, and there
were commercials. And you could usually tell the difference.
But now some of the industry's most powerful advertisers are
increasingly securing roles for their products inside prime-time
sitcoms and dramas. The commercial, in essence, has become
part of the show.
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Product
Placement Highlights
Pfizer's
New Prescription ... Oprah Drives Pontiac Promo ... 'The Apprentice'
Hires More Advertisers
|
Not
Just for Fun
For years, videogames have been stealing away consumers who
might otherwise have been watching television or reading a magazine.
Now they're beginning to attract business from some of the U.S.'s
biggest advertisers, part of a broader assault by new media
and technology on the traditional ad industry.
|
Genuine
Articles?
Many advertisers are enjoying new opportunities to embed their
marketing messages into TV shows, videogames, movies and other
programming. That has emboldened some to try to mix ad messages
and content in magazines as well.
|
Wall
Street Journal Interview
Mark Whitaker, editor of the American Society of Magazine Editors
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The U.S. Army
is spending several million dollars a year on videogames, including
producing the "America's Army" PC game, available free
online and from recruiters on a CD-ROM. Players go through a virtual
boot camp complete with a barking drill instructor before undertaking
simulated missions. "We want to put this where kids are spending
their time," says Col. Casey Wardynski, project director for
the game.
Last year, executives
at DaimlerChrysler's Jeep division commissioned a videogame that
allowed players to drive an extra-rugged Wrangler Rubicon up steep
inclines and across rivers. The game-"Jeep 4x4: Trail of Life"-was
relatively inexpensive to produce and the company gave it away online.
Within six months, 250,000 consumers had downloaded it and handed
over their names and e-mail addresses to Jeep. Nearly 40% of them
said they were considering buying one of its vehicles. Jeep says
it sold hundreds of the limited-edition, $29,000 vehicles to people
who played the game.
Videogames are
so effective as advertising, "it's shocking," says Joel
Schlader, Chrysler Group's senior specialist for interactive marketing
and games.
A Philosophical
Shift
Advertising
in videogames is still a tiny fraction of the overall ad market,
and videogame manufacturers will be dwarfed for a long time by large
publishers and television networks. In addition, game makers worry
that there's a limit to how many ads they can cram into a game before
they offend players.
But the industry
is benefiting from a philosophical shift on the part of major marketers.
With many ad budgets still constrained, companies are more willing
than ever to experiment with new ways to reach consumers that go
beyond a static page in a magazine or a 30-second TV spot.
 |
| Volvo
was so taken with how its S40 model appeared in Microsoft's
"RalliSport Challenge 2," that it turned video footage
of the game into a TV commercial. |
The simplest
ads in games are billboards, such as those for 7-Up that appear
alongside a snowboarding trail in Electronic Arts' popular "SSX
3" game. Other methods require game players to engage with
the products, something not possible on a TV spot. To get ahead
in "Tom Clancy's Splinter Cell Pandora Tomorrow," published
by Ubisoft Entertainment, players have to use versions of cellphones
made by Sony Ericsson Mobile Communications. In one case, they need
an image captured by the company's T637 camera phone to help identify
a terrorist opponent.
Other companies,
like Chrysler, have embraced a strategy known as adver-gaming, commissioning
PC and online games that center around their brands. The companies
give away the games on CD-ROMs or over the Web. Some consumers who
ignore TV commercials, it turns out, will eagerly play with a commercial
dressed up as a game.
People who play
games are particularly attractive to advertisers because they spend
longer, more intense periods of time with the product than they
do with TV. It takes about 40 hours of playing to complete some
popular adventure games. Because ads are built into the games, consumers
can't dodge them by using a digital video recorder or slipping off
to the bathroom.
Americans on
average spent 64 hours playing videogames in 2002, almost double
five years earlier, according to one estimate. That's more than
the time spent watching DVDs and VHS tapes. Today, 42 million U.S.
households own a videogame console, according to research firm DFC
Intelligence in San Diego, and Sony says about 60% of owners of
PlayStation 2 consoles in the U.S. are 18 years old or older. Women
are increasingly playing games, too.
Helping to stimulate
interest, advertising agencies are setting up specialized videogame
divisions. The Starcom agency last year became the first major ad
company to launch a division that helps clients get their products
into videogames. Young & Rubicam announced similar plans this
year.
Bad Timing
For years,
game makers had to pay to use consumer brands in games, or they
simply gave away ads in return for promotion. Now that game publishers
are demanding payment, their business is starting to look like print
publishing, where companies count on revenue from advertising as
well as product sales. Electronic Arts' staff of eight in-game ad
salespeople was expecting to generate $7 million of in-game advertising
revenue this year, a 60% increase from 2003, helped by a recent
five-game deal with P&G.
The rise of
videogame ads couldn't come at a worse time for traditional media
businesses. The print ad market hasn't recovered from the recession,
and the TV industry is fighting to counter evidence that viewers
are defecting to videogames. A controversial study published last
year by Nielsen Media Research concluded that young men watched
7% less prime-time TV than a year earlier. A separate Nielsen Entertainment
study found that 18-to-34-year-old male videogame players watch
slightly less TV than those who don't play videogames.
For Ford Motor's
Volvo brand, reaching the young, affluent videogame audience is
key, says Phil Bienert, a Volvo e-business manager. By contrast,
"you look at the TV ratings and you start to say, 'Gee, is
this the best place to get bang for my buck?'" he says.
Volvo was so
taken with how its S40 model appeared in Microsoft's "RalliSport
Challenge 2," that it turned video footage of the game into
a TV commercial.
TV executives
have challenged the viewership studies and note that TV still commands
the lion's share of most Americans' entertainment time. Consider
that Activision, one of the largest game developers, took in just
$1 million in ad-related revenue last year, less than some companies
pay for a single TV spot. Some game makers also concede that there
are limits to the frequency and types of advertising players are
willing to tolerate, especially when they're already paying as much
as $50 for titles at retail.
"The idea
that people are going to take money they put into network TV and
put it in videogames doesn't make sense," says Alan Wurtzel,
head of research at NBC. "Can they do the same kind of job
a network TV commercial can do? I don't see it."
How do you
perceive advertising in videogames? Do you think it affects the
playing experience? Write
to us.
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