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Nielsen: In-game Advertising Persuades Gamers

by Nick Breckon, Aug 09, 2007 8:43am PDT
Related Topics – Sony, In-game Advertising, Massive Inc

Massive Inc, the same Microsoft advertising subsidiary now in charge of delivering ads to EA Sports titles, yesterday released the results of a Nielsen Company study that shows 64% of gamers are susceptible to in-game advertising. The study claims that players of EA Black Box's Need for Speed: Carbon showed an increase in their purchase consideration of products advertised via in-game billboards by 41 percent over an ad-less control group. Brand familiarity rose 64% in the group of ad-viewers, while the average ad rating--described as those players who liked the advertisement--increased by 69%. As in-game advertising ramps up, Nielsen has been rapidly following suit with its involvement in the gaming industry. It most recently formed an alliance with Sony in an effort to create a measurement system for advertisements delivered to Sony PlayStation 3 software. Nielsen partered with Massive in 2004 to provide third party accounting of advertising units. Massive was then purchased by Microsoft in 2006. "The results of this research prove what weÂ’ve seen in more limited studies over the past three years," said Massive CEO Cory Van Arsdale. "As marketers struggle to stand out in cluttered media forms, the Massive network provides both a deeply engaged audience and sophisticated capabilities for creative execution and delivery, resulting in memorable, positive impressions among highly desirable demographics."




Comments

13 Threads | 26 Comments



  • most people advertise to get you to try a product... "I buy Charmin because it doesn't chafe my butthole ". How did you know the product would not chaff your butthole before the first time you used it? How did you find out about the product in the first place, and now that your happy with it, you are a consumer of the product, you are in fact subjected to advertisement and in fact works very well on you.

    I believe the study will come out with extremly good results varying from abuse of in-game advertisement... conscidering if I'm driving in forza and a black/white billboard goes flying past me on the right, distracts me for even a second and I go flying from the road. I will probably not play that track due to it being distractive. This could happen to a full game and these games will not be in use so they have no consumer, as well as the advetisement the game brings.

    I also agree to the fact that being subjected to advertisement should allow for a discount or reduction of price to the consumer at the same time if it helps produce better consoles and games then I say please use my money well so Sunday - Thursday after work I'm not bored cause they didn't get the money they needed to produce Forza 3...

    Good luck with the survey.






  • They don't really go into the horrible consequences.

    After playing far too much Burnout 3, I got it in my mind that I needed to start purchasing and using Axe body spray. But, at the same time, I grew to associate Axe body spray with massive automobile collisions.

    Now, every time I use that damn product, I end up barreling into an intersection and detonating an explosive device.

    I don't have this problem with product placement in movies and TV shows, but that makes sense since studies have proven that video games have a far greater impact on the psyche since they enable one to control the situation rather than passively experience it.

    Sometimes, I think I should be suing somebody, but I've not yet heard of a lawyer who would support the idea that negative associations in games might translate to real world manifestations of violence. Nobody would believe me.