Wednesday, April 23, 2008

BT WEEK POST 3: THE MECHANICS OF BT

The Mechanics of BT


The following is a simplified description of how a BT ad is served. When a user requests a page managed by a BT enabled ad server, the user’s PC also shares the cookie info. Because the behavioral targeting platform stores the user’s behavior with that cookie text on its servers, it can instantly know what sorts of ads would be most appropriate for you.

Imagine that your profile tells it that ads for real estate, financial services, travel, and auto are relevant to you. Based upon this info, the server could compare the revenue it could earn from serving you various ads. Perhaps the travel ads are worth a $12 CPM, while real estate is $15, financial services are worth $19, and auto are worth at least $20. The server selects auto and identifies the type of auto ad relevant to you. The ad is then served on the page as it loads for you. All this activity takes places in the milliseconds between the time you request a page and the time it appears on your screen. See below:



There’s a lot more to it than that. For example, an ad server might decide to serve the travel ad if the time limit for serving the travel impressions is about to run out. Or more than one BT provider might have the rights to sell a particular ad space. But what’s above? That’s the gist.

BT DEPENDENCIES

The system naturally depends on several things:

1. That the consumer has a cookie. Increasingly, consumers are eliminating cookies from their PCs periodically. Comscore research from 2007 reported that about 30% of consumers deleted their cookies at least monthly as a way to reducing their privacy concerns.

2. That the consumer has not opted out of BT. Partly as a way of avoiding federal regulation of BT, the BT industry has set up a voluntary opt out program that lets users choose not to participate in BT targeting. The jury is still out on whether this voluntary program will be deemed sufficient to avoid federal regulations or statutes. The Network Advertising Initiative website (http://www.networkadvertising.org) allows consumers to opt out of ad networks individually or collectively. See below:



Opting out doesn’t reduce advertising delivered, only the extent to which it is behaviorally targeted. When I opted out of all programs as an experiment, I appeared to get a lot more mortgage and other low CPM advertising. Which makes sense, of course.

3. That a BT enabled ad decision server is monitoring the ad placements on the requested page. Not every ad unit is served by a BT enabled server. But an increasingly large proportion are. After all, there is A LOT of money to be made. And advertisers LOVE this technology because it leads to tremendous results.


BT INFO WILL CONTINUE NEXT WEEK. BECAUSE FRIDAY, AS ALWAYS, WILL BE LIP SYNC DAY AT OLDMTA!

Tuesday, April 22, 2008

For Those Who Think Old ... Err ... Young



BT WEEK POST 2 - PRIVACY

COOKIES, BT, PII, AND PRIVACY

Before we go on, it’s important to take a little detour into the topic of privacy online. The Internet was never designed to be an extremely anonymous or information secure environment. It is a medium of information sharing.

The Federal Trade Commission of the US Government has made it crystal clear that the owner of a PC or other connected device is the controller of what information is shared by that device with marketers and other organizations. Web sites essentially need your “permission” to place a cookie on the machine or extract cookie data or other information from you.

It is relatively easy to refuse to accept any cookies on your machine. It’s a simple setting change.
But here’s where the plot thickens. Most websites require that the information sharing between you and them be a two-way street. In order to view all of the content or use all of the functionality of a site, your PC must be set to accept cookies. The sites require it. If your PC refuses to accept cookies, then you will be refused some or all experiences and information on that site.

You must be willing to share SOME, BUT NOT ALL, information in order to use the web. Reputable comapnies that use cookies generally agree not to collect or store “personally identifiable information” (PII) about you in their data collection and usage efforts unless they get your permission. Your name, address, social security info, and other highly personal info are not fair game without your explicit permission. Anything that uniquely identifies you as a person is off limits. To a BT platform, you are simply an anonymous individual that clicked on a Lincoln Navigator ad. Among other things.

According to Wikipedia, the following types of info are PII, and cannot be collected or shared without permission:

• Full name (if not common)
• National identification number
• Telephone number
• Street address
• E-mail address
• IP address (in some cases)
• Vehicle registration plate number
• Driver's license number
• Face, fingerprints, or handwriting
• Credit card numbers
• Digital identity

Personal info that is generally NOT considered PII include:

• First or last name (if common)
• Country, state, or city of residence
• Age, especially if non-specific
• Gender or race
• Name of the school they attend or workplace
• Grades, salary, or job position
• Criminal record

Reputable sites don’t take your PII. Disreputable parties might. This is one way that identity theft occurs. A cookie sent by a reputable company (for example, a major ad network) is generally acceptable to PC protection software from McAfee and others. A program designed to take other information is blocked. Or usually is. ;-(

But of course the water here is a bit murky because if you collect enough non-PII, you can probably identify a single individual if you want to. For example, I am a single, Scion XB-driving, homeowning Oakland CA resident that buys 4 books per week online, generally buys green, travels 12 times a year for business and 6 for personal (tickets purchased online.) I use Colgate, have a Sonicare I bought online, prefer foreign language films and buy my tickets online, and have a penchant for purchasing DVDs of sit-coms from the 70s and 80s. I send flowers online about 8 times a year. I have a Facebook profile, a MySpace profile, and a Linked In connected to hundreds of people. That, I am guessing, describes exactly one person in the US.

