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iMedia Panel: Gaming Creating & Execution
The afternoon focus at the iMedia Breakhrough Summit Panel was gaming. The title of this panel: “Gaming Creating & Execution.”
Moderater
- Julie Schumaker, National Director of Sales, Video Advertising - EA
Participants
- Gerard LaFond, Partner - Persuasive Games (also President of Red Tangent)
- Claire Lipnicki Ekizian, Account Director - MarketSource IMS
- Gordon Paddison, Executive Vice President, Integrated Marketing - New Line Cinema
Our topic is dynamics and challenges in the process of advertising in video games. We all want to know methodologies and what is the ROI. What isn’t as often covered is the actual execution - which can be quite challenging. This panel should help people understand what is the A to Z of being part of game. Focus on Video Game Integration (aka branded entertainment/product placement) and Advergaming (where the brand is actually the entertainment).
Q: What challenges have you faced in putting Castrol Syntec to a game?
Claire: It was a very long process - over 18 months. Long decision making process, very long on integration.
Q: Timing. How does advergaming create a better solution from timing?
Gerard: The timeline to create an advergame is only 2-3 months. You can typically get something up in about the time it would take to film a tv spot. You can also re-skin a popular arcade game, which can happen very fast. That is the entry level. But the challenge is creating a custom advergaming.
Q: How does a non-entertaining brand make entertainment out of games?
Gerard: I don’t think every brand is right for advergaming. There is an opportunity in advergaming that is similar to the opportunity in the game space as a whole. But, that creates challenges for advertisers. They have to tell good stories.
Q: Is it building a game experience, or just building media?
Gordon: Advergaming is content. We created a game in 18 days for a film, Running Scared, which was a good example of both advergaming and in-game advertising. Every element of the game was preceded by a video clip. We had an age gate (to make sure people were 17+). It got picked up by the blogs, and then the mainstream media - it got a lot of attention then. The game followed the character development and that worked really well. There were in-game placements, such as a movie theater actually in the game (with a reference to the movie) and buildings/billboards that featured information about the film. They were funny, irreverent enough (didn’t take themselves too seriously) - the goal was to make the audience laugh, and drive them to the movie. The question is — what level of gaming engagement do you require for your brand? In some cases, all we need are people to sample. If they are going to the site they already have awareness, so just a little bit of conversion is good.
Claire: We want to associate our brand with the game. We want more than just a quick hit. We had bonus packs, a cheat code (available on the Castrol Syntac website) that tied back involvement to the brand. We really wanted people to immerse themsleves in it.
Q: Viral marketing has to be a big part of video games. How do you create that?
Gerard: The games can’t live in a silo by themselves. It has to be a part of an overall communications and marketing effort - with online and offline partners. But if the game isn’t any good, isn’t controversial (doesn’t have sex, isn’t funny or irreverent) - then it will languish. There are ways to get around that. You can go to a game portal and find a built in audience. You can partner with larger game portals (Yahoo! Games, etc.). And 99% of the time we are giving away an advergame, so we don’t care who has it, just that its out there.
Gordon: There are a lot of grassroots and offline initiatives you could try. But you have to remember the game is trying to sell the brand, the product - so you need the game to do its job and promote the product, and not rely on the existing packaging for the product to promote the game.
Q: How do you become a part of the story?
Gordon: You give a creative brief to a bunch of crazy game developers, they come back with someone insane, and you say go for it. If its safe enough, you put it out in the light of day If its not safe, you put it out in the middle of the night and then promote the heck out of it. Remember, we aren’t trying to reach consumers, they are malcontents. There are certain brands that are natural for this space (Red Bull) and make sense in the environment. They are also consumed while people are playing games. So its about finding the audience and going after them appropriately.
Q: Isn’t it an oxymoron that endemic brands need to be in games?
Gordon: How many energy drinks are out thre? How do you differentiate Red Bull from another drink? That’s when the lead time can benefit - someone can say they have a movie coming out in March ‘07 or a new drink in Summer of ‘08 and they can fit.
Claire: That’s why it made sense for Castrol to be in a game. Selling motor oil in the context of a racing game s something we will also want to do. So we had the time to get it right. Now we can do even more of it.
Gerard: If you are dealing with game product you have to be dealing with gamers. Often we are selling to an agency or a brand manager who may not be a gamer. What we often end up doing is buying a console and some games and tell them to play. Then we will talk to them about why it makese sense. Its really important to be deadling with gamers.
Q: Can you name a really Bad Game?
Gerard: Go to the WD40 website - there is a game where things start squeaking and you spray them. That’s just silly. There is the potential for a backlash if you make a bad game.
Q: Can you give an example of bad In Game Integration?
Gerard: I don’t like in-game advertising, because I am a gamer and I am really concerned about my favorite games becoming filled with advertising. There is an opportunity for something like an oil brand in a racing game. Or a handheld device that is integral to the story. But there is constantly a tension in sports game - there are some things that are ok (you expect billboards in a stadium) but don’t overdo it.
Gordon: I agree 100%, except sports games, anything that mirrors the real world - if you could stream live ads to extend the broadcast opportunity into the game, that is the reality of the situation. That’s the normal experience. They expect that.
Q: What is over the top?
Gerard: A lot of the automoative brands we work with are worried about doing something bad, going too far.
Claire: Castrol Syntec wouldn’t do anything that crazy.
Final Comment: If game are going to become an ad medium, they have to be more scalable than they are currently.
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