556:-like advertisements or product placement to create a realistic gaming environment. For example, many sports games incorporate these advertisements to simulate the heavy advertising within professional sports. Similarly, many games employ brand-name products such as guns and cars as in-game status symbols. 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.,
563:
841:
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. 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. In some games it may be easier to rely on revenue from sales of
854:
distracting advertisements when they have already paid the retail price and/or a monthly subscription fee. Gamers have shown a distaste for advertisements that distract them while they are trying to enjoy themselves. 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.
521:. Due to the custom programming required, dynamic advertising is usually presented in the background; static advertisements can appear as either. 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.
580:
607:
853:
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. However, companies have found that gamers do not want
775:
The advertising industry has generally embraced IGA and advergaming as effective ways to reach 16 to 34-year-old males. 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. Advertisers may also
840:
Another issue publishers and developers must deal with is integrating IGA into games without alienating or frustrating players. The general goal of IGA is to insert advertising that gets noticed while not interrupting the player's enjoyment of the game. Developers need some creative control of the
812:
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. This timing discrepancy can be solved though use of dynamic advertisements, which
795:
specialize in IGA, and even more traditional advertising agencies have experimented with IGA. 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,
638:
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. Dynamic advertisements can be purchased after a game is released to the general public are featured in a developer determined in-game location. For
630:
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,
896:
Several academic researchers have attempted to understand how effective IGA is. The effectiveness of such advertising is debated by several scholars. Yang et al. found some types of recognition were low among college students, although players did retain word fragments in sports games. Grace and
804:
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
625:
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. This
674:
games are typically playable online and provide a free basic game with options for players to purchase advanced features or additional items. They operate under the theory that a gamer will pay for additional in-game features after investing enough time in the game. In freemium games like
825:
profits have increased by an extra $ 1β2 per game unit sold (in addition to the typical $ 5β6 profit per unit). 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
897:
Coyle 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.
695:
relationship for premium content. 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.
826:
micro-transactions or pay-to-play. 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.
845:, 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.
758:
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
548:
phones to catch terrorists. 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.
813:
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.
1237:
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".
631:
type of advertisement, and viewing angle. This information may be used to improve future advertisement campaigns and to correct copy problems or make a current advertisement more appealing to players.
533:
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
833:
expressed doubts about advertisement-funded games because of limited advertiser dollars and gamers' skepticism of IGA, although Sony completed an IGA deal 5 months later. However, in 2010, an
485:
In-game advertising generated $ 34 million in 2004, $ 56 million in 2005, $ 80 million in 2006, and $ 295 million in 2007. In 2009, spending on IGA was estimated to reach $ 699 million
2111:
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".
964:
1736:
2247:
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".
1922:
2179:
995:
861:. Some gamers choose to remove advertisements from the game experience, either by paying more for an advertisement-free copy or disabling the advertisements through
837:
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."
2315:
1636:
1267:
513:
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
1321:
784:
branched out into the IGA space by announcing a video games ratings service, GamePlay
Metrics, to serve in-game advertisers and measure IGA effectiveness.
1907:
1474:
1338:
2023:
704:
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,
1585:
517:, or highly integrated within the game so that the advertised product is necessary to complete part of the game or is featured prominently within
1569:
1316:(2010-02-10). "In-Game Advertising Maximizes Marketing Dollars In Sports Category; New Mobile Advertising Opportunity for the Sports Industry".
1845:
1094:
1785:
972:
1361:
1026:
1890:
450:
1829:
2058:
1941:
1801:
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reached. This may not, however, protect the advertiser from an unwanted association with a poorly performing game or advertisement.
2223:
1694:
1055:
640:
1609:
1268:
http://www.placevine.com/blog/2011/03/31/viral-video-features-inspired-product-placement-0f-dodge%E2%80%99s-flagship-muscle-car/
2320:
2300:
1744:
1919:
1549:
1322:
http://businesstrends.wordpress.com/2010/02/10/study-shows-in-game-advertising-maximizes-marketing-dollars-in-sports-category/
1243:
936:
2295:
1069:
643:
1003:
2018:
William Vitka (2005-07-16). "In-Game
Advertising - IGA Worldgroup Leads The Pack And They Might Be Getting It Just Right".
