In-game advertising cases
One of the first high-profile cases of in-game advertising on next-generation gaming platforms saw international super spy Sam Fisher of Splinter Cell fame using numerous Sony Ericsson branded hardware as an aid on his missions. The environment of the Splinter Cell games is that of a high-tech, near future world, where cutting edge technology is a requisite to survive. The in-game exposure of Sony Ericsson in this game wasn’t limited to some posters on the wall or a start-up screen. Virtual action hero Sam Fisher actively uses the latest Sony Ericsson phone (the P900 at the time) to contact headquarters and uses a Sony Palmtop to pull up maps and information on his surroundings. The third iteration in the franchise also had Sam Fisher chewing Airwave bubblegum (without it having any impact on gameplay). |
| Game: Splinter cellPublisher: Ubisoft Advertisers: Sony Ericsson, Airwave
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Promoting new cars by including them in popular videogames is perhaps one of the most prolific forms of in-game advertising. Although it is mostly never perceived as such by either the consumer or other advertisers. It used to be the case that game developers paid car manufacturers for a license to reproduce their cars in a game. The rapid growth of the gaming industry and the economics associated with it, changed this however. Backed by research statistics that videogame racing titles have a strong influence on car brand preference amongst young adult males, the inclusion in a gaming title or a marketing partnership with a race game developer has become highly sought after by the automotive industry. |
| Game: Gran TurismoPublisher: Sony Computer Entertainment Advertiser: Nissan 350Z, DaimlerChrysler, BMW, Nike
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Urban, classic rock radio station City FM was presented with a unique in-game advertising opportunity and a possibility for brand exposure in the 2005 Davilex produced PC title, Amsterdam Taxi Madness. In this game players take control of the wheel of a taxi in Amsterdam and ferry passengers as fast as possible from and to locations throughout the virtual city. With little regard for real world concerns like red traffic lights and fellow road occupants of course. |
| Game: Amsterdam Taxi MadnessPublisher: Advertisers:
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Red Bull is an FMCG brand that has been one of the earliest in-game advertisers. Especially the Red Bull UK branch (perhaps because they are situated in the largest European gaming territory) has undertaken numerous in-game advertising initiatives, including branding in the very first Wipeout game, Judge Dredd and Worms. Their in-game exposure has ranged from static bill boarding to having the Red Bull soft drink as an in-game product that fuels game characters and provides them with an added boost of energy. As is the case with car manufactures including their latest car models in racing games, this latest form of in-game advertising really showcases product functionality and the brands USP’s to the target demographic. |
| Game: Red BullPublisher: Various Advertiser: Red Bull
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A very successful game based campaign in 2005 and 2006 sees an effective pairing of game developer, retail and various FMCG-brands. Superkicks is a clear case of a forward thinking in-game advertising campaign. Superkicks is a game build around soccer and the age-old soccer card collecting mechanic. Through the game (aimed at a relatively young audience) players can learn how to play football, build a team and challenge other player online to a game of soccer. The game has been developed in conjunction with the Dutch national soccer organization the KNVB and is distributed freely across a range of super markets. Hundreds of thousands of copies of the game have been distributed by super markets before the World Cup 2006. |
| Game: SuperkicksPublisher: Teamplay Advertiser: Various
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This in-game advertising campaign has Dutch roots and saw a pairing of the worlds largest game publisher EA with the worlds largest action sports brand, O’Neill. Initiated by O’Neill Europe who are located in the Netherlands, the snow board game SSX features riders that wear O’Neill clothing when racing downhill. The game was released at the end of 2005 and has always been a steady seller, often reaching more then 1 million units in sales. |
| Game: SSX On TourPublisher: EA Advertiser: O’Neill
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Reputedly costing more the US 1 million to make, a figure which was up until then unheard of in Advergaming campaigns, Mojo Master is an online only, fully advertiser funded game by Axe (Unilever). Axe had previously undertaken some branding exercises in popular games such as Burnout (EA) but wanted more. |
| Game: Mojo MasterPublisher: WildTangent/Axe Advertiser: Axe
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The most successful army recruiting campaign ever, in the history of the US military. America’s Army is a showcase for Serious Gaming and proof that in-game advertising isn’t just suited for FMCG companies or youth lifestyle brands. The US military (much more so then any other armed force in the world) has a long history of involvement in the entertainment industry. Especially with games and movies. The US military often funds games that shed a positive light on the army and its missions. Such is the case with games like Full Spectrum Warrior or Pearl Harbor. Almost every US military station is outfitted with an Xbox for the troops and more often then not retail games get modified for military training purposes. |
| Game: America s ArmyPublisher: US Army Advertiser: US Army
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When Sony PlayStation launched the PSP and showcased the download functionality of the machine and its games, it became clear that this portable gaming device could become an ideal marketing and advertising platform. Advertisers can now sponsor the development of extra tracks, maps and features of games that are already out in the market place. This means that the lead times for deciding whether or not to sponsor a game have shortened considerably. Also, it allows a more wait-and-see approach as to the games retail success. |
| Game: Wipeout PurePublisher: Sony Computer Entertainment Advertiser: Coca-Cola, Puma
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A lot of in-game advertising is no more ambitious than just sticking a brand on the advertising hoarding of a virtual sports arena or some other static product placement. What it has lacked up until recently is a direct call-to-action mechanic that the medium lends itself so well to. Mechanics that see bought products unlock features in a game, or in-game achievements giving the player discounts on store items are now starting to emerge. |
| Game: Everquest IIPublisher: SOA Advertiser: Pizza Hut
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