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Feature: 'Soapbox: Enhancing the Effectiveness of In-Game Advertising'

In today's other main Gamasutra feature, as more and more companies get into the act of supporting in-game advertising and product placement, David Edery (MIT) takes a lo...

Simon Carless, Blogger

December 23, 2005

1 Min Read

In today's other main Gamasutra feature, as more and more companies get into the act of supporting in-game advertising and product placement, David Edery (MIT) takes a look at what makes advertising effective in the first place and how it can be better implemented in video games. In this extract from Edery's Soapbox, he explains: "The basic argument for in-game advertising is: you can't use TiVo to ignore it, it doesn't disrupt the flow of content like TV advertising, and its inclusion in an interactive medium makes it more subliminally powerful. But we know from experience that all in-game advertising isn't created equal. Product placements that sensibly enhance gameplay (like driving a Hummer in Grand Theft Auto) are far more effective than, say, random billboards situated around a virtual race-track. If people can learn to ignore banner ads in websites, why do some advertisers think so highly of the in-game equivalent?" You can now read the full Gamasutra feature on the subject (no registration required, please feel free to link to the article from external websites).

About the Author(s)

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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