GDC Session: Advertising & Games (slides now available)
Thanks to everyone who happened to attend my GDC lecture. I’m really very flattered that we had standing room only, despite something like 25 other sessions taking place at the same time (several of which I would personally have liked to attend!) For those who asked, please feel free to download my slides here. Next-Gen did a brief writeup of the session, which is nice. They focused on the “in-game-ads” portion of the talk. One point that didn’t make it into the Next-Gen writeup, which I’d like to clarify, is that while highly-integrated ads are indeed very effective (when done right), non-integral ads (like virtual billboards) can also be effective when done right — just in a different way. The influence of non-integral ads is more subconscious, and is limited to “low information” messages (like logos and images.) Anyway, it’s all there in the slides. :-) |
I’ve spent the past few months interviewing many different people on the subject of games and advertising — professors, ad sales professionals, game developers — you name it. I’ve learned a great many things from these interviews, but one thing I have not learned is of the existence of much research on the topic of improving advertising effectiveness. I am referring specifically to ads in and around games, as well as advergames themselves.
I’ve found plenty of non-game-specific ad research. And there are several studies (sponsored by major publishers and/or in-game ad networks) that seek to prove advertisements in games are effective, without exploring what can make them more effective.
So I thought I’d ask you all: if you’re aware of any studies on the subject of game advertising effectiveness, especially studies that weren’t sponsored by organizations with a perceived bias, I’d greatly appreciate hearing about them.










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