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In-game advertising

In-game advertising (IGA) is advertising in electronic games. IGA differs from advergames, which refers to games specifically made to advertise a product.[1] The IGA industry is large and growing.[2]

In-game advertising generated $34 million in 2004, $56 million in 2005,[3] $80 million in 2006,[4] and $295 million in 2007.[2] In 2009, spending on IGA was estimated to reach $699 million USD, $1 billion by 2014[5][6] and according to Forbes is anticipated to grow to $7.2 billion by 2016.[7]

The earliest known IGA was the 1978 computer game Adventureland, which inserted a self-promotional advertisement for its next game, Pirate Adventure.[8]

IGA can be integrated into the game either through a display in the background, such as an in-game billboard or a commercial during the pause created when a game loads, or highly integrated within the game so that the advertised product is necessary to complete part of the game or is featured prominently within cutscenes.[9] Due to the custom programming required, dynamic advertising is usually presented in the background; static advertisements can appear as either.[10][11] One of the advantages of IGA over traditional advertisements is that consumers are less likely to multitask with other media while playing a game, however, some attention is still divided between the gameplay, controls, and the advertisement.[12][13]

Static in-game advertising edit

Similar to product placement in the film industry, static IGAs cannot be changed after they are programmed directly into the game (unless it's completely online). However, unlike product placement in traditional media, IGA allows gamers to interact with the virtual product. For example, Splinter Cell has required the use of in-game Sony Ericsson phones to catch terrorists.[14][15] Unlike static IGAs, dynamic IGAs are not limited to a developer and publisher determined pre-programmed size or location and allow the advertiser to customize the advertisement display.[9]

A number of games utilize billboard-like advertisements or product placement to create a realistic gaming environment.[16][17] For example, many sports games incorporate these advertisements to simulate the heavy advertising within professional sports.[18][19] Similarly, many games employ brand-name products such as guns and cars as in-game status symbols.[20][21][22] These brand references may not be advertisements and are instead placed in the game purely for plot or design reasons. However, trademark owners sometimes object to unlicensed references to their trademarks. See, e.g., E.S.S. Entertainment 2000, Inc. v. Rock Star Videos, Inc.[1][23]

 
Chupa Chups products can be seen in the background of Zool.
 
An Adidas billboard is in FIFA International Soccer (also, an electronic board appearing after each goal sometimes reads "Panasonic").

Dynamic in-game advertising edit

 
A poster campaign for Tripping the Rift in SWAT 4

Increasing Internet connectivity and bandwidth has increased the use of dynamic IGA, which allows the game manufacturer or its advertisement vendor to deliver advertisements remotely, update advertisements after the game is launched, and target advertisements based on time or geography.[24][25] This approach combines the customization of web banners with the functionality of traditional billboards and posters as most in-game advertisements do not link to a website outside the game. Dynamic IGAs allow the game manufacturer or its advertisement delivery service to track advertisements in real time and capture viewing data such as screen time, type of advertisement, and viewing angle.[24] This information may be used to improve future advertisement campaigns and to correct copy problems or make a current advertisement more appealing to players.[9][24][26]

Dynamic advertising campaigns allow IGA to be part of a time-sensitive advertisement campaign because they do not need to be designed months or years before the game is finished.[27] Dynamic advertisements can be purchased after a game is released to the general public are featured in a developer determined in-game location. For example, in October 2008, billboard advertisements were purchased in 10 swing states by then-US Democratic presidential candidate Barack Obama in numerous Xbox games.[28]

Advertising in online-only games edit

Freemium and free-to-play edit

Freemium and free-to-play games are typically playable online and provide a free basic game with options for players to purchase advanced features or additional items.[29] They operate under the theory that a gamer will pay for additional in-game features after investing enough time in the game.[30] In freemium games like Farmville, these transactions are typically one-time payments for specific in-game goods (micro-transactions).[31] Free-to-play games like Age of Conan instead try to induce players to enter into a pay-to-play relationship for premium content.[31][32] While typically generating income though these other revenue sources, freemium and free-to-play games often feature advertisements as well via splash advertisements or advertiser sponsorships of virtual-good giveaways as additional income.[29][33]

