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Hi,
I was wondering if anyone had any thoughts or success with in-game advertising? I've searched around in the forums and FAQs, but I wasn't able to find anything specific about this topic. What I did find was the post about prohibited content. See here. The prohibited content section specifically states " Advertisements for tobacco, gambling establishments, or alcohol products in the game" are prohibited. This I can understand, as some viewers may not be of age to purchase these types of products and therefor should not be advertised to. What I wasn't able to find was a post or article specifically stating the stance on in game advertising for non-age specific products (like Slim Jims[a meat jerky like product found in the US. See Wikipedia for more information]). Does any one know of a url to a thread or article about this topic or has had personal experience intergrading it into their game?
By the way, what are your thoughts on in game advertising? Do you feel that it takes away from the game too much if you see a product placement ad? (think cola machines in Guitar Hero/Rock Band)
Let me know what you think.
Thanks
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It doesn't really bother me, but I think you would have a very hard timing selling advertising in a Community Game.
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Considering how little our games are downloaded, I couldn't imagine getting much money from in-game advertising. People will expect a price discount due to the presence of the ads, unless it's a very unique title with somewhat appropriate ads (think Guitar Hero). That community games aren't priced across the board like the $60 disc titles will amplify this expectation. Thanks to demos and generally low regard for community games, expect to lose sales and get a tongue-lashing from critics.
However, some kind of brief game that can be fully played in the demo, with a 'purchase to disable ads' feature might work. Conversely, disabling ads in the demo and enabling them in the full version will likely get your game reported for abuse by annoyed customers.
"One definite power that indie developers have--their competitive advantage against the big guys--is the power to lose money, and to be okay with losing money. Most of the time, a big game company just can't lose money, and that controls what they can do[...]" - Jonathan Blow
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I wouldn't mind if the apps and screensavers and so forth had ads, but if I buy a game that is meant to be played, then I wouldn't want ads in it.
Game hobbyist hell-bent on coding a diabolical Matrix
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It depends on the circumstances. I'm fine with, say, company logos on the boards for a hockey game. I would probably stop playing a game if characters were saying things like "Hey, give me a call on your Apple iPhone if you have any questions!" or if the game literally just had ads during loading screens or something.
~ Adam ~ Time Flows, But Does Not Return - a game about the feeling that your life is escaping you Too Big To Fail - a prototype created for September's Experimental Gameplay Project on the theme of "Failure". My Gamasutra blog about game design
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In-game ads are pretty much a nonstarter for community games anyway--with no outgoing HTTP connections allowed, you'd have to have a fixed set of ads ready to go before releasing the game--and who wants to buy ads for something that unknown? Even if something comparable to MochiAds was available, I don't think the gameplays are high enough to warrant any sort of CPM based advertising (the lack of browser makes CPC a no-go).
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SimianLogic:In-game ads are pretty much a nonstarter for community games anyway--with no outgoing HTTP connections allowed, you'd have to have a fixed set of ads ready to go before releasing the game--and who wants to buy ads for something that unknown? Even if something comparable to MochiAds was available, I don't think the gameplays are high enough to warrant any sort of CPM based advertising (the lack of browser makes CPC a no-go).
Can you push updates for Indie games? If you can then you could push an update with new ads every month or so. Not sure that's allowed by the rules though.
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Psyk60: SimianLogic:In-game ads are pretty much a nonstarter for community games anyway--with no outgoing HTTP connections allowed, you'd have to have a fixed set of ads ready to go before releasing the game--and who wants to buy ads for something that unknown? Even if something comparable to MochiAds was available, I don't think the gameplays are high enough to warrant any sort of CPM based advertising (the lack of browser makes CPC a no-go).
Can you push updates for Indie games? If you can then you could push an update with new ads every month or so. Not sure that's allowed by the rules though.
You could do that... but you'd have to go through the entire review process with each update. And consumers would have to download your entire game over again, which they probably don't want to do just to get some new ads.