But truth be told, if someone really wanted my identity, there are far easier ways to get it than exhaustive analysis of online behavior.

And companies active in BT ARE NOT collecting PII. In fact, the Network Advertising Initiative (NAI) has just proposed a set of voluntary guidelines that govern what can and cannot be collected. They are currently seeking public comment on these standards.

There are a few other issues to consider:

1. How long do companies keep my data? Does the consumer have the right to expect that their data expire after a reasonable space of time?
2. How well protected is my data? Can it be easily stolen? Again, not such a major problem if there is no PII
3. Is the privacy policy of sites that collect (or allow others to collect on their pages) BT data written in a manner that is compliant with FTC standards?
4. BT can be argued to be a customer service when it increases the relevance of advertising on a page. But what if the BT is used to vary prices, so that, for example, a person making $65,000 a year is charged more for a book than a person making $45,000 a year. Few would consider that a beneficial service.
5. What dangers are there in collecting certain kinds of BT, like health info? Can this info later be used to deny the consumer insurance? Or eliminate him from consideration for a job? Of course, given that PII is not being collected, these worries are probably unwarranted. But some people still have them, and that is an issue for the BT industry.
6. Are the BT data stored in your cookies correct? If I search for a cancer site on your computer, it’s not MY cookie that is getting credited with this search. Again, in a world where PII are not collected it won't make any difference to the consumer -- but it does point out a limitation of BT.

At the risk of passing the buck, it should be noted that these BT privacy questions are really part of a larger issue of privacy in America, and the extent to which Americans have a legal right to privacy. Do we? Jurists disagree strongly on the extent to which we do. The Fourth Amendment states:

The right of the people to be secure in their persons, houses, papers, and effects, against unreasonable searches and seizures, shall not be violated, and no Warrants shall issue, but upon probable cause, supported by Oath or affirmation, and particularly describing the place to be searched, and the persons or things to be seized.

But privacy rights are going to be THE defining issue for the next several decades in US Courts given the rise of digital media and the ability of the government and other organizations to easily collect, analyze and use information about us.

In the EU, a single difference in the way BT is regulated creates a far different degree of privacy concern. In the EU, users must OPT-IN for BT, whereas in the US they must OPT-OUT of many forms of it. The new NAI standards actually change that a little -- some kinds of BT data are considered sensitive enough to warrant requiring consumers to opt-in. The rationale for the US decision is that the OPT-OUT method results in far higher potential ad revenues for US content providers, meaning that consumers get access to more and better content supported by this higher level of revenue. US sources argue that EU residents are disserved by the OPT-IN policy there because less content is available to them. Naturally many other US sources and EU sources disagree. But so far the FTC has stated that OPT-OUT is the right policy for the US.

I agree with that decision. Consumers have "free" access to trillions of pages of info. Somehow that needs to get paid for, and so long as there is a strong wall built around PII, I think any technique that improves online revenue is a good thing.

Let the flame mail begin!

Thanks for reading, and don't forget to write.

NEXT: THE PROPOSED NAI STANDARDS

Monday, April 21, 2008

CAN DIGITAL SAVE THE SOAP OPERA???

Way back when I was knee high to a grasshopper, my Mom was a devotee of The Guiding Light, a soap owned and produced by P&G. I can’t say that I shared the fascination, but I was impressed how a TV show could capture the attention of arguably the busiest woman in America. She worked, she went to grad school, cooked, cleaned, made Little Green Sprout Halloween costumes, but if she had a bit of free time and happened to be home at 2:30 PM, she was right there reveling in the dramas of GL.

And soaps had (and have) a lot going for them for liberated women. They nearly always revolve around a strong Matriarch that kicks butt as well or better than any of the shirtless lads that surround her. Soap women are like ballerinas – the stars, the protagonists, the antagonists -- and the men, while not incidental, are really more swan lifters than the foci of attention.

But soaps have hit on hard times. There is probably no more loyal audience than hard core soap fans. Soap fans are huge contributors to uniques and page views for the Network sites, as they post and comment on the antics of Jessica and Lorenzo (I am told there is ALWAYS a smoldering Lorenzo) and speculate on the longevity of the latest fifth time around marriage. Actually that’s unfair. Soaps are over the top, but they aren’t THAT over the top. Except for Passions, a campy NBC soap with witches and aliens. But the Big Mommas of the genre, on ABC, are 100% ALIEN FREE. Not that I know…of course. So while soap fans are loyal, they are, unfortunately for the genre, more likely to have liver spots than Chocolate cell phones. It seems as if work and social media and all of the other sundry ways women pass their daytime hours have hurt the biz.

But now, it appears that SOAPnet, the Cable channel that was founded on the concept of “Today’s Soaps Tonight” is trying to change all that.