1968:
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500:
1633:
1528:
1490:
1720:
1374:
374:
1989:
2096:
733:
589:
1674:
1291:
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uncertainty about how many viewers the game will reach, and the long development cycle inherent in video games.
716:
both use dynamic IGA in an urban game setting to mimic real world stimuli. In contrast, fantasy games such as
98:
1570:
https://venturebeat.com/2011/02/26/will-microsoft-conquer-free-to-play-games-with-age-of-empires-online-video/
1423:
2325:
2119:
1353:
1152:
906:
862:
443:
389:
369:
354:
168:
143:
118:
58:
1964:"Kalador's FreePlay in-game advertising technology for mobile phone games powers MobileRated". 2007-03-19.
2207:
Proceedings of the 8th
International Conference on Advances in Computer Entertainment Technology - ACE '11
2204:
Grace, Lindsay D.; Coyle, James (1 January 2011). "Player
Performance and in Game Advertising Retention".
781:
729:
178:
1786:
https://techcrunch.com/2009/03/24/study-in-game-video-advertising-trumps-tv-advertising-in-effectiveness/
1625:
1214:
1169:
482:, which refers to games specifically made to advertise a product. The IGA industry is large and growing.
2079:
888:
will add happiness to nearby buildings. It will not take power, water, or workers away from your city."
635:
627:
364:
216:
128:
113:
2135:
J.P. "Agon Thalia" Sherman (2009-01-05). "In Game Advertising Could Be the Next Best Thing to Gaming".
1948:
1780:
Robin Wauters (2009-03-24). "Study: In-Game Video Advertising Trumps TV Advertising In Effectiveness".
1715:
Andrew Edgecliffe-Johnson (2008-1-30). "Questions Raised Over Revenue Growth From Modern Advertising".
1582:
1270:
1172:
1362:
http://www.industrygamers.com/news/sports-games-proving-effective-for-in-game-advertisers-study-finds/
2305:
1891:
http://blog.nielsen.com/nielsenwire/consumer/video-game-advertising-playing-to-win%E2%80%A6-and-sell/
1349:
James Brightman (2010-02-10). "Sports Games Proving Effective for In-Game Advertisers, Study Finds".
1196:
877:
822:
486:
379:
309:
271:
183:
163:
78:
42:
1842:
1830:
https://www.independent.co.uk/news/media/advertising/is-it-game-over-for-the-virtual-ad-2218305.html
1564:
Dean Takahashi (2011-02-26) "Will Microsoft conquer free-to-play games with Age of Empires Online?"
1732:
Ben Zackheim (2005-02-18). "Pizza and Everquest 2 β two great tastes that clog arteries together".
792:
732:
has previously remarked that it would not consider using IGA within World of Warcraft; conversely,
319:
256:
133:
73:
2035:
2006:
821:
Game publishers have mixed feelings about IGA. IGA can create new revenue streams; in some cases
2272:
2264:
2229:
1763:
868:
In-game advertising can also lead to negative reviews for a video game, as occurred in 2013 with
788:
436:
412:
349:
339:
334:
286:
138:
103:
1262:(2011-03-31). "Viral Video Features Inspired Product Placement of Dodge's Flagship Muscle Car".