Pay-to-play edit

Pay-to-play games charge players to access the game content. Depending on the game environment, some pay-to-play games feature IGA. For example, City of Heroes and Anarchy Online both use dynamic IGA in an urban game setting to mimic real world stimuli.[34][35] In contrast, fantasy games such as EverQuest II and World of Warcraft may not include IGA when real-world advertisements do not fit contextually. Blizzard has previously remarked that it would not consider using IGA within World of Warcraft; conversely, SOE experimented briefly with an in-game command-line function allowing players to order food delivery from Pizza Hut in EverQuest II.[36][37]

Virtual worlds and MMORPGs may host persistent online advertisements by allowing marketers to purchase virtual real estate. Aside from establishing a brand presence, companies can use it to test future real-world locations. For example, the Aloft Hotels brand was established within Second Life prior to the completion of its real-world counterpart.[38]

Advertising industry reaction to IGA edit

The advertising industry has generally embraced IGA and advergaming as effective ways to reach 16 to 34-year-old males.[39][40][41] IGA is seen as an important means of gaining access to a generation of young males who use gaming as their relaxation activity instead of watching television.[42][43] Advertisers may also appreciate IGA's economic returns; a 2010 Nielsen Company study showed that IGA had a return on investment of $3.11 per dollar spent.[44] In 2007, Nielsen Media Research branched out into the IGA space by announcing a video games ratings service, GamePlay Metrics, to serve in-game advertisers and measure IGA effectiveness.[45]

Several advertising agencies or ad networks specialize in IGA, and even more traditional advertising agencies have experimented with IGA.[24] However, many advertisers do not embrace video games as a viable advertising medium because of the continuing difficulties in measuring IGA's effectiveness despite the implementation of GamePlay Metrics, uncertainty about how many viewers the game will reach, and the long development cycle inherent in video games.[9][46][47]

Reducing advertiser risk edit

Viewer numbers are hard to estimate because it is difficult to gauge the popularity of a game before its release; however, advertiser risk can be partially mitigated through benchmark-based advertisement payments on game units sold or a refund agreement if a certain number of game sales are not reached.[9] This may not, however, protect the advertiser from an unwanted association with a poorly performing game or advertisement.

It is also difficult to plan in-game advertisements because game development generally takes longer than the development and implementation of an advertising campaign; typically, most static advertisements must be disclosed to the developers at least eighteen months before a game is released.[27] This timing discrepancy can be solved though use of dynamic advertisements, which are available for purchase at any time in-game space is available, but this choice constrains the advertisement to the in-game predetermined spaces and sizes and does not allow for highly integrated static ads.[27]

Game industry reaction edit

Game publishers have mixed feelings about IGA.[41] IGA can create new revenue streams; in some cases publishers' profits have increased by an extra $1–2 per game unit sold (in addition to the typical $5–6 profit per unit).[1] Some mobile phone games have replaced charging fees to gamers with IGA, and it is an important source of income for browser-based and other Internet games that do not feature micro-transactions or pay-to-play.[48][49] Some publishers see IGA as a way to offset growing game development costs, while others believe IGA will allow them to experiment with gameplay by reducing the financial risks associated with game development.[50][51]

However, not all publishers have found IGA successful. In 2008, Sony Corporation expressed doubts about advertisement-funded games because of limited advertiser dollars and gamers' skepticism of IGA,[36] although Sony completed an IGA deal 5 months later.[52] However, in 2010, an Electronic Arts representative remarked, "We actually aren't getting much from ad revenue at all. The in-game advertisement business hasn't grown as fast as people expected it to."[53]