SOAPnet’s demos were always more desirable than the networks’, for reasons of daypart presumably. But now, the Internet group at SOAPnet seems to be taking a more proactive approach to repopularizing the soap genre.

The idea for the new SOAPnet.com seems to be based upon the concept that the essence of soaps – relationships and drama – is what powers much of TV drama, and celeb life. Brangelina is a soap. Ditto the Team Aniston t-shirts that were popular for about 11 seconds after Brad left Jen for Ange. ER is a soap, just at a different time of day. And anyone that remembers Dynasty knows that Daytime has no monopoly on catfights and strong women running the show.

The new SOAPnet.com takes the idea of soap in all aspects of entertainment and brings it to life online. Yes, there are synopses of soap plots, and the requisite unbelievably busy AMC and OLTL posting boards. But there is a ton more. Articles about the soapiness of celeb lifestyles. Soapy fashion. Soapy beauty (looking like a soap star is NEVER a bad idea.) There are also billions of photos – some clearly pro, some clearly paparazzoid, and while I couldn’t find a cellulite circle drawn on anyone’s thigh, I am hopeful that the good people at SOAPnet will see the light and provide them post haste.

The soap site category is bizarre in that there are decent independent and network sites, but some of the most trafficked are run by crazy (I mean that in a loving way) soap fans from their kitchen tables. The sort of people who know the blood relationships of every character back to 1957. These sites do well because of the passion of their owners – and because generally the other sites…well…if you can’t say sumthin nice...

That’s changed. The new SOAPnet.com design is unmistakably youthful, but not offputting for the more mature set. That’s an achievement. Too often (remember as I climb on my soapbox that you are reading a blog called “Oldest Living Digital Marketer”) sites trying to go young end up pissing off their loyal fans. I cannot imagine that happening in this case. No funky nav, no crazy jarring graphics. Just a smooth, integrated, consistent experience. An experience, I might add, that is befitting a celeb/Hollywood/entertainment/TV editorial remit.

I love sites that do those little article summaries in rollovers, and this one does it in spades. And the organization is delightfully, deliberately entangling. Click on a link about soapy beauty and you’ll be confronted with fabu looking soap stars and not soap stars. “Oh, who’s that? CLICK”
There’s video everywhere. And it’s good. Lots of original bits which is nice.

It’s also not quite as jarring and stark as my old favorite celeb site, Yahoo’s OMG. Sorry Yahoo, yer #2 now. This has a bit more dignity. I can see publicists wanting to have their people all over this.

Advertisers as well. In the old iteration of SOAPnet, I can’t help but speculate that most of the ads were…firesaled. Lots of mortgages and 1,000,000th visitor. Mark my words, people, this site’s traffic is about to explode. And with it the advertising base.

I’d write more, but there’s this interesting piece on Katie Holmes that’s pulling me away.

Anyway, check out SOAPnet.com! You’ll be glad you did. And sign my petition demanding more cellulite circles so we can correct that glaring omission on an otherwise delightful site.

Flashback to the 50s





BT WEEK BEGINS!!!

This week I will be discussing some of the nuts and bolts as well as noteworthy issues related to behavioral targeting (BT.) BT is hot, both as a marketing technique and as a topic for discussion, particularly among those who debate privacy issues. So let's get the ball rolling here at OLDMTA!

WHAT IS BT (IN ENGLISH)

Behavioral targeting is based upon the truism that what we do can help predict what we plan to do and will do in the future. The idea is that there are certain kinds of online (and other) actions that can improve the likelihood that an individual will respond to digital marketing activity.

An example: most people who are going to buy a car in the near future will not do so on impulse but rather will:

• Research cars online in car sites
• Research cars in car content on portals and other sites
• Search for cars and cars information
• Click on car ads
• Talk about cars on their personal pages, blogs and email accounts
Etc.

By monitoring the behaviors of car searcher individuals, companies can better understand what will interest them, making them more likely to respond to digital auto marketing activity.

So that's BT in a nutshell. BT collects that info and uses it to target marketing efforts to more likely responders.

WHY IS BT “HOT”?

The power of such information can be enormous. If you consider that about 150 Million Americans over 18 are online, but that only about 4.2 million Americans are “in market” for a car in any three month period, it’s natural that automakers would be interested in weeding out those individuals so as to concentrate their marketing efforts on these people.

Contextual targeting (meaning, placing your ads and other marketing activity in related online content) is a start. By placing a car ad on a page about cars, you have SIGNIFICANTLY increased your odds of finding the in-market shopper. The more precise the contextual targeting, the better. For example, placing a hybrid ad on a page about hybrid cars helps out a lot. It stands to reason.

Demographic targeting can also help. If you know that affluent Northern Californians are more likely to buy a hybrid, targeting ads to those individuals can further pinpoint a company’s ability to reach likely buyers.

Psychographic targeting can also help. If you place a hybrid ad on a hybrid car review that is published on a “green” site, you’re getting even closer to perfect targeting.

