Post on 14-Apr-2017
ADVERGAMES IN THE LUXURY INDUSTRYBrune Madinier, Florine Vanhove, Ángela Esteve & Gabriela Marengo
AGENDA
01 IntroductionWhat are “advergames” and why are important for advertising?
BackgroundTheoretical frameworks to analyse and design “advergames”
Research QuestionWould advergames be effective in the luxury industry for a global company?
MethodologyQualitative analysis (Comparison with other advergames) + Quantitative analysis (Online Surveys)
ResultsFindings and discussion of the results
Theoretical and managerial implicationsRecommendations from results
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01.INTRODUCTION
WHAT ARE ADVERGAMES?
Winkler & Buckner (2006) defined the advergames as the “online games designed for the specific purpose of marketing a single brand or product”
According to Okazaki & Taylor (2013) advergames are usually custom-created by firms for the sole purpose of promoting their brands and are accessed via
their corporate or brand web sites.
“
01.INTRODUCTION
ADVERGAMING
Organizations starting to use advergames as a part of their
marketing strategy
- improve branding - boost product awareness - collect detailed data from
existing and potential customers, clients, and supporters
Involves the use of interactive gaming technology to deliver embedded
advertising messages to the consumer
It’s one form of branded entertainment and represent a departure from
PRODUCT PLACEMENT
Increasingly being used as part of marketing campaigns
to promote products and brands
in-game advertisingWinkler & Buckner (2006)
01.INTRODUCTION
ADVERGAMING
ADVERGAMES IN-GAME ADVERTISING
Brand or product is a central feature of the game
products are placer in the background of the game
Are commissioned by the marketing department of the organisation to promote
its own brand or product
Are coordinated through independent gaming organizations, such as Massive Incorporated
The game can frequently be accessed via the organization’s corporate website
External organizations coordinate the selling of in-game advertising and its delivery through dynamic ad-insertion network
02.THEORETICAL FRAMEWORKS TO ANALYSE AND DESIGN ADVERGAMES
LUDOLOGY
AIDA MODEL
Discipline that studies games in general and video games in particular. (Frasca, 2003)
Hierarchy of effects model that describes the cognitive journey
that consumers do when making a purchase decision. 4 stages: attention, interest, desire and action. (Strong
1925)
2.1 LUDOLOGY
Theodorou & Sirmakessis (2009) propose the application of ludology principles to advergames’ content analysis and elaborate a methodological toolkit that can be used to analyze and design a successful brand presence in an advergame.
COMPLEXITY OF CONTROLS
GAME GOALS CHARACTER and BRAND STRUCTURE
BALANCE BETWEEN USER INPUT &
PRE-PROGRAMME RULES
SPATIAL PROPERTIES
SIMULATION ELEMENTS
REPRESENTATION ELEMENTS
AUDIOVISUAL STYLE NARRATIVE
The way brands appear in audiovisual game’s environment
The way brands appear in audiovisual game’s environment
Is an easy enough game to play, control and
interact? How many clicks to trigger the action?
What is the mission? Explorative? Strategic?
Can the players elaborate brand elements, such as
color and type?
The way the brand appears and moves in
virtual game environment: 2D, 3D.
The way the players manipulate the brand
LUDOLOGY
12022
2024 2026Brands tend to appear more in representation elements
than simulations
The more simulation elements exist, the greater the brand
integration.
KEY INSIGHTS
2 3
Important decision: Produce an almost alive experience of the brand or a simple
representation
2.2 AIDA MODEL
Ghirvu (2013) proposes the application of the AIDA
MODEL in advergames to understand which particular elements of a video game
should be used in each stage of the cognitive journey of
the consumer.
Interesting insights about the connections between game
characteristics and the effects produced on consumers. Useful
for the application of advergames in non-traditional
industries such as LUXURY.