Another issue publishers and developers must deal with is integrating IGA into games without alienating or frustrating players.[36] The general goal of IGA is to insert advertising that gets noticed while not interrupting the player's enjoyment of the game.[9] Developers need some creative control of the IGA to ensure it fits the virtual setting, which can be an issue because advertisers usually want to project a certain image and protect their brand image.[9][54] Game companies worry that they may be forced to change the game as requested by advertisers if IGA becomes a common revenue source, and face a possible backlash from consumers.[55] In some games it may be easier to rely on revenue from sales of virtual goods, as they may provide a more reliable and greater stream of income than advertising while having the advantage of being directly incorporated into the game experience and being under the complete creative control of the developer.[53]

Gamer reaction edit

Gamer reaction to IGA has also been mixed. A 2009 study by an advertising company found that 80% of consumers correctly recalled an advertiser and 56% had a more favorable impression of the advertiser because it allowed them to play a free game.[39] However, companies have found that gamers do not want distracting advertisements when they have already paid the retail price and/or a monthly subscription fee.[41] Gamers have shown a distaste for advertisements that distract them while they are trying to enjoy themselves.[41] A small, 100 participant, 2010 study suggested that gamers may be more likely to favorably respond to advertisements and products which are congruent with the game environment.[9][56]

Gamers may feel that IGA is invasive and in some cases have dubbed IGA-supported software as spyware.[57] Some gamers choose to remove advertisements from the game experience, either by paying more for an advertisement-free copy or disabling the advertisements through exploits.[56]

In-game advertising can also lead to negative reviews for a video game, as occurred in 2013 with Maxis' promotion of a heavily branded Nissan Leaf charging station as downloadable content in SimCity. Maxis claimed "Plopping down the station will add happiness to nearby buildings. It will not take power, water, or workers away from your city."[58]

Effectiveness edit

Several academic researchers have attempted to understand how effective IGA is. The effectiveness of such advertising is debated by several scholars. Yang et al.[59] found some types of recognition were low among college students, although players did retain word fragments in sports games. Grace and Coyle[60] found that 35% of players could recall advertised brands in a controlled study of car racing games. Lee and Faber found that the primary factors for player-retention of IGA are location of brand messages in the game, game involvement, and prior game-playing experience.[61]