Context and demography and psychographics have been tools for marketers for decades. But the two way nature of the web has added an additional tool that appears to trump all of these classic approaches.

TWO WAY IP-BASED MEDIA

Every Internet connection is made from two ends – your ISP and a digital device, like your PC. Your PC has a distinct “address” that it shares with no other machine. That address is called an IP Address. Since your IP address is yours alone, the flow of information through that address reflects your online behavior.

As part of the effort to personalize your Internet experience, companies use “cookies” to “remember” who you are and what you like. Cookies were originally developed for sites to maintain “shopping carts”. They are now used for a much broader range of personalization and tracking purposes, among other things. A cookie is a small text file that is placed upon your hard drive when you visit a site. If you have a My Yahoo page, for example, when you request info from the My Yahoo server (e.g., to load your personal My Yahoo page,) your PC pairs your request with the contents of the cookie text file to tell the server what your preferences are. The My Yahoo server can then provide the content you selected for you’re my Yahoo page.

Another kind of “cookie” is a tracking cookie, which is placed on your computer when you take a certain action online. For example, when you click on a banner, a tracking cookie is placed upon your computer to record what you did. That way, if you do something that a marketer wants, like make a purchase, the marketer will know what marketing activity drove your action. The marketer wants to know what drove your action so she knows what works in the marketing plan. The banner that drove your action gets a “point” based upon your subsequent actions.

You might think that the cookie goes away if you click but don’t buy immediately. Usually it doesn’t because most people take action long after that first click. You see a Lincoln navigator ad, click, look at a video, and then go away. But perhaps two weeks later you decide to get a quote from a dealer and head back to the Lincoln site on your own. If you request that quote, the banner you originally click on will usually be credited for that action if you perform it within a certain period of time – often 30 days.

But there’s more to the story, because the company that served the ad can also record your action, and use it to better understand who you are and what you are interested in. Suppose, for example, that you clicked on that Lincoln Navigator ad, then later went about your business online. The company that served the ad could use the info to categorize you as a luxury SUV shopper, which would be important info both for Lincoln and any other car company that sells luxury SUVs. Since clicking on that Lincoln banner makes it FAR more likely that you are in-market for a luxury SUV, your eyeballs are worth more to Lincoln and any other car company than can purchase ad impressions in front of you. So the ad server can sell those ad impressions for far more money.

Naturally, the more info that a company has on your behavior, the more it will know about what interests you. And the more it knows, the more likely it can determine that you are a prime audience for a multitude of companies in a multitude of categories. That means your eyes are worth more to a variety of companies in a variety of contexts.


TOMORROW: THE TECHNICAL MECHANICS OF BT (FOR DUMMIES)

Friday, April 18, 2008

GREAT POST ON DIGICREST

See what blogger (and my coworker) has to say about uninformed sales teams here. The fella speaks da truf.

Thursday, April 17, 2008

WHAT THE WORLD LOOKS LIKE AFTER A LOBOTOMY





LIP SYNC FRIDAYS - I WAS COUNTRY WHEN COUNTRY WASN'T COOL...



Whole Lotta "Woman"



If you don't like drag, you won't like this!

GAMING WEEK CONTINUES

I'm going to make a very long post today to finish out Gaming Week.

CASUAL GAMING GENRES

Just like Core games, Casual has a set of key genres:

Classic Arcade: Like the name says, these are PC and Internet versions of classic arcade games – pinball, Pac Man, and the like.

Card: PC versions of classic card games.

Gambling: Poker and casino simulations.

Pop Culture: Home versions of game shows, celeb trivia, you get it.

Puzzle: Think of them as desktop distractions, simple, telegraphic, relatively short duration of game play.

Resource Management: Similar in spirit to Real Time Strategy games, but with decidedly nonviolent content. A classic example is that you are running a lemonade stand and through guile and efficiency and marketing savvy become a lemonade tycoon.

Trivia: You Don’t Know Jack got it started, now there are many clones. Trivial Pursuit made electronic.

Word: Crossword, Jumble, Sodoku (yes I know it’s numbers).

There are other genres, but these are some of the biggies.

SOME STATISTICS ON WHO’S PLAYING WHAT

There are five major sectors of gaming to consider:

Core Console: This refers to people who play “core” games on machines like XBOX 360 and PS3. Men 18-34 dominate this sector. According to a 2007 Jupiter report, 42% of men 18-34 play console games. This compares to 7% of women, and 21% of all men. Those are some huge differences – Men 18-34 are 6 times more likely to game than all women, and twice as likely as all men.

Jupiter also reported that 52% of console gamers are Men 18-34, and that most advertisers who had used game environments to deliver their messages were naturally focused on this demographic. For such advertisers, in-game represents a need as much as an opportunity given that this demo has reduced its TV viewing by 5 hours a week in recent years.

Core PC: Jupiter states that 32% of men 18-34 play “action/arcade” games on PCs. That compares with 24% of women, and 24% of all men. Title specific data shows, though, that women and men tend to play different games. For example, the SIMs franchise has some of the highest female usage rates.

