Shots
Adrian Pennington probes the space opening up between games, gamers and advertising. Taken from shots 153.
With the exponential growth of mobile digital users has come a massive rise in gamers and within that group a changing demographic that is more female, more mature and more sophisticated. For marketers this has opened up such opportunities as the wonderful world of branded gaming but, says Adrian Pennington, with an increasingly competitive playing field advertisers are having to up their game. It’s only human nature to want to have fun.
http://www.shots.net/features/article/85824/gaming-special%253A-advergaming
It’s
only human nature to want to have fun. This desire surely explains
the centuries old, global popularity of game playing, which has been
rebooted in recent years by the ubiquity of mobile touchscreen
devices.
Brands
haven’t been slow to catch on, incorporating web-based games into
their digital campaigns almost as a matter of course. Over time such
advergames (also known as viral games, branded games, promotional or
browser games) have had to become more sophisticated and of higher
quality to be heard above the crowd. “Between 2000 to 2003 it
seemed all I did was make some form of branded game,” says
Andy Hood
who leads the creative development team at AKQA.
“You’d be able to get a game to go viral because there was an
absence of anything else like it. Now, because of the massive rise of
throwaway game apps, you’ve got so much to compete with that you
have to shout out.”
Initially
advergames were assumed to be best suited to products targeting young
males, the mainstream console gaming demographic, with the sector
dominated by games selling deodorant, action movies, beer and
burgers. In 2006, Burger King’s Xbox titles were a particular high
point, selling more than two million units in the month of release.
According
to Richard
Smith,
account director at Mindshare
UK
and author of The
Future of Gaming
report, advertisers stayed away from gaming when it was mainly on
consoles, “as the lead times were long and publishers weren’t
interested anyway”. However, as the gaming audience has widened, so
has the advergaming market, resulting in such projects as the London
Science Museum Launchball
physics game of 2008 [see inset] and Disney
Fairies: Lost & Found
of 2012. The latter is aimed at the growing market of tweenage girls
– today, according to the Entertainment Software Association, 48
per cent of online gamers are now female. Both Launchball
and Disney
Fairies
were developed by London-based game studio Preloaded. “Launchball
was really our first foray into games with purpose,” says Phil
Stuart,
Preloaded’s
creative director, “the player reception and critical success
galvanized our belief in the power of games to do more than
entertain.” Other Preloaded titles – Axon
for the Wellcome Collection and Thingdom,
also for Science Museum, were created to support real-life galleries,
but exist as standalone experiences outside of the physical space.
They caught the eye of Learning Technologies Group which acquired
Preloaded in May to target what it expects to be a global market for
simulation and games-based learning that will reach $9bn by 2017.
“Advergaming has huge potential,” states Damien
Roux,
CEO of Edinburgh-based digital agency Drimlike.
“It grabs people’s attention and engages them without the need
for an obvious banner. Brands can convey messages effectively without
being overly restricted. This makes standing out more achievable –
regardless of the brand.” That engagement brings ancillary
benefits; as another advergame specialist Koko
Digital
states on its website, branded games offer “a combination of brand
awareness, product promotion, engagement, customer acquisition, data
capture, direct sales, social likes, web traffic, and last but not
least – fun!”
Millennial
and mobile
Video
games revenue surpassed box office, movie rentals, book and music
sales in the US a decade ago but connected mobile devices have
further changed the media’s advertising potential. The UK video
games industry grew by four per cent in 2012 according to trade body
TIGA, with an increased number of games produced for mobile and
online platforms a key stimulus.
According
to the Internet Advertising Bureau, increased smartphone penetration
– which will reach 75 per cent of the UK population this year –
combined with tablet penetration (set to hit 50 per cent by the end
of 2014), contributed to a surge in mobile advertising in 2013 of
17.5 per cent year-on-year to reach just over £3bn. “Advergames
may not appeal to hardcore gamers, but a millennial audience brought
up on technology expects to engage with a brand in a different way
and will tune out traditional forms of advertising,” says Poke
founder Nick
Farnhill.
“Choosing a game for that audience is a smart move and putting that
game on a mobile platform is smarter still.”
Smartphone
and mobile devices have brought gaming to the masses, especially with
the popularization of microgames, such as Candy
Crush Saga.
Henric
Swahn,
lead game designer at games studio UNIT9,
speaks of the “massive audience ready to consume this content at a
rapid pace. The gamification of advertising is becoming a natural
language. Games retain users and can be highly cost-effective to
produce compared with TVC content, and – when done well –
increase brand loyalty exponentially.”
So
online and mobile gaming is rife and mobile ad spend is on the up but
where do the two intersect? Branded game products don’t just have
to have good gameplay, they need to coordinate with the overall
visual identity of the brand and communicate key aspects of its
marketing drive.
Rubber
ducks and wolves to lure the players in
“Using
games as part of a communications strategy is stronger than it’s
ever been,” says Paul
Bennun,
CCO at content creation company
Somethin’ Else.
“You have to look at games no differently from any other kind of
content and as part of the overall comms strategy. We know that the
value of the 30-second spot is diminished and we also know that any
sort of content that doesn’t work the way the internet works
becomes invisible. Games are a perfect fit for an interactive media
that fits into social media allowing people to share and discover
content.”
Bennun
believes that a strong strategic sense of brand during the design
process and during media planning is essential, but “the game has
to be a good game first and foremost. It can’t be an afterthought
to the comms strategy.” A good example is Somethin’ Else’s The
Nightjar
for Wrigley’s. “We said we’d only do it as long as we could
build a game that stands on its own two feet,” says Bennun. “Games
can deliver on the promise of the brand. All traditional advertising
can do is talk about the promise, it cannot embody it like games
can.”