See also edit

References edit

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game, advertising, advertising, electronic, games, differs, from, advergames, which, refers, games, specifically, made, advertise, product, industry, large, growing, generated, million, 2004, million, 2005, million, 2006, million, 2007, 2009, spending, estimat. In game advertising IGA is advertising in electronic games IGA differs from advergames which refers to games specifically made to advertise a product 1 The IGA industry is large and growing 2 In game advertising generated 34 million in 2004 56 million in 2005 3 80 million in 2006 4 and 295 million in 2007 2 In 2009 spending on IGA was estimated to reach 699 million USD 1 billion by 2014 5 6 and according to Forbes is anticipated to grow to 7 2 billion by 2016 7 The earliest known IGA was the 1978 computer game Adventureland which inserted a self promotional advertisement for its next game Pirate Adventure 8 IGA can be integrated into the game either through a display in the background such as an in game billboard or a commercial during the pause created when a game loads or highly integrated within the game so that the advertised product is necessary to complete part of the game or is featured prominently within cutscenes 9 Due to the custom programming required dynamic advertising is usually presented in the background static advertisements can appear as either 10 11 One of the advantages of IGA over traditional advertisements is that consumers are less likely to multitask with other media while playing a game however some attention is still divided between the gameplay controls and the advertisement 12 13 Contents 1 Static in game advertising 2 Dynamic in game advertising 3 Advertising in online only games 3 1 Freemium and free to play 3 2 Pay to play 4 Advertising industry reaction to IGA 4 1 Reducing advertiser risk 5 Game industry reaction 6 Gamer reaction 7 Effectiveness 8 See also 9 ReferencesStatic in game advertising editSimilar to product placement in the film industry static IGAs cannot be changed after they are programmed directly into the game unless it s completely online However unlike product placement in traditional media IGA allows gamers to interact with the virtual product For example Splinter Cell has required the use of in game Sony Ericsson phones to catch terrorists 14 15 Unlike static IGAs dynamic IGAs are not limited to a developer and publisher determined pre programmed size or location and allow the advertiser to customize the advertisement display 9 A number of games utilize billboard like advertisements or product placement to create a realistic gaming environment 16 17 For example many sports games incorporate these advertisements to simulate the heavy advertising within professional sports 18 19 Similarly many games employ brand name products such as guns and cars as in game status symbols 20 21 22 These brand references may not be advertisements and are instead placed in the game purely for plot or design reasons However trademark owners sometimes object to unlicensed references to their trademarks See e g E S S Entertainment 2000 Inc v Rock Star Videos Inc 1 23 nbsp Chupa Chups products can be seen in the background of Zool nbsp An Adidas billboard is in FIFA International Soccer also an electronic board appearing after each goal sometimes reads Panasonic Dynamic in game advertising edit nbsp A poster campaign for Tripping the Rift in SWAT 4Increasing Internet connectivity and bandwidth has increased the use of dynamic IGA which allows the game manufacturer or its advertisement vendor to deliver advertisements remotely update advertisements after the game is launched and target advertisements based on time or geography 24 25 This approach combines the customization of web banners with the functionality of traditional billboards and posters as most in game advertisements do not link to a website outside the game Dynamic IGAs allow the game manufacturer or its advertisement delivery service to track advertisements in real time and capture viewing data such as screen time type of advertisement and viewing angle 24 This information may be used to improve future advertisement campaigns and to correct copy problems or make a current advertisement more appealing to players 9 24 26 Dynamic advertising campaigns allow IGA to be part of a time sensitive advertisement campaign because they do not need to be designed months or years before the game is finished 27 Dynamic advertisements can be purchased after a game is released to the general public are featured in a developer determined in game location For example in October 2008 billboard advertisements were purchased in 10 swing states by then US Democratic presidential candidate Barack Obama in numerous Xbox games 28 Advertising in online only games editFreemium and free to play edit Freemium and free to play games are typically playable online and provide a free basic game with options for players to purchase