937:"Advertisers pay for video games / Product placement tradition no longer free ride for business"
1758:
562:
2219:
2205:
1507:
1056:
http://www.brandrepublic.com/News/908125/Screen-Digest-forecasts-1bn-boom-in-game-advertising/
724:
682:
612:
530:
422:
291:
266:
261:
236:
153:
148:
1610:
http://www.adobe.com/newsletters/edge/march2011/articles/article1/index.html?trackingid=IJQLF
857:
Gamers may feel that IGA is invasive and in some cases have dubbed IGA-supported software as
639:
example, in October 2008, billboard advertisements were purchased in 10 swing states by then-
2256:
2211:
1745:
http://www.joystiq.com/2005/02/18/pizza-and-everquest-2-two-great-tastes-that-clog-arteries/
885:
830:
809:
506:
417:
314:
251:
241:
221:
206:
173:
158:
123:
108:
88:
2055:
1798:
1550:
https://thehill.com/blogs/blog-briefing-room/news/campaigns/37922-obama-runs-ads-in-madden/
1244:
http://business.nmsu.edu/~mhyman/M454_Articles/%28Product%20Placement%29%20Yang_JA_2006.pdf
579:
2123:
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1972:
1952:
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1805:
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1640:
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1589:
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1450:
1357:
1274:
1250:
1200:
1176:
834:
777:
475:
407:
281:
83:
1865:
1841:(2011-01-15). "iPad Taking Viewers Eyeballs Off The TV During Primetime". WorldTVPC.com.
1193:
1050:
Arif Durrani (2009-05-26). "Screen Digest forecasts $ 1bn boom for in-game advertising".
1691:
1406:
1286:
Ted Boyke (2004-03-23). "Tom Clancy's Splinter Cell: Pandora Tomorrow World Premiere".
881:
780:
study showed that IGA had a return on investment of $ 3.11 per dollar spent. In 2007,
712:
706:
651:
514:
324:
2050:
Kris Pigna (2010-12-22). "EA: In-Game Ads Business Hasn't Grown as Fast as Expected".
1634:
http://news.bigdownload.com/2011/02/01/company-of-heroes-online-to-shut-down-march-31/
2289:
2276:
1491:
http://www.clickz.com/clickz/news/1694387/in-game-ad-network-taps-into-virtual-worlds
1470:
1410:
842:
751:
545:
539:
359:
246:
2233:
1938:
Zachary Glass (Fall 2007). "The Effectiveness of Product Placement in Video Games".
1657:
2002:
1334:
760:
737:
718:
687:
671:
647:
17:
2154:
2091:
Quang Hong (2005-11-30). "Question of the Week Responses: In-Game Advertising?".
1885:
Gerardo Guzman (2010-09-14). "Video Game Advertising: Playing to Win⦠and Sell".
1721:
http://www.ft.com/cms/s/0/e7c50fce-ced6-11dc-877a-000077b07658.html#ixzz1G4iNCknW
681:, these transactions are typically one-time payments for specific in-game goods (
1965:
911:
873:
764:
692:
566:
471:
226:
201:
93:
2260:
1147:
Greg Boyd, Vejay Lalla (2010-02-11). "Emerging Issues in In-Game Advertising".
2097:
http://www.gamasutra.com/view/feature/2472/question_of_the_week_responses_.php
1990:
http://kotaku.com/#!5264139/indie-devs-turn-to-in+game-ads-after-piracy-strike
1984:
Owen Good (2009-05-21). "Indie Devs Turn To In-Game Ads After Piracy Strike".
1781:
1621:
John Callaham (2011-02-01). "Company of Heroes Online to shut down March 31".
1525:
1402:
606:
384:
2001:
Bobbie Johnson (2006-05-19). "Advertisers get young gamers in their sights".
1675:
http://www.mmorpg.com/gamelist.cfm/gameId/3/setView/features/loadFeature/1866
1292:
http://www.the-nextlevel.com/features/events/pandora-tomorrow-world-premiere/
728:
may not include IGA when real-world advertisements do not fit contextually.
2215:
2092:
1503:
1148:
741:
677:
594:
553:
479:
344:
276:
33:
2155:"SimCity's first free DLC is a logo-plastered Nissan Leaf charging station"
2034:
Brian Ashcraft (2009-06-04). "Sony Make In-Game Ad Deal Official". Kotaku.
1873:
1861:
Kristin Kaining (2006-11-15). "Games: they're not just for kids anymore".
