Gamers and advertising • Concept – – – – Selling real-world advertising in electronic games/virtual worlds Showing billboards, posters, vehicles, etc. within a game Placing products in virtual worlds Analyzing people’s behavior in virtual worlds • Typical gamers – 70% of the 18-34 year-old males – Spend more time gaming than watching TV – 90% do not mind in-game advertising, as long as content is relevant and enhances the gaming experience GL-eNestlé Gamers and advertising • Some figures – More than $10 billion expected revenue for gaming industry in 2006 ($300 million from in-game advertising) – 6 million paying subscribers for the online game World of Warcraft – 7 million avatars in the Yahoo! community – 165’000 residents in the Second Life virtual world – Typical cost to edit a successful game between 1 and 10 mio Euros GL-eNestlé Gamers and advertising • Virtual world – Computer-simulated environment where users inhabit and interact – Most common in massively multiplayer online games (MMOG) • MMOG – Computer game supporting thousands of players simultaneously – Persistent: always available and events happening continually • Avatars – Representation of a user in a virtual world – Icon, picture, 3-D (human) form GL-eNestlé Gamers and advertising • Second Life – Subscription-based online 3-D virtual reality application – Residents represented by avatars – Residents can create, buy and sell content: buildings, avatars, clothing,… any 3D object – Economy based on Linden dollars (flexible exchange rate with US$, trading on LindeX Currency Exchange) – Residents spend 5 million (real) dollars a month for virtual products and services; more than 3'000 residents earn an average of $20'000 (real American ones) a year GL-eNestlé Gamers and advertising • World of Warcraft – Players come together online and battle against the world and each other – High level avatars for sale between $500-4000 – 100’000 “Gold farmers” connected 24/24 in China: collecting items and virtual currency to sell them to other gamers for real world currency GL-eNestlé Gamers and advertising • Issues and concerns – Anti-commercial feelings from some, fear of “3D spam” – Privacy issues, as virtual activities can be tracked – Skepticism about real-world marketing in virtual life, many users change their personality online and keep the two worlds separate • Conclusion – Harvard Business Review: virtually unexplored marketing country GL-eNestlé
© Copyright 2026 Paperzz