advanced features or additional items 29 They operate under the theory that a gamer will pay for additional in game features after investing enough time in the game 30 In freemium games like Farmville these transactions are typically one time payments for specific in game goods micro transactions 31 Free to play games like Age of Conan instead try to induce players to enter into a pay to play relationship for premium content 31 32 While typically generating income though these other revenue sources freemium and free to play games often feature advertisements as well via splash advertisements or advertiser sponsorships of virtual good giveaways as additional income 29 33 Pay to play edit Pay to play games charge players to access the game content Depending on the game environment some pay to play games feature IGA For example City of Heroes and Anarchy Online both use dynamic IGA in an urban game setting to mimic real world stimuli 34 35 In contrast fantasy games such as EverQuest II and World of Warcraft may not include IGA when real world advertisements do not fit contextually Blizzard has previously remarked that it would not consider using IGA within World of Warcraft conversely SOE experimented briefly with an in game command line function allowing players to order food delivery from Pizza Hut in EverQuest II 36 37 Virtual worlds and MMORPGs may host persistent online advertisements by allowing marketers to purchase virtual real estate Aside from establishing a brand presence companies can use it to test future real world locations For example the Aloft Hotels brand was established within Second Life prior to the completion of its real world counterpart 38 Advertising industry reaction to IGA editThe advertising industry has generally embraced IGA and advergaming as effective ways to reach 16 to 34 year old males 39 40 41 IGA is seen as an important means of gaining access to a generation of young males who use gaming as their relaxation activity instead of watching television 42 43 Advertisers may also appreciate IGA s economic returns a 2010 Nielsen Company study showed that IGA had a return on investment of 3 11 per dollar spent 44 In 2007 Nielsen Media Research branched out into the IGA space by announcing a video games ratings service GamePlay Metrics to serve in game advertisers and measure IGA effectiveness 45 Several advertising agencies or ad networks specialize in IGA and even more traditional advertising agencies have experimented with IGA 24 However many advertisers do not embrace video games as a viable advertising medium because of the continuing difficulties in measuring IGA s effectiveness despite the implementation of GamePlay Metrics uncertainty about how many viewers the game will reach and the long development cycle inherent in video games 9 46 47 Reducing advertiser risk edit Viewer numbers are hard to estimate because it is difficult to gauge the popularity of a game before its release however advertiser risk can be partially mitigated through benchmark based advertisement payments on game units sold or a refund agreement if a certain number of game sales are not reached 9 This may not however protect the advertiser from an unwanted association with a poorly performing game or advertisement It is also difficult to plan in game advertisements because game development generally takes longer than the development and implementation of an advertising campaign typically most static advertisements must be disclosed to the developers at least eighteen months before a game is released 27 This timing discrepancy can be solved though use of dynamic advertisements which are available for purchase at any time in game space is available but this choice constrains the advertisement to the in game predetermined spaces and sizes and does not allow for highly integrated static ads 27 Game industry reaction editGame publishers have mixed feelings about IGA 41 IGA can create new revenue streams in some cases publishers profits have increased by an extra 1 2 per game unit sold in addition to the typical 5 6 profit per unit 1 Some mobile phone games have replaced charging fees to gamers with IGA and it is an important source of income for browser based and other Internet games that do not feature micro transactions or pay to play 48 49 Some publishers see IGA as a way to offset growing game development costs while others believe IGA will allow them to experiment with gameplay by reducing the financial risks associated with game development 50 51 However not all publishers have found IGA successful In 2008 Sony Corporation expressed doubts about advertisement funded games because of limited advertiser dollars and gamers skepticism of IGA 36 although Sony completed an IGA deal 5 months later 52 However in 2010 an Electronic Arts representative remarked We actually aren t getting much from ad revenue at all The in game advertisement business hasn t grown as fast as people expected it to 53 Another issue publishers and