Core Online: Jupiter also reported that 38% of men play action, fantasy, and other “core” games online. This compared to 22% for women and 24% for all men. The higher relative and absolute figure for women reflect the kinds of games available for play online, and a greater propensity to play more MMOGs like WarCraft.

These character development games have violent content, but also place greater emphasis on community and bullet-free personal interaction.

Anecdotally, I recently attended a dinner party where the conversation may have provided some insight into why women are choosing these social environments. Four of the women (all single, all between 35-45) were players of Eve Online, the Sci-Fi MMOG that is growing rapidly.

Here are a few of their comments:

“I am sort of embarrassed to say this, but I joined to meet guys.”

“Yes, there are always more men than women on these. And the guys chat you up.”

“It’s a strange way to meet people, but no stranger than eHarmony, and you can tell something about a guy by how he plays and who he’s friends with.”

Casual Online: Again, Jupiter provides the following facts: 26% of men 18-34 play “traditional card/board” games online. The figures for all women and all men are 23% and 23% respectively. The results may vary somewhat by title, but noncore “casual” games are clearly a medium that many mainstream brands could leverage. Men play more poker, for example, and women more celebrity and board games.

Hand Held Gamers: 13% of Men 18-34 use a handheld gaming device, compared to 5% for all women and 7% for all men. All according to the same Jupiter report.

At the risk of getting a mailbox full of disagreement, I offer the following perceptual map based upon an extensive review of gaming sites and blogs. And YES, I know there are women playing Street Fighter, and Men playing Millionaire. But generally this appears to be the lay of the land:

One critical consideration is that 20 years ago the average gamer was in his Teens. Now, they are in their 30s. Partly the result of an aging society, but also because gamers took play with them as they grew up, and options for women became more prevalent.

There’s a lot of information in this section. But really only one essential takeaway: The people that you think are gaming – young males, gadget geeks, techies, absolutely are. But they are far outnumbered by the tens of millions of other people who play games but don’t fit any of those stereotypes. If you are steering clear of gaming because of such misconceptions, you may very well be missing out on some of the best marketing opps you have available.

GAME RATINGS

Naturally, target is a huge consideration for marketers, so understanding who plays what is crucial. An additional consideration is the gaming environment in which your marketing could appear. Brands need to align their game media choices with their editorial standards for the environments in which there messages appear.

For reasons that will become clearer later, most marketers aren’t buying in-game opps title by title but rather by rating and genre. This strategy is really the only way to make in-game advertising and marketing scalable for major national brands.

The Entertainment Software Ratings Board provides ratings for games, much like the MPAA does for movies. But the letter indicators and descriptions are different. Here’s a summary I lifted from the ESRB web site:




If you read the statements, you may find the standards more lax than those of the MPAA. They certainly are for suggestiveness and sexuality.

ESRB is a self regulating body, not a government organization. Just like MPAA. One criticism of the ESRB system, besides having relatively lax content standards, is that the ESRB decides the rating for a game based upon a video of game play sent to them by the game producer. Basically, the producer can get any rating they want by carefully selecting game play content. In other words, there’s really no doubt about what rating a game is going to get like there is sometimes with a movie. In fairness to the ESRB, this is really the only practical way to do this – a body like ESRB cannot be expected to play every level of each of the 1000+ games that are produced. But for some parents, it may foment cynicism.

I’ll leave it to you to decide what kind of content is appropriate to associate with your brand.

DO CORE GAMES INCREASE VIOLENCE IN PLAYERS?

The issue of the impact of violence in core games on children (and adults) is an industry bugaboo. As a marketer, you may have moral or expedient concerns about this issue, so it seems prudent to discuss research and opinions on the topic here.

Well, do they increase real world violence? Honestly, I can’t say. There are studies on both sides. One of the most sensible in my opinion was conducted in Swynburne University of Technology in Australia. The study said that play of a violent first person shooter exacerbated violent tendencies among kids who were violence prone, but had no effect on kids that didn’t.

It seems likely to me that there also has to be a question of degrees. If you allow a 14 year old to play a first person shooter for 6 hours a day, I think that it is likely that the game will have an effect on that person’s outlook. Not that they will go shoot up their High School or something. But there are surely effects of spending 25% of your time killing things. But if everyone who had ever played Halo killed someone, the streets would be piled with corpses.

Misogyny in games is another consideration. There are a lot of 38DDD women characters in these games and a lot of women who seem to exist to be wanton sperm receptacles. I know of one in which a buxom female secretary sleeps with men that can help her so she can live without working. Hmm. I would imagine that this does has an effect on how young boys value girls and women.

On the other hand, many female characters in games are kickass heroines who do their own fighting. No trembling wallflowers these. No “you stay here while I fight the pterodactyl” that you get in movies and TV.

Ms. Pac man may have had a stupid bow, but she ate power dots and ghosts just like her brother. And characters like Lara Croft and Princess Peach were famous for competitiveness, tenacity, and kicking butt.