Ghirvu (2013). The AIDA Model for Advergames
2.2 AIDA MODEL
ACCESSIBILITY
EASY UNDERSTANDING
COMPETITIVE LEVEL
RELEVANT FOR THE BRAND
CAPACITY TO INDUCE & MAINTAIN STATE OF FLOW
VIRAL MARKETING
2.3 CHARACTERISTICS OF AN EFFECTIVE ADVERGAME
Galin (2013). Advergames: Characteristics, Limitations And Potential
WOULD ADVERGAMES BE EFFECTIVE IN THE LUXURY INDUSTRY FOR A GLOBAL
COMPANY?
03.RESEARCH QUESTION
ANALYSIS OF THE EFFECTIVENESS OF ADVERGAMES CAMPAIGNS IN DIFFERENT COUNTRIES AND INDUSTRIES
A. QUALITATIVE ANALYSIS
COMPARISON OF REAL EXAMPLES
04.METHODOLOGY
B. QUANTITATIVE ANALYSIS
SURVEYS
Toyota Auris Ice Experience - 2007
Race contest with Toyota Auris car that you can personalize
as you wish
CONCEPT OBJECTIVE
Launch of the new Toyota Auris and try to
create a customer relationship
Nº OF PARTICIPANTS
50.000 and 16.000 visitors
Nº OF PARTICIPANTSPOST GAME EFFECTS
15% increase of sales, second version
of the game
POSITIVE NEGATIVE
Accessibility Easy understanding,
Relevant for the brand
Mobile accessibility, No capacity to induce and maintain the state of
flow
A. QUALITATIVE ANALYSIS
Scarecrow - Chipotle - 2013
A scarecrow’s journey through 4 worlds and 20 levels with the
purpose of bringing wholesome food back to the
people
Raise awareness about the importance of
consuming natural food
Nº OF PARTICIPANTS
530,000 in four months, 3.5 times per week
playing
Nº OF PARTICIPANTS
Publications in newspapers, conversations on social media, 57,000 gift cards, 22,000
e-mail opt-ins, 4,200 mobile databases opt-ins
Accessibility, Easy understanding, Relevant for the brand, Capacity to induce and maintain the state
of flow
Computer accessibility, No interaction with
players
CONCEPT OBJECTIVE
Nº OF PARTICIPANTS POST GAME EFFECTS
POSITIVE NEGATIVE
A. QUALITATIVE ANALYSIS
Magnum Pleasure Hunt 1 & 2 - 2011/2012
- Ballet dancer collecting Magnum bonbons while running through several commercial
websites - Same ballet dancer going through
different cities to grab Magnum bonbons
CONCEPT OBJECTIVE
Raise awareness about the importance of
consuming natural food
Nº OF PARTICIPANTS
7 million in 2011, 23 million in 2012
Nº OF PARTICIPANTSPOST GAME EFFECTS
Conversations on social media, most popular hashtag, became a €1 billion
brand in 2012
POSITIVE NEGATIVE
Accessibility Easy understanding, Relevant
for the brand
Mobile accessibility, No interaction with other
players
A. QUALITATIVE ANALYSIS
The Lost Ring - McDonald’s - 2008
Solve a mystery that involved finding the sixth Olympic ring. Story woven around amnesiac athletes from parallel worlds.
Reveal McDonald’s sponsorship for Olympic
games
3 million over 10 countries
Nº OF PARTICIPANTS
More than 2.000 photos of the game published, conversation on Twitter, 100’s of videos upload on Youtube, million of
website impressions
Accessibility, Easy understanding, Competition level, Capacity to induce and maintain the state of flow, Virality
Relevancy for the brand
CONCEPT OBJECTIVE
Nº OF PARTICIPANTS POST GAME EFFECTS
POSITIVE NEGATIVE
A. QUALITATIVE ANALYSIS
100 Surveys about advergames and luxury
B. QUANTITATIVE ANALYSIS
Mainly students 84% and profesionnals 14%
100 people surveyed; 68 women, 32 men
Generation Y prominent : 66 less than 24 years
old, 30 between 25 and 30, 5 more than 35
82% already played games on Internet
Only 18% already played advergames
International respondents: Spain, France, Argentina, india, Italy, Pakistan, colombia, germany,
Jordania, mexico
Players experiences
Brands need to use social networks and own websites
After the game, 68% interacted with the brand
05.RESULTS
Perception of 53% wouldn’t be affected if a luxury brand launched an advergame
05.RESULTS
Focus on adventure and strategic games through social media and apps
05.RESULTS
06.THEORETICAL AND MANAGERIAL IMPLICATIONS
Yes! Some global luxury brands could launch global advergames
But under certain conditions..