developers must deal with is integrating IGA into games without alienating or frustrating players 36 The general goal of IGA is to insert advertising that gets noticed while not interrupting the player s enjoyment of the game 9 Developers need some creative control of the IGA to ensure it fits the virtual setting which can be an issue because advertisers usually want to project a certain image and protect their brand image 9 54 Game companies worry that they may be forced to change the game as requested by advertisers if IGA becomes a common revenue source and face a possible backlash from consumers 55 In some games it may be easier to rely on revenue from sales of virtual goods as they may provide a more reliable and greater stream of income than advertising while having the advantage of being directly incorporated into the game experience and being under the complete creative control of the developer 53 Gamer reaction editGamer reaction to IGA has also been mixed A 2009 study by an advertising company found that 80 of consumers correctly recalled an advertiser and 56 had a more favorable impression of the advertiser because it allowed them to play a free game 39 However companies have found that gamers do not want distracting advertisements when they have already paid the retail price and or a monthly subscription fee 41 Gamers have shown a distaste for advertisements that distract them while they are trying to enjoy themselves 41 A small 100 participant 2010 study suggested that gamers may be more likely to favorably respond to advertisements and products which are congruent with the game environment 9 56 Gamers may feel that IGA is invasive and in some cases have dubbed IGA supported software as spyware 57 Some gamers choose to remove advertisements from the game experience either by paying more for an advertisement free copy or disabling the advertisements through exploits 56 In game advertising can also lead to negative reviews for a video game as occurred in 2013 with Maxis promotion of a heavily branded Nissan Leaf charging station as downloadable content in SimCity Maxis claimed Plopping down the station will add happiness to nearby buildings It will not take power water or workers away from your city 58 Effectiveness editSeveral academic researchers have attempted to understand how effective IGA is The effectiveness of such advertising is debated by several scholars Yang et al 59 found some types of recognition were low among college students although players did retain word fragments in sports games Grace and Coyle 60 found that 35 of players could recall advertised brands in a controlled study of car racing games Lee and Faber found that the primary factors for player retention of IGA are location of brand messages in the game game involvement and prior game playing experience 61 See also editInteractive advertising AdvergamingReferences edit a b c Yi Matthew 2005 07 25 Advertisers pay for video games Product placement tradition no longer free ride for business SFGATE Retrieved 2023 06 23 a b Melissa Campanelli March 6 2008 eMarketer In Game Advertising Spending to Reach 650 million in 2012 Emarketingandcommerce com Archived from the original on July 16 2010 Retrieved November 27 2014 Enid Burns April 17 2006 In Game Advertising to Continue Exponential Growth Clickz Retrieved November 27 2014 Jacqui Cheng June 23 2007 Report Video game spending to surpass music spending this year Ars Technica Retrieved November 27 2014 Arif Durrani 2009 05 26 Screen Digest forecasts 1bn boom for in game advertising Brandrepublic http www brandrepublic com News 908125 Screen Digest forecasts 1bn boom in game advertising Retrieved 2011 04 14 Enid Burns 2009 04 28 Video Advertising Still Set for Growth in Down Ad Spend Year http www clickz com clickz news 1708732 video advertising still set growth down ad spend year Retrieved 2011 04 14 Tassi Paul Analyst Says Video Game Advertising Will Double by 2016 Forbes Retrieved 2015 09 30 The Making of Adventureland EDGE 162 104 107 May 2006 a b c d e f g h Greg Boyd Vejay Lalla 2010 02 11 Emerging Issues in In Game Advertising Gamasutra http www gamasutra com view feature 3927 emerging issues in ingame php Retrieved 2011 04 17 Helen Leggatt 2009 03 18 Major in game ad firm struggling BizReport http www bizreport com 2009 03 major in game ad firm struggling html Archived 2020 11 23 at the Wayback Machine Retrieved 2011 04 17 In Game Advertisting Entertainment Software Association http www theesa com gamesindailylife advertising asp Archived 2020 11 20 at the Wayback Machine Retrieved 2011 04 17 Grant Jenman Stephanie Becker 2008 06 30 In Game Ads Put Brands in Play Adweek http www adweek com news advertising branding game ads put brands play 96175 page 1 Retrieved 2011 04 21 Moonhee Yang David R Roskos Ewoldsen Lucian Dinu and Laura M Arpan Winter 2006 The Effectiveness of In Game Advertising Comparing College Student s Explicit and Implicit Memory for Brand Names Journal of Advertising http