1565:
1382:
1287:
2140:
2075:
2019:
1605:
1153:
http://www.gamasutra.com/view/feature/3927/emerging_issues_in_ingame_.php
667:
518:
2268:
1485:
Enid Burns (2008-04-07). "In-Game Ad Network Taps Into Virtual Worlds".
965:"eMarketer: In-Game Advertising Spending to Reach $ 650 million in 2012"
1886:
1604:
Samuel Asher Rivello (2011-03). "How to make money with online games".
1317:
1304:
858:
63:
1170:
http://www.bizreport.com/2009/03/major_in-game_ad_firm_struggling.html
593:(also, an electronic board appearing after each goal sometimes reads "
2080:
http://www.gamespot.com/best-of-2009/dubious-honors/index.html?page=2
1099:
755:
618:
584:
535:
504:, which inserted a self-promotional advertisement for its next game,
491:
68:
1583:
http://www.lostgarden.com/2009/07/flash-love-letter-2009-part-1.html
1502:
Simon Carless (2006-10-17). "IGA's Townsend On BF2142 In-Game Ads".
1653:
1581:
Danc (2009-07-05). "Flash Love Letter (2009) Part 1". Lostgarden.
869:
605:
231:
211:
1843:
http://www.worldtvpc.com/blog/ipad-viewers-eyeballs-tv-primetime/
1824:
Ian Burrell (2011-02-18). "Is it game over for the virtual ad?".
1350:
1027:"Report: Video game spending to surpass music spending this year"
829:
However, not all publishers have found IGA successful. In 2008,
1164:
Helen Leggatt (2009-03-18). "Major in-game ad firm struggling".
1120:
1051:
571:
2136:
2007:
http://technology.guardian.co.uk/games/story/0,,1778693,00.html
1903:
1652:
Jason Katz (2011-03-10) "In-Game Advertising: A Waning Star?".
1524:
Paul Hyman (2006-01-26). "Advertisers await game measurement".
2036:
http://kotaku.com/#!5012940/sony-make-in+game-ad-deal-official
1716:
1622:
1070:"Video Advertising Still Set for Growth in Down Ad Spend Year"
2116:
1469:
Reena Jana (2006-01-25). "Is That a Video Game - or an Ad?".
1945:
1797:"Reach Your Target Audience β Men". Microsoft Advertising.
1686:
Dan Fortier (2006-08-26). "Debate: In-Game Advertisements".
1303:
Gene Emery, "What's in a Name: Product Placement in Games,"
1263:
1165:
808:
It is also difficult to plan in-game advertisements because
1544:
Walter Alarkon (2008-10-14). "Obama Runs Ads in βMadden'".
1508:
http://www.gamasutra.com/php-bin/news_index.php?story=11300
1333:
David Radd (2007-02-22). "Sports and In-Game Advertising".
1920:"Massive's Failure Proof Of In-game Advertising's Success"
1902:
John Gaudiosi (2006-10-19). "Nielsen's GamePlay Metrics".
1733:
1687:
1670:
1486:
1447:
E.S.S. Entertainment 2000, Inc. v. Rock Star Videos, Inc.
1189:
1095:"Analyst Says Video Game Advertising Will Double by 2016"
558:
E.S.S. Entertainment 2000, Inc. v. Rock Star Videos, Inc.
2056:
http://www.1up.com/news/in-game-ads-business-hasnt-grown
1799:
http://advertising.microsoft.com/ad-network/audience/men
1545:
1451:
https://caselaw.findlaw.com/us-9th-circuit/1485435.html
767:
prior to the completion of its real-world counterpart.
2074:(2009). "Most Despicable Use of In-Game Advertising".
2051:
1985:
1669:(2008-04-03). "City of Heroes β In-Game Advertising".
