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In-Game Advertising Defined
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In-game advertising (IGA) refers to the use of computer and video games as a medium in which to deliver advertising.
In 2005, spending on in-game advertising was USD$56 million, and this figure is estimated to grow to $1.8 billion by 2010 according to Massive Incorporated. Advertisers see in-game advertising as a prime way to target the male 18-34 demographic, who are increasingly neglecting television in favour of computer and video games.[4] However, some gamers see these moves as greedy and invasive, dubbing in-game advertising software as spyware. Early examples of in-game advertising were static. Some of these consisted of virtual billboards, whereas others could be considered in-game product placement (wikipedia.com).
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Most Recent In-Game Advertising Clips
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| Video Game Appeal Cuts Across Income Levels and Urban/Rural Divide | clipped by: fuordigital
Age is closely related to gaming: More than four out of five US adults ages 18 to 29 said they were video gamers, while only 23% of respondents 65 and older said the same.
Pew said men were slightly more likely than women to game, and urbanites were more likely to game than those in rural areas. Interestingly, there was no significant
difference in game playing across income groups.
In a sign that gaming is not necessarily an impediment to learning, 57% of respondents
with at least some college education played games, significantly more than high school graduates
(51%) and those who had less than a high school education (40%).
Eating dinner at home on video game night may be increasingly popular in 2009.
| | 12/11/2008 7:20:29 PM |
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| New Study from Pew/Internet Outlines Adult Video Game Usage | clipped by: fuordigital
More than half - 53% - of all American adults play video games of some kind, whether on a computer, on a gaming console, on a cell phone or other handheld device, on a portable gaming device, or online
Among older adults 65+ who play video games, nearly a third play games everyday, a significantly larger percentage than all younger players, of whom about 20% play everyday.
Age is also a factor in determining an individual's preferred game-playing device. Gaming consoles are the most popular for young adults: 75% of 18-29 year old gamers play on consoles, compared with 68% who use computers, the second most popular device for this age group.
Out of all the gaming devices, computers are the most popular among the total adult gaming population, with 73% of adult gamers using computers to play games, compared with 53% console users, 35% who using cell phones, and 25% using portable gaming devices.
| | 12/8/2008 1:17:50 PM |
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| Xbox 360 Registers Biggest Black Friday in Its History - Outsells PS3 by 3-1 | clipped by: fuordigital
Xbox 360 Registers Biggest Black Friday in Its History
Xbox 360 consoles and games sell at record levels; outsells PlayStation 3 by three-to-one ratio.
REDMOND, Wash., Dec 01, 2008 /PRNewswire-FirstCall via COMTEX/ --
Microsoft Corp.'s Xbox
360 video game and entertainment system kicked off the holidays with record-
breaking console sales on one of the biggest shopping weekends of the year in
the U.S. Retailers reported Xbox 360 console sales over the Black Friday
weekend were on pace to beat previous years, outselling the PlayStation 3 by a
three-to-one ratio and estimating a 25 percent increase from Xbox 360 Black
Friday sales figures from 2007.
Strong game sales rounded out a historic Black Friday for Xbox 360, with
record-paced software sales continuing for key Microsoft titles, such as
"Gears of War 2," "Fable II," and "Lips." Xbox 360 continues to have the
highest game attach rate of any console at 8.1 games per console.
| | 12/1/2008 7:23:06 PM |
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| Where consumers spend their money online - video games grew 60% in one year | clipped by: fuordigital
| Product Category |
Growth, YTY |
| Total Retail Category (Excludes Travel) |
6% |
| Video Games, Consoles & Accessories |
60% |
| Furniture, Appliances & Equipment |
52% |
| Sport & Fitness |
40% |
| Event Tickets |
18% |
| Flowers, Greetings & Misc. Gifts |
14% |
| Home & Garden |
6% |
| Consumer Electronics (excluding PC Peripherals) |
1% |
| Computers, Peripherals & PDAs |
0% |
| Apparel & Accessories |
-2% |
| Toys & Hobbies |
-3% |
| Jewelry & Watches |
-11% |
| Music, Movies & Videos |
-29% |
| Source: comScore |
| | 11/24/2008 5:32:03 PM |
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| Online Video Game Ads Influenced 14% of Electronics Purchases Amongst 18-34 Year Olds | clipped by: fuordigital
Emerging Media Increasingly Inform Shoppers' Choices
Study Tracks Effect of Video-Game Ads, Product Placement, Blogs, Text Messages
Online video-game ads influenced 14% of electronics purchases among that group, while blogs influenced 11%, figures that outrank outdoor billboards and satellite radio. Text messaging is also gaining traction, influencing 9% of electronics purchases among 18- to 34-year-olds and 6% of clothing purchases.
| | 11/21/2008 2:58:51 PM |
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| Videogame Console and Software Sales Rose 18% in October | clipped by: fuordigital
Videogame sales up 18 percent in October
SAN FRANCISCO (Reuters) - U.S. sales of videogame hardware and software rose 18 percent in October from a year earlier, after falling 7 percent in September, as Nintendo Co Ltd's Wii console sold over 800,000 units, market researcher NPD reported on Thursday.
The Wii console secured its title once more as the country's best-selling videogame console after Nintendo sold 803,210 units of the Wii in October, up from 687,000 in the previous month. Wii sales have topped 13 million units since Nintendo released the console in November 2006.
U.S. consumers bought 371,000 of Microsoft Corp's Xbox 360 console in October, up from 347,200 units in the prior month. Microsoft cut the U.S. price of its entry-level console in September to $50 below the Wii.
Sales of Sony Corp's PlayStation 3 dropped 18.2 percent from the prior month, from 232,400 units sold in September to 190,000 units sold in October.
| | 11/18/2008 6:31:17 PM |
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| A First: UK Sales of Video Games to Outsell Music and Video in 2008 | clipped by: fuordigital
Games 'to outsell' music, video
UK sales of games will outstrip music and video for the first time in 2008, says a report from Verdict Research.