business nmsu edu mhyman M454 Articles 28Product 20Placement 29 20Yang JA 2006 pdf Retrieved 2011 04 18 2011 03 31 Viral Video Features Inspired Product Placement of Dodge s Flagship Muscle Car PlaceVine http www placevine com blog 2011 03 31 viral video features inspired product placement 0f dodge E2 80 99s flagship muscle car Archived 2020 11 23 at the Wayback Machine Retrieved 2011 04 25 Ted Boyke 2004 03 23 Tom Clancy s Splinter Cell Pandora Tomorrow World Premiere The Next Level http www the nextlevel com features events pandora tomorrow world premiere Retrieved 2011 04 25 Gene Emery What s in a Name Product Placement in Games Reuters January 30 2002 2010 02 10 In Game Advertising Maximizes Marketing Dollars In Sports Category New Mobile Advertising Opportunity for the Sports Industry Business Trends http businesstrends wordpress com 2010 02 10 study shows in game advertising maximizes marketing dollars in sports category Retrieved 2011 04 14 David Radd 2007 02 22 Sports and In Game Advertising BusinessWeek 1 Retrieved 2011 04 14 James Brightman 2010 02 10 Sports Games Proving Effective for In Game Advertisers Study Finds Industry Gamers Archived 2014 04 14 at the Wayback Machine http www industrygamers com news sports games proving 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online to shut down march 31 Archived 2015 02 11 at the Wayback Machine Retrieved 2011 04 14 Jason Katz 2011 03 10 In Game Advertising A Waning Star The Marketing Arm http www themarketingarm com index php id 24768 Retrieved 2011 03 15 2008 04 03 City of Heroes In Game Advertising MMORPG http www mmorpg com gamelist cfm gameId 3 setView features loadFeature 1866 Retrieved 2011 04 14 Dan Fortier 2006 08 26 Debate In Game Advertisements MMORPG http www mmorpg com showFeature cfm loadFeature 828 Archived 2017 08 11 at the Wayback Machine Retrieved 2011 04 14 a b c Andrew Edgecliffe Johnson 2008 1 30 Questions Raised Over Revenue Growth From Modern Advertising Financial Times http www ft com cms s 0 e7c50fce ced6 11dc 877a 000077b07658 html ixzz1G4iNCknW Retrieved 2011 03 07 Ben Zackheim 2005 02 18 Pizza and Everquest 2 two great tastes that clog arteries together joystiq Archived 2009 07 25 at the Wayback Machine http www joystiq com 2005 02 18 pizza and everquest 2 two great tastes that 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News msn com NBC News Archived 2013 08 02 at the Wayback Machine http www nbcnews com id 15702318 Retrieved 2011 04 14 Gerardo Guzman 2010 09 14 Video Game Advertising Playing to Win and Sell Nielsenwire http blog nielsen com nielsenwire consumer video game advertising playing to win E2 80 A6 and sell Retrieved 2011 03 08 John Gaudiosi 2006 10 19 Nielsen s GamePlay Metrics Businessweek 3 Retrieved 2011 04 14 Duane Kuroda 2010 10 11 Massive s Failure Proof Of In game Advertising s Success Archived 2011 04 13 at the Wayback Machine ReveNews Retrieved 2011 04 14 Zachary Glass Fall 2007 The Effectiveness of Product Placement in Video Games 4 Journal of Interactive Advertising Vol 8 No 1 http jiad org article96 Archived 2013 01 19 at the Wayback Machine Retrieved 2011 04 18 Kalador s FreePlay in game advertising technology for mobile phone games powers MobileRated 2007 03 19 http www mobilerated com news 20070319 html Archived 2017 08 11 at the Wayback Machine Retrieved 2011 04 14 Owen Good 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dubious honors index html page 2 Retrieved 2011 04 16 Quang Hong 2005 11 30 Question of the Week Responses In Game Advertising Gamasutra http www gamasutra com view feature 2472 question of the week responses php Retrieved 2011 04 16 a b Ben Lewis Lance Porter Spring 2010 In Game Advertising Effects Examining Player Perceptions of Advertising Schema Congruity in a Massively Multiplayer Online Role Playing Game Journal of Interactive Advertising Vol 10 No 2 brown http jiad org article131 Archived 2015 04 28 at the Wayback Machine Retrieved 2011 03 09 J P Agon Thalia Sherman 2009 01 05 In Game Advertising Could Be the Next Best Thing to Gaming Ten Ton Hammer http www tentonhammer com node 60433 Retrieved 2011 04 12 Petitte Omri 2 April 2013 SimCity s first free DLC is a logo plastered Nissan Leaf charging station PC Gamer Retrieved 13 July 2016 Catalog Mendeley www mendeley com Retrieved 16 April 2018 Grace Lindsay D Coyle James 1 January 2011 Player Performance and in Game Advertising Retention Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology ACE 11 ACM pp 55 1 55 5 doi 10 1145 2071423 2071492 ISBN 9781450308274 S2CID 12871633 Lee Mira Faber Ronald J 1 January 2007 Effects of Product Placement in On Line Games on Brand Memory A Perspective of the Limited Capacity Model of Attention Journal of Advertising 36 4 75 90 doi 10 2753 joa0091 3367360406 JSTOR 20460815 S2CID 143613767 Retrieved from https en wikipedia org w index php title In game advertising amp oldid 1179184209, wikipedia, wiki, book, books, library,

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