In-game ads: another perspective
Soaring costs and lengthy development cycles mean that game companies will need to look to brand sponsorship, but even when they do, there's a right and wrong way to implement the strategy
While next-gen consoles such as the PlayStation 3 bring bigger and better graphics, physics simulations, and cutscenes to gamers, the downside is that now games take an increasingly long time and cost millions of dollars to make. According to Namco Bandai's president, Takeo Takasu, the average PlayStation 3 game costs his company $8.6 million to develop and 500,000 copies must be sold before the company breaks even.
These costs may mean that independent developers are unable to make games for next-gen platforms, unless they can find additional ways of securing funding.
Bunnyfoot is an Oxford, UK-based behavioural research consultancy which specalises in using eye-tracking technology and consumer engagement. It works with game developers, Web sites, and TV advertisers to try to create more-effective advertising solutions. Its head of visual engagement, Alison Walton, spoke to GameSpot to explain its new technology and findings.
Walton believes that getting big name brands to provide money for in-game advertising is going to be crucial. She said, "Development costs are getting astronomical and developers have got to fund it somehow. I personally think it's a good idea to get brands involved."
Walton also points to studies that have found that most in-game advertising is ineffective. Bunnyfoot believes that this is because most of this advertising doesn't engage the gamer. The company employs an "emotive engagement model" which uses an eye-tracking device that records the area the player is watching on the screen. It also measures other physiological data to see when the player is most emotionally engaged in the game, and moments of peak excitement.
Walton says, "People don't look in the same places in an actual football game [on TV] and a video football game. It's not the same as passive watching with your mates." Therefore, says Bunnyfoot, typical in-game advertising placement in current football games is ineffective, since it's following a model that works only in real life--adverts round the perimeter of the pitch, for example.
Also, some advertising may be within the player's line of vision--for example, on the sides of the track in a racing game, but may be associated with a negative emotion. Walton adds, "There was one game where the only time the player was engaging with the brand was when he kept missing this one corner and hitting the wall with an advert over and over again. So he'd be there for 10 or so seconds, looking at the ad while he tried to get back in the race. But, do you want your brand to be associated with that level of frustration? Positive emotional association is just as important."
The company says its emotive engagement model predicts peak receptiveness levels to help brands better place their advertising. As in real estate, the mantra "location, location, location" seems appropriate for the game space.
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