In sum I would say there is sexism in games as there is in all popular entertainment. After all, it’s the Harry Potter series, not the Hermione Granger series.




THE MARKETING OF CORE GAMES

There are two words that really define the tools of game marketing: graphics, and game play. Gamers constantly demand greater realism in their gaming experiences. And games are truly unbelievably realistic today. There are two aspects to this beauty – the “frame rate” and rendering speed possible, and the art behind a game.

You’ll probably hear game people talk about polygons at some point. This basically refers to the polygons of graphic that make up a game. If a computer can process more polygons, there can be more polygons on the screen at one time. More polygons mean that objects can be made up of smaller piece, so that greater realism is possible. For example, you could make a human face from one squarish polygon or thousands of them that simulated eyes and nose and teeth, etc. No one wants to look at a square for a face.

The things that hold back game realism are processing speed and graphics rendering speed. On your computer it would probably be the graphics that hold you back. That’s why the minimum requirements specs on a game often refer to needing advanced graphics accelerator cards that make the rendering go faster. Faster rendering allows more polygons and more realism.

The best way to see this is by playing, or by going to this link to watch a video of the best graphics for 2007:

http://www.gametrailers.com/player/29276.html

My personal favorite is mentioned in the list: Assassin’s Creed.

Sports games demonstrate more realism, but for pure beauty, Ubisoft’s Assassin’s Creed is tough to beat.

XBOX and Playstation are constantly battling for leadership in graphics. Nintendo chose to take another road – innovating new forms of game play.

Wii is their revolutionary system that uses controllers that allow the users to actually simulate the actions they want to induce on screen. Pantomime batting, fishing, shooting whatever. Wii graphics aren’t as extremely intricate as those of the other two leading console platforms, but Wii is tearing up the marketplace because while Microsoft and Sony pursued better and better rendering, Nintendo decided to pursue better play.

Game marketing itself has traditionally been more hype than bona fide marketing. It’s like selling a movie. You generate pre-release buzz that hopefully comes to a crescendo with people standing in line for your title. Of course, people don’t stand in line for many titles. There are well over a thousand games produced every year. Perhaps 25 are megahits.

Since about 1999, however, game companies have put greater emphasis on brand franchises like Madden Football and Halo. There are a couple of reasons for this. First, if you have a mega seller, you want to connect with that entire audience again. Second, many people who buy core gamers aren’t super hard core. Maybe they buy 204 a year, and aren’t reading the game blogs five times a day. If there are a million super hard core gamers, there are tens of millions of in-betweens who buy games they have faith in. The cost of a game can be $50 or more, so these in betweens want an assurance that they are spending their money on great titles. One way to send that signal is to slap a megahit name on it.

Anyway. There is now more long term marketing being done, particularly on mega franchises. But it will probably always be a hype driven category.

The costs to develop an excellent, graphically intense game can be colossal. Ten years ago $500K-$1MM could make a decent title. Now it can be $10MM or more. The most expensive ever, according to most-expensive.com, was Shenmue, which was completed after 7 years of development at a cost of over $20MM. This was a game with a real, changing, weather system, according to the site. When you read that, it becomes clearer why the industry is gravitating more to tried and true franchises and sequels. Shenmue, BTW, was pretty much a flop. Partly because the lead platform was the now defunct Sega Dreamcast.

Games typically get a trailer, a sexy box, a mini site, some print ads and digital ads, and maybe a couple weeks of male skewing TV. It’s a good hype artist that can turn that little into a phenom.

Another major challenge of game marketing is the retail trade. It is controlled by a few national retailers, who have a thousand new titles to choose form. Slotting, in store ads, retailer promos and a bunch of other things are essential to keep the giants. Some of the giants, BTW, are:

· Best Buy
· Circuit City
· Costco
· EB Games
· Office Depot
· Sam’s Club
· Staples
· Target
· Wal*Mart


When you look at that list, you can see that these are some of the most powerful and data savvy retailers out there. It’s a rare title that doesn’t have to go on sales calls with hat in hand and other hand with fist of cash.

Of course, online sales are increasing, which may change the retailer dynamic over time. Additionally, better broadband connections will eventually make it possible to download games without a retail purchase. One suspects that there are a lot of senior execs at gaming companies dreaming of that day.

And as a hype driven business, you buy your way onto the shelf, and then you better deliver sales pronto. Because if you don’t, you’ll be out of the planogram in a few weeks. This is cut throat stuff.

Another trend is that more and more games are being adapted for online play without gargantuan downloads. This is also changing the landscape for gaming companies and retailers.

ENTER GAME-DELIVERED MARKETING

Naturally, the idea of creating new revenue streams through advertising is very appealing to the gaming industry. If you’re plunking down $10 Mil on a new brand, it’s reassuring to have several ways to make money on it.