Key takeaways: Be relevant to your brand
Offer free entertainment and reward
Why advergame? • Drive traffic • Make people like the brand,
search information
For specific products: #1 Cars #2 spirits, clothes #3 shoes, food
The advergame itself 1. Appealing game (adventure
or strategic) 2. High quality design 3. Narrative
Accessibility #1 Social media #2 Apps #3 Website
WOULD ADVERGAMES BE EFFECTIVE IN THE LUXURY INDUSTRY FOR A GLOBAL COMPANY?
THANK YOU FOR YOUR ATTENTION…ANY QUESTIONS?
6.BIBLIOGRAPHY
• Galin, G. (2013). “Advergames: Characteristics, Limitations And Potential”. Annals of Faculty of Economics, 2010, vol.
1, issue 1, pages 726-730 (http://anale.steconomiceuoradea.ro/volume/2010/n1/114.pdf)
• Ghirvu, A. (2013). “The AIDA Model for Advergames”. The USV Annals of Economics and Public Administration, Vol
13, No 1(17) (http://www.annals.seap.usv.ro/index.php/annals/article/viewFile/497/548)
• Okazaki, S. and Taylor, C.R. (2013) "Social media and international advertising: theoretical challenges and future
directions", International Marketing Review, Vol. 30 Iss: 1, pp.56 - 71
• Theodorou, L. & Sirmakessis, S. (2009). “Advergames’ Content Analysis: Applying a Methodological Toolkit based on
Ludology Principles”. Journal Webscience. (http://journal.webscience.org/246/3/websci09_submission_174.pdf)
• Winkler, T. and Buckner, K. (2006), “Receptiveness of gamers to embedded brand messages in advergames:
attitudes towards product placement”, Journal of Interactive Advertising, Vol. 7 No. 1, pp. 37-46 (http://jiad.org/
article85.html)
• Wise,K., Bolls, P.D., Kim, H., Venkataraman, A. & Meyer, R. (2008) “Enjoyment of Advergames and Brand Attitudes:
The Impact of Thematic Relevance”, Journal of Interactive Advertising, Vol. 9 No. 1 (http://jiad.org/article107.html)
• Top 10 gamifications cases you won’t forget: http://yukaichou.com/gamification-examples/top-10-marketing-
gamification-cases-remember/#.Vty1Hsevqb9
• Unilever Seeks Franchise With Sequel to Magnum Pleasure Hunt Game: http://www.campaignbrief.com/2012/05/
over-one-million-players-world.html
• Magnum Pleasure Hunt: (Adver)games and Narrative: http://gamesandnarrative.net/magnum-pleasure-hunt-
advergames-and-narrative/
• Chipotle’s mobile advergame gains 7 million YouTube views and top rankings in Apple’s Store: http://
blog.mobiversal.com/chipotle-mobile-advergames.html
• Chipotle Scarecrow is the future of advergaming on mobile: http://venturebeat.com/2013/09/30/chipotle-
scarecrow-is-the-future-of-advergaming-on-mobile/
• Game time: Brands’ mobile games build customer sales, loyalty: https://www.qsrmagazine.com/exclusives/game-
time
ADVERGAMES EXAMPLES:
6.BIBLIOGRAPHY