1194:
http://www.theesa.com/gamesindailylife/advertising.asp
740:
function allowing players to order food delivery from
1711:
1709:
1707:
1692:
http://www.mmorpg.com/showFeature.cfm/loadFeature/828
996:"In-Game Advertising to Continue Exponential Growth"
538:
to interact with the virtual product. For example,
2112:
1939:
498:The earliest known IGA was the 1978 computer game
1862:
1658:http://www.themarketingarm.com/index.php?id=24768
495:is anticipated to grow to $ 7.2 billion by 2016.
1213:Jenman, Grant; Becker, Stephanie (2008-06-30).
1375:"Product placement on the rise in video games"
691:instead try to induce players to enter into a
1966:http://www.mobilerated.com/news/20070319.html
444:
8:
1560:
1558:
1526:http://www.frankwbaker.com/videogameads.htm
1776:
1774:
1600:
1598:
1424:"USATODAY.com - HBO shows use real brands"
776:appreciate IGA's economic returns; a 2010
569:products can be seen in the background of
451:
437:
29:
1820:
1818:
1816:
1814:
2107:
2105:
2046:
2044:
1520:
1518:
1516:
578:
561:
1874:https://www.nbcnews.com/id/wbna15702318
1465:
1463:
1461:
1459:
922:
626:approach combines the customization of
489:, $ 1 billion by 2014 and according to
32:
2316:Promotion and marketing communications
2141:http://www.tentonhammer.com/node/60433
1449:, 547 F.3d 1095 (9th Cir. Cal. 2008).
1143:
1141:
1139:
1137:
1135:
1133:
1131:
1129:
958:
956:
736:experimented briefly with an in-game
7:
1757:Siklos, Richard (October 19, 2006).
963:Melissa Campanelli (March 6, 2008).
930:
928:
926:
771:Advertising industry reaction to IGA
884:. Maxis claimed "Plopping down the
2113:Journal of Interactive Advertising
1942:Journal of Interactive Advertising
1190:Entertainment Software Association
25:
1929:. ReveNews. Retrieved 2011-04-14.
872:' promotion of a heavily branded
1759:"A Virtual World but Real Money"
1215:"In-Game Ads Put Brands in Play"
658:Advertising in online-only games
544:has required the use of in-game
1119:"The Making of Adventureland".
27:Advertising in electronic games
2153:Petitte, Omri (2 April 2013).
1025:Jacqui Cheng (June 23, 2007).
1:
994:Enid Burns (April 17, 2006).
763:brand was established within
1381:. 2006-07-21. Archived from
685:). Free-to-play games like
2210:. ACM. pp. 55:1β55:5.
1918:Duane Kuroda (2010-10-11).
602:Dynamic in-game advertising
2342:
2261:10.2753/joa0091-3367360406
2117:http://jiad.org/article131
1068:Burns, Enid (2009-04-28).
935:Yi, Matthew (2005-07-25).
552:A number of games utilize
525:Static in-game advertising
375:Promotional representative
1946:http://jiad.org/article96
1405:. Grand Theft Auto III. (
1123:(162): 104β107. May 2006.
969:Emarketingandcommerce.com
663:Freemium and free-to-play
590:FIFA International Soccer
1188:"In-Game Advertisting".
800:Reducing advertiser risk
2216:10.1145/2071423.2071492
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2065:. Retrieved 2011-03-09.
2038:. Retrieved 2011-03-08.
2025:. Retrieved 2006-11-03.
2009:. Retrieved 2006-10-20.
1992:. Retrieved 2011-04-17.
1975:. Retrieved 2011-04-14.
1955:. Retrieved 2011-04-18.
1909:. Retrieved 2011-04-14.
1893:. Retrieved 2011-03-08.
1876:. Retrieved 2011-04-14.
1852:. Retrieved 2011-04-14.
1832:. Retrieved 2011-03-09.
1808:. Retrieved 2011-04-12.
1788:. Retrieved 2011-03-08.
1747:. Retrieved 2011-04-14.
1723:. Retrieved 2011-03-07.