Marketers outside of the gaming industry have already shown great interest in in-game marketing. It started as a way to reach those elusive 10-34 year old men that appeared to drastically reduce their TV time over the past several years. But now it is broadening as CPG and other categories use casual and all family games as a way to create brand experiences. This section will discuss some of the leading options for game-delivered marketing.
Console and PC Video Game Advertising

Most major video game companies now offer opportunities for marketers to insert ads and product placement in their titles. Gamers, by the way, are fine with this if:

· The marketing contributes to greater realism. For example, if a game takes place in New York City, having Starbucks on every corner makes the simulation more realistic.
· The marketing increases the budget for the game, making it better.
· The marketing effectively reduces the retail price of a game.


Here are some of the ways for a brand to be in games:

Billboards and Posters: One of the earliest forms of advertising in games, posters and billboards allow advertisers to insert static ads within the environment of a game. As players walk, run, or drive through the environment, they pass these messages just as one passes billboards in real life.

3-D ads allow products and messages to be more of a fixture in a game. These can be 3-D ad opps like a billboard truck or actually featuring a product in the game, like a car. Again, two screenshots from the Massive site:

More advanced versions of 3-D product inclusion are that users can actually employ virtual versions of advertisers’ products in the game. This has become increasingly popular with auto makers as a way of generating awareness and interest in new models, especially models geared to young men.

Interactive Ads: Interactive billboards change graphically when the user clicks on them. This can provide additional info, branding or product views.

Branded Environments: Here the advertiser can create a branded section of a game that users can walk through, fight in, buy things from, etc.

Video Inserts: A step forward from the billboard is the video insert. Here a billboard or other such object can actually play a video or Flash animation. In the example below from the Massive site, a brief trailer for the movie 300 is playing in the billboard.

Challenges to Core Video Game Advertising: One of the biggest issues is how to balance the needs of the advertiser with legitimate gamer expectations that the marketing be game enhancing. Choice appears to be a critical consideration here. A 30 second prestitial forced upon the user before every level? No. A billboard flashing in a Times Square environment? Yes.

Anecdotal evidence appears to suggest that gamers don’t like heavy handed marketing, especially in very expensive software titles. If you shell out $60, you shouldn’t be playing an infomercial.

Another issue is the updatability of ads. The original ads in a game were hard coded, meaning that you designed an ad for your product and it stayed the same. It’s not as if an ad for the old Scion XB becomes a new XB when the model changes.

Dynamic ads are possible in games played online, but the development cycle of a game, which can last years, can make it very difficult for an advertiser and its agency to nimbly include messages. You don’t get into a AAA title release with three weeks of lead time. You have to plan ahead.

Now companies like IGA offer dynamic in game advertising in games played over the internet. This is an important development. IGA and the other majors are also creating in-game ad opps that work more like classic net advertising – where you buy a demo rather than a title. This is important stuff in terms of creating a massive category. Product placement in AAA titles will continue to be a factor, but the emergence of impression-based demo buying will likely revolutionize this business.

Content has also been an issue for many advertisers. While some male oriented brands may have no issue with their billboard being splattered with blood or filled with bullet holes, most marketers would cringe at these possibilities. An advertiser does have a choice of what games she advertises in, and could further decree that they only wanted to be in ESRB “E” titles or some such. But it can still be a little scary for a wholesome brand.

Online Core Game Advertising

The above information really relates to shrink-wrapped games. But increasingly, core games are also available online without the purchase of a shrink wrapped product. Sometimes these games are Flash versions of heretofore CD-based titles, and other times the titles are released as online games only. In either case, advertising plays a much larger role in this segment of core gaming. Since people want everything online for free, you cannot expect people to pay $50 for an online game. Instead, marketing and advertising must pick up the tab.

Fortunately, however, the dynamism of the online environment makes it far easier to develop and execute effective marketing programs in this type of gaming experience. The leader in this space is Wild Tangent, because of OEM agreements (OEM = Original Equipment Manufacturer, and refers to the bundling of software into the computer units that a manufacturer ships. Wild Tangent has agreements with Lenovo, Toshiba, HP, and Dell computers, and is rumored to have more agreements in the works. Thus computers from these companies come with the Wild Tangent gaming environment pre-installed.

Companies like Wild Tangent offer three basic types of advertising solutions:

Site Page Sponsorships: You can place ads on the pages of the sites where consumers look for these types of games. Banners, towers, and big squares are available.

Around Game Ads: These ads appear around a game screen. There are several types:

· Console wrappers that skin the edges of a game screen with branded graphics and messages.
· Game launch ads that appear when the consumers clicks to play.
· Load screens that display while a game is loading.
· Game exits that appear after the consumer ends her gaming session.

In Game Ads: Online games offer the same sorts of display ad options as shrink wrap games. One difference is that because these games live online, the flexibility to change and rotate creative can be greater.

Deep Sponsorships: Online games also offer the opportunity to create deep interactive experiences in support of a brand message. Some examples of how this can look include:

· Special brand themed levels or rooms of a game.
· Special characters related to a brand.
· Special objects in object oriented games.