A huge shift in consumer attitudes has turned video games into the UK's most popular form of entertainment, say the retail analysts.
It predicts spending on games will rise by 42% to £4.64bn in 2008, with sales on music and video at £4.46bn.
The good news for game makers in the report was balanced by grim tidings for high street retailers.
"The music and video market is not just suffering from a slowing of growth but a massive transfer of spend to online," says Malcolm Pinkerton of Verdict Research.
In contrast, video games spending has enjoyed explosive growth, with the launch of major new titles such as Grand Theft Auto IV and FIFA 08, and the Nintendo Wii continuing to broaden the appeal of games.
| | 11/10/2008 3:55:05 PM |
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| Microsoft Kicks Off the Era of User-Generated Console Games | clipped by: fuordigital
Games are starting to catch up with movies in this respect: Low-budget titles from indie studios have the same chance to succeed as blockbusters. And the indie game makers are about to make their biggest strides yet as Microsoft (MSFT) prepares to sell user-generated games on the Xbox 360 game console.
The launch of the Xbox Live Community Games Channel on Nov. 19 represents the biggest step yet toward embracing games made by professional independent developers, amateurs, students and ordinary gamers. The games launched on the channel, which will start in the dozens, will be available for 14 million-plus Xbox Live gamers to purchase for fees ranging from $2.50 to $10. The game channel is a part of a big makeover for the Xbox Live online gaming service.
Anyone who uses Microsoft’s $99 XNA Game Studio Express tools can create games that run on the Xbox 360 or the PC. More than a million tool sets have been downloaded.
| | 11/3/2008 7:11:27 AM |
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| U.S. Game Console Household Penetration Remains Steady at 40% | clipped by: fuordigital
U.S. Console Penetration Remains Steady
The number of households with gaming systems is close to what it was 13 years ago.
October 29, 2008 - Gaming seems to be more popular than ever, doesn't it? It might surprise you, then, to learn that the percentage of U.S. households containing a videogame console has remained relatively the same since 1995. A recent report from Odyssey LP called "The Homefront Study" reveals that, while July 2008 saw the highest penetration at 40 percent, that's only two points higher than it was 13 years ago. But why read about data when you can look at a handy graph?
Data was collected from over 1,500 households in a survey asking about different types of home media. We wonder what happened in 1997 that caused a bunch of households to chuck out their consoles. Also, where is the mysterious data from 2006?
| | 10/30/2008 10:33:15 AM |
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| Videogamers More Diverse Crowd Than You May Think - Bigger Influencers of Purchases than Non-Gamers | clipped by: fuordigital
Americans who play video games are more likely than non-gamers to influence their friends’ attitudes about pop culture and new technology purchases and are more social than commonly thought, according to a study from IGN Entertainment and Ipsos Media CT.
Findings from the “Are You Game?” research study break long-standing stereotypes of gamers as solitary introverts and shows gamers are more outgoing, more active and more valuable as consumers than those who do not play video games, IGN said.
Videogamers - who are in 71% of US households - are now more likely than non-gamers to play sports, attend a concert or go out on a date.
The research paints videogame players as a diverse crowd. Specifically, 55% of gamers polled are married and 48% have children. New gamers - those who started playing videogames in the past two years - are 32 years old on average.
| | 10/29/2008 1:04:52 PM |
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| In-Game Advertising Increases Key Brand Metrics and Attributes for CPG | clipped by: fuordigital
Gamers Exposed to CPG Client In-Game Advertising Showed an Increase Across Key Brand Metrics and Key Brand Attributes.
71% Increase among gamers saying “CPG Brand Is A Cool Brand”
42% Increase among gamers saying “CPG Brand is Fun to Eat”
37% Increase among gamers saying “CPG Brand Will Satisfy My Hunger”
| | 10/24/2008 5:08:35 PM |
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| Female Gaming on the Rise | clipped by: fuordigital
Female Gaming on the Rise
Online games appeal to young girls, older women
Marketers interested in targeting teen girls and leading-edge baby boomers may want to look at online gaming sites.
The total female online gaming site audience was up 27% in August 2008 over August 2007, to nearly 43 million visitors. Growth was even faster among female gamers ages 12 to 24 and 55 to 64, according to comScore Media Metrix.
"With the increased interest in online gaming among the highly lucrative teenage girl and older female demographic segments, marketers who have been hesitant to transfer some of their ad spend to the gaming space may now be taking a second look," said Edward Hunter, director of gaming at comScore, in a statement.
| | 9/24/2008 6:59:35 PM |
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| PC is the Most Used Gaming Console | clipped by: fuordigital
‘Extreme Gamers’ Play 45 Hours of Videogames a Week
“Extreme Gamers” spend an average of 45 hours a week playing videogames and have purchased 24 titles in the previous three months*, according to Games Segmentation 2008, the report from the NPD Group.
Of the 174 million gamers who play games on PC/Mac or videogame systems, 3% are Extreme Gamers, 9% are Avid PC Gamers, 17% are Console Gamers, 14% Online PC Gamers, 15% are Offline PC Gamers, 22% are Young Heavy Gamers and 20% are Secondary Gamers.
With over 38 million gamers, Young Heavy Gamers is the largest and one of the heaviest gaming groups in the US.
For Nintendo DS (NDS) and PlayStation Portable (PSP), six out of every 10 owners are Young Heavy Gamers.
According to the report, while the PC is used more than any single console for gaming, Console Gamers, Young Heavy Gamers, and Extreme Gamers are more likely to use consoles than a PC to play videogames.
| | 8/21/2008 8:31:45 AM |
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