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907:Interactive advertising
370:Promotional merchandise
355:Out-of-home advertising
144:Account-based marketing
2321:Video game development
2301:Advertising techniques
2249:Journal of Advertising
2143:. Retrieved 2011-04-12
1863:News.msn.com/ NBC News
1240:Journal of Advertising
817:Game industry reaction
782:Nielsen Media Research
622:
610:A poster campaign for
598:
576:
179:Horizontal integration
2296:Advertising by medium
1006:on September 23, 2015
636:advertising campaigns
609:
582:
565:
365:Product demonstration
217:Corporate anniversary
2311:Marketing techniques
2180:"Catalog - Mendeley"
2115:. Vol 10 No 2.brown
1385:on November 23, 2020
878:downloadable content
876:charging station as
789:advertising agencies
478:. IGA differs from
380:Visual merchandising
310:Behavioral targeting
184:Vertical integration
164:Influencer marketing
1307:. January 30, 2002.
464:In-game advertising
330:In-game advertising
320:Display advertising
196:Promotional content
18:In game advertising
2122:2015-04-28 at the
2061:2016-09-19 at the
1971:2017-08-11 at the
1951:2013-01-19 at the
1925:2011-04-13 at the
1868:2013-08-02 at the
1848:2021-12-21 at the
1804:2013-05-07 at the
1764:The New York Times
1739:2009-07-25 at the
1697:2017-08-11 at the
1639:2015-02-11 at the
1628:2018-06-24 at the
1588:2022-01-20 at the
1531:2016-03-04 at the
1356:2014-04-14 at the
1273:2020-11-23 at the
1249:2017-08-11 at the
1199:2020-11-20 at the
1175:2020-11-23 at the
683:micro-transactions
623:
599:
577:
413:Marketing research
350:Online advertising
340:Native advertising
335:Mobile advertising
287:Sex in advertising
104:Consumer behaviour
1654:The Marketing Arm
725:World of Warcraft
613:Tripping the Rift
531:product placement
461:
460:
423:Consumer research
304:Promotional media
292:Underwriting spot
267:Product placement
247:On-hold messaging
237:Loyalty marketing
154:Product marketing
149:Digital marketing
16:(Redirected from
2333:
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2184:www.mendeley.com
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1011:
1002:. Archived from
991:
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980:
975:on July 16, 2010
971:. Archived from
960:
951:
950:
948:
947:
932:
831:Sony Corporation
810:game development
587:billboard is in
507:Pirate Adventure
476:electronic games
453:
446:
439:
418:Mystery shopping
315:Brand ambassador
252:Personal selling
242:Mobile marketing
222:Direct marketing
207:Ambush marketing
174:Annoyance factor
159:Social marketing
109:Consumer culture
89:Brand management
30:
21:
2341:
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2147:
2134:
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2124:Wayback Machine
2110:
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2063:Wayback Machine
2049:
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2017:
2013:
2000:
1996:
1983:
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1973:Wayback Machine
1963:
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1953:Wayback Machine
1937:
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1927:Wayback Machine
1917:
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1884:
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1870:Wayback Machine
1860:
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1850:Wayback Machine
1840:
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1826:The Independent
1823:
1812:
1806:Wayback Machine
1796:
1792:
1779:
1772:
1756:
1755:
1751:
1741:Wayback Machine
1731:
1727:
1717:Financial Times
1714:
1705:
1699:Wayback Machine
1685:
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1641:Wayback Machine
1630:Wayback Machine
1620:
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1590:Wayback Machine
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1533:Wayback Machine
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1358:Wayback Machine
1351:Industry Gamers
1348:
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1318:Business Trends
1315:
1311:
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1298:
1285:
1281:
1275:Wayback Machine
1261:
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1251:Wayback Machine
1236:
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1201:Wayback Machine
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835:Electronic Arts
819:
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778:Nielsen Company
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408:Market research
403:
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282:Sales promotion
197:
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84:Brand licensing
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2137:Ten Ton Hammer
2128:
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2084:
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2040:
2027:
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1994:
1977:
1957:
1944:. Vol 8 No 1.