There is a great deal of flexibility in these sorts of game formats. The game development platform for Wild Tangent, for example, was specifically designed to allow advertisers to become an integral part of games in a few weeks of development.

Such gaming solutions typically offer a range of both core and noncore titles that make them fairly versatile for meeting the needs of a brand range of advertisers. Companies like Unilever and Clorox, for example, have become involved in game marketing through this channel.
Non Core Online Games

Sites like Pogo, Yahoo Games, Wild Tangent, and MSN Zone offer a broad range of games, and advertising is a critical revenue stream to keep these environments going. While many of these sites now sell more complete versions of casual games in download form, ads still comprise bread and butter revenue for such sites.

If you haven’t visited these sites in awhile, take a virtual trip over. Things have changed from…say…four years ago when games were more web based and less dependent upon downloads. The downloads offer greater game play and appear to be a tool to get users to buy deluxe versions of games. Often games have a free one hour trial followed by an offer to purchase the game or a deluxe version of the game for $20 or so dollars.

Because advertising often makes gaming experiences free, casual gamers are far more tolerant of overt advertising approaches. Therefore, as you will see below, the media vehicles that are most used will look rather familiar to marketers who are active in other areas of digital marketing.

Site Banners: The gimme of the genre. Yes, you can buy banners on gaming sites. Based upon the preponderance of DR advertising on these sites, one suspects that this is not considered “premium” inventory. Intuitively that makes sense. If you are going to a site to play, banners are going to be bottom of mind.

Around Game Banners: These place your ads in the relatively low clutter environment around the playing screen of a game. Typically, free versions of the games offer ads, while pay do not.

Game Sponsorships: Brands can sponsor casual games and get logos and other graphics integrated into them. You can either sponsor a free game or offer free plays of a pay to play game.

Branded Versions: There are many examples of branded versions of other games. For example, there is a SpongeBob version of the popular “Diner Dash” casual game, in which SpongeBob must wait on an increasing number of tables in a diner.

Load Screen, Entrance, and Exit Screens: These are low clutter units that appear just before or just after a gamer plays.

Sponsored Channels: Advertisers can now have “channels” of games created for them, or simply sponsor existing channels of ads. Megabrand Olay is an example of a brand that has done this successfully.

Unusual Opps: There are other ways to participate on a game by game basis that can offer really interesting opportunities for certain brands. For example, editions of MSN’s OutSmart celebrity game had plugs for Ford trucks by country music stars.

GAME MARKETING PROVIDERS

I have mentioned a variety of companies in this white paper, and have used the best visual examples I could find. Because some company sites offer more examples than others, it may appear that I am favoring one company over another. That is not my intent. To level the playing field, I’ve tried to provide as comprehensive a collection of the major providers and their strengths below.

Major Core Gaming Marketing Providers (Alphabetical order)

Double Fusion (
http://www.doublefusion.com/)
IGA Worldwide (
http/www.IGAWorldwide.com)
Massive Incorporated (
http://www.massiveincorporated.com/)
Wild Tangent (Online Only Versions of Games) (
http://www.wildtangent.com/)

Major Casual Games Marketing Providers

AOL Games (
http://games.aol.com/
Free Online Games (http://www.freeonlinegames.com/ )
MSN Zone (Soon to Be Live Games) (http://www.zone.msn.com/)
Pogo (
http://www.pogo.com/)
QQ (
http://www.qqgames.com/)
Wild Tangent (
http://www.wildtangent.com/)
Yahoo (
http://www.games.yahoo.com/ )

OTHER WAYS TO LEVERAGE THE APPEAL OF GAMING

A final approach I would like to discuss is advergaming, or the development of branded games for use in marketing efforts. Advergames are not new, but in my personal experience the results from advergames, and specifically advergame ad units, are nothing short of phenomenal. Here are some stats from my personal experience:

· A media company targeting advertising with an average 0.23% CTR for Flash banners got 3.55% with an advergame over a two month flight. 15X
· A publisher trying to drive traffic with average CTRs of 0.45% got 9.3% CTR with an advergame. 20-21X!
· Another publisher with CTRs of .17% for flash banners got 3.45% with an advergame ad. 21X


But that’s just clicks. The proof is in other metrics. In each case, the quality of traffic-to-other-desired-actions (leads, memberships) was AT LEAST AS GOOD as for the banners. For purchases, conversion rates have been about 25% lower in my experience, but that diminution in quality is more than made up for in quantity.

These are isolated examples, but I have NEVER seen an advergame get less than 8X the clicks, and 50% of the conversion quality.

Advergames work. They have, in my experience, particular power in B2B, where the balance of advertising on a page tends to be boring and predictable.

CONCLUSIONS

Gaming is ready to help most brands market. Is it your best choice? I have no way of knowing. But it definitely warrants consideration and testing, whether your target is M18-34 or really any other demo. Of course, gaming needs to be evaluated in the context of a broader marketing strategy, and the specific game programs you select need to be both respectful of gamers and consistent with the brand and your desired audience.

Thanks for reading, and don't forget to write.