Poke
scored a hit with RubberDuckZilla
in 2009 (building on Mother’s
TV campaign for Coca-Cola brand Oasis) but is wary of clunky
experiences that people play only once or twice. “What entices
someone to immerse themselves in a game is so subtle and so nuanced
that specialist game agencies like Playerthree are best to partner
with on this type of material,” says Poke’s Farnhill. Playerthree
recently released Wolfblood
Shadow Runners
in tandem with CBBC show Wolfblood.
“It unlocks a unique story mode for the game and also story levels
aligned to the show itself,” says Playerthree’s co-founder David
Streek.
“It may not be advertising a paid product, but it is clearly part
of an acceptance from brands that games are important to their
audience.”
Get
the comms communicating with the content
Typically,
the agency creates the concept either in addition to the campaign as
a whole, or as a stand-alone creative solution to the business
problem, while the lead creative works with game developers to
deliver the final product. “The process requires both agency and
client to be open-minded in translating the advertising message
through the lens of gaming and being prepared to let the skills of a
good games designer interpret the idea,” says Tom Ewart, founding
partner of agency The Corner. “Advergaming’s ability to allow
people to interact with, contribute to and control the dialogue is
hugely appealing to a generation of consumers who experience this in
other aspects of their lives, and expect the same from the brands
they engage with,” he adds.
Some
brands assume that they can’t work with a games studio because they
already work with a media agency. “This isn’t the case,” says
Drimlike’s Roux. “Media agencies should in fact work more closely
with companies like us to achieve the best results for the client.”
Naturally that is a view shared by other digital outfits. “Very few
agencies retain teams of people who are specialised to develop
games,” points out AKQA’s
Hood. “The sophistication of modern games means it’s better for
an agency to partner up.” Somethin’ Else’s Bennun warns that
some agencies outsource a game then pass the creation off as their
own. “You need an organisation that can look in two directions at
once: a gaming company that understands the language of creative and
media.” This is important because once you’ve built the game you
have to tell people about it, to ‘shout’ amid hundreds of
thousands of competing products. “You need a game that makes people
want to talk about it,” he says. “You can’t design the game and
not the associated media strategy at the same time, which is why
social media agencies divorced from content won’t get anywhere.”
Havas
Worldwide
asked Somethin’ Else to devise games ideas about being a good host
for whisky brand Chivas. “We could have proposed something like a
dinner dash where the gameplay simulates running around a virtual
house to make your guests happy, but making a game that actually made
social gatherings go well seemed like a far better idea,” says
Bennun. “Social gatherings are affected by our personal digital
technology, so we decided to create a social game – MASHTUN
– that made players look at each other rather than their devices.”
Sometimes
a game just happens to be the most appropriate solution to the brief.
“It can sometimes seem prudent to take an existing game and attach
the entire game to the brand,” says AKQA’s Hood. “We did this
with Real Racing, creating Real
Racing GTI
for VW in 2010 with amazing results. With this you can then get an
excellent existing game, that may already have an audience, and
achieve the same reach and awareness that you would otherwise have
had to undertake a significant design and build task for.” An
example of the latter case is AKQA’s football game StarPlayer
for Heineken, which was conceived, designed and built entirely
in-house. “We didn’t set out to build a game but looked at what
had to be achieved for Heineken and concluded that building a game
was the way to answer the brief.”
Weaving
the branding into the game
Mindshare
believe it’s vital to understand brands in the context of gamers,
not just the games they play. Other considerations are: no
interrupting – even casual gamers object to brands interrupting
them – and giving consumers something, such as micropayments of
in-game currency, in return for interaction. “The most successful
tend to follow the rules of gaming, and naturally weave a brand or
product message in, not the ones that try and behave like a
traditional ad in the gaming space,” says The
Corner’s
Ewart.
According
to the IAB’s games advertising report the ideal is to provide a
clear link between the brand and the game, without interfering with
player engagement. Indeed, in the best advergames, removing the
branding from the game would diminish the overall gaming experience.
“Stand out work will always show that a brand’s message has been
understood by the agency and conveyed in the game narrative and that
it is appropriate to the audience,” says Farnhill. “You also need
to invest quite heavily in creating something with incredibly high
production values.”
For
Roux, simple, addictive games are always going to work. “But I
think we’ll see serious games gaining more and more prominence.
Using a serious game to convey a serious message can really help a
brand or organisation to have a bigger influence on their
demographic.”
State
of the art in the field is The
Scarecrow
by Louisiana’s Moonbot
Studios
from a brief by CAA
Marketing.
Its Pixar-quality animated short for Mexican food chain Chipotle went
viral on YouTube. The 10 million plus views were translated into over
530,000 downloads of an iOS arcade-style game app, also by Moonbot,
delivering on the brand’s championing of responsible food
production, plus, players can win restaurant coupons. “It has
incredible production values,” says Farnhill. “Some users play it
three to four times a week and there is so much good data Chipotle is
able to draw, from email addresses to phone numbers.” Ewart says of
the game: “It plays by the rules of gaming, the brand message is
clear and it shows how real commitment to a genuine gaming experience
and investment in quality production really pays off.”
Virtual
reality could be the next big disruption in advertising, especially
where advergames are concerned. Thanks to the recent partnership of
Facebook’s Oculus VR with Samsung, headsets will soon be widely
accessible to a large mobile market. “This is exciting because VR
has the potential to create a strong emotional resonance with the
user, fully immersing them in an experience that the brain perceives
as reality,” says UNIT9’s Swahn. “It’s because of this
physical immersion that virtual reality and wearables will become the
future of advergaming.”
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