1931:
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1415:
1407:Rockstar Games
1395:
1366:
1342:
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1309:
1296:
1288:The Next Level
1279:
1255:
1230:
1219:www.adweek.com
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849:Gamer reaction
847:
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752:Virtual worlds
713:Anarchy Online
707:City of Heroes
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843:virtual goods
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546:Sony Ericsson
543:
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541:Splinter Cell
537:
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390:Word-of-mouth
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360:Point of sale
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119:Effectiveness
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2255:(4): 75β90.
2252:
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2187:. Retrieved
2183:
2174:
2162:. Retrieved
2158:
2148:
2131:
2087:
2070:
2030:
2014:
2003:The Guardian
1997:
1980:
1960:
1934:
1914:
1904:Businessweek
1898:
1881:
1857:
1837:
1793:
1762:
1752:
1728:
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1648:
1623:Big Download
1617:
1577:
1540:
1498:
1481:
1446:
1442:
1431:. Retrieved
1427:
1418:
1398:
1387:. Retrieved
1383:the original
1378:
1369:
1345:
1335:BusinessWeek
1329:
1312:
1299:
1282:
1258:
1239:
1233:
1222:. Retrieved
1218:
1208:
1184:
1160:
1115:
1104:. Retrieved
1098:
1088:
1077:. Retrieved
1073:
1063:
1046:
1036:November 27,
1034:. Retrieved
1031:Ars Technica
1030:
1020:
1010:November 27,
1008:. Retrieved
1004:the original
999:
989:
979:November 27,
977:. Retrieved
973:the original
968:
944:. Retrieved
940:
895:
867:
856:
852:
839:
828:
820:
807:
803:
786:
774:
761:Aloft Hotels
750:
746:EverQuest II
745:
738:command-line
723:
719:EverQuest II
717:
711:
705:
703:
688:Age of Conan
686:
676:
672:free-to-play
666:
650:in numerous
648:Barack Obama
644:presidential
633:
624:
617:
611:
588:
570:
557:
551:
540:
528:
512:
505:
499:
497:
490:
484:
467:
463:
462:
329:
134:Segmentation
59:Distribution
53:Key concepts
2306:Advergaming
1887:Nielsenwire
912:Advergaming
874:Nissan Leaf
823:publishers'
793:ad networks
765:Second Life
700:Pay-to-play
693:pay-to-play
628:web banners
567:Chupa Chups
529:Similar to
472:advertising
227:Franchising
202:Advertising
169:Attribution
94:Co-creation
2290:Categories
1782:TechCrunch
1606:Adobe Edge
1433:2023-06-23
1403:DMA Design
1389:2023-06-23
1224:2024-03-22
1106:2015-09-30
1079:2024-03-22
946:2023-06-23
918:References
646:candidate
480:advergames
385:Web banner
272:Propaganda
79:Activation
43:Management
2277:143613767
2093:Gamasutra
1566:GamesBeat
1504:Gamasutra
1264:PlaceVine
1166:BizReport
1149:Gamasutra
742:Pizza Hut
678:Farmville
595:Panasonic
554:billboard
519:cutscenes
345:New media
277:Publicity
129:Promotion
114:Dominance
34:Marketing
2269:20460815
2234:12871633
2189:16 April
2159:PC Gamer
2120:Archived
2076:GameSpot
2059:Archived
2020:CBS News
1969:Archived
1949:Archived
1923:Archived
1866:Archived
1846:Archived
1802:Archived
1737:Archived
1695:Archived
1637:Archived
1626:Archived
1586:Archived
1546:The Hill
1529:Archived
1379:NBC News
1354:Archived
1271:Archived
1247:Archived
1197:Archived
1173:Archived
901:See also
863:exploits
787:Several
730:Blizzard
668:Freemium
634:Dynamic
402:Research
257:Premiums
212:Branding
139:Strategy
2164:13 July
2052:1Up.com
1734:joystiq
1305:Reuters
886:station
882:SimCity
859:spyware
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