There was supposed to be a notification process so that consumers know there is a new version of your game/app out... I'm not sure if this has been implimented yet though. If not, chances are people won't know there are updates even.
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Kris Steele: There was supposed to be a notification process so that consumers know there is a new version of your game/app out... I'm not sure if this has been implimented yet though. If not, chances are people won't know there are updates even.
I don't believe that is implemented yet, but even so you hit on a good point earlier: these updates rely on users accepting them. Once users figure out your updates are nothing more than ads, they might just stop downloading them, making the ads less relevant and your advertisers more upset.
At this point, I think if you can do some nice product placement (think a Coke vending machine or a billboard for Wal*Mart) it might work, but trying to do any sort of targeted, updated avertising is just not very likely to work well given the restrictions of the platform. Feel free to give it a try, but I think the lack of ability to easily update, target, or record the effectiveness of the ads is going to make it nigh impossible to get an advertiser on board.
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Hi Guys, I think there's a salient point not yet struck as regards this issue of ads in our games. In what I have in mind, I imagine I could make a shooting game involving some war against pests or insects in which the hero character or weapon(s) bears the name of an insecticide product. A more obvious case is say a racing game in which you parade several contemporary models of cars showing off their capabilities much like in PGR and Forza.
So then I would like to know clearly now the implications of involving such ads in our games under the XBLIG umbrella. Cos as you know guyz are really thinking very fast on what to improvise. This forum (XBLIG) needs to clarify all such matters so we know what we can/cannot do. Taking where I come from as an example, companies put lots and lots of effort into marketing...so much that I even nicknamed my country a "marketing nation"!!
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Azubi:A more obvious case is say a racing game in which you parade several contemporary models of cars showing off their capabilities much like in PGR and Forza.
Good luck getting licensing on that. Licensing official car brands is not cheap. At least, not the popular ones like Ferrari and such. :)
Azubi:So then I would like to know clearly now the implications of involving such ads in our games under the XBLIG umbrella.
Like any other game content, if you have permission to use the names, logos, or products of some company and they don't violate the peer review rules (i.e. they can't be tobacco, alcohol, drugs, and anything else that was listed) then you can use them. There is no special rules or exceptions for ads. As far as peer review is concerned, it's all just game content and all falls under the same rules (plus the one line stating that you cannot advertise alcohol, drugs, or tobacco).
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The rules don't need clarifying, they clearly state what is and isn't allowed...
http://creators.xna.com/en-US/help/peerReviewStep21
" Advertisements for tobacco, gambling establishments, or alcohol products in the game
These products should not be promoted in your game nor should you solicit sales for them."
As long as you follow these rules, right now there it appears you can put whatever product placement/ads you like in your game as long as it doesnt viloate any other rules (e.g. no ads with swastikas)
As others have pointed out the big problem here is convincing people to frequently re-review your game purely for content and convincing consumers to pay for a game which appears to be subsidized.
Play Kissy Poo - a game for 4 year olds on Xbox and windows The ZBuffer News and information for XNA Follow The Zman on twitter, Email me Please read the forum FAQs - Bug/Feature reporting Don't forget to mark good answers and good playtest feedback when you see it!!!
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15, july. 2009
Hi Guys
I am doing research into In-game advertising (and maybe also thinking about trying to implicate it of course).
Just recently research was done on the subject and i think it has some really usefull information.
Unfortunately the research is for sale and costs about 1500 Euro! (yup, they're crazy!) If anyone is interested in the report then i am getting a group together and that way each person would only have to pay about 100-200 dollars...depends how many people we are.
You can contact me at:
shreklepben@gmail.com
goodluck to you all
dave
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Unfortunately the research is for sale and costs about 1500 Euro! (yup, they're crazy!)
Why do you think they're crazy? How do you think they put food on the
table for their families, if they can't charge for the report? And do
you think those kinds of reports are easy to make?
1,500 E is actually pretty cheap for an analyst report from a reputable analyst house -- Forrester research, Gartner group and friends usually charge like $5,000 for a market segment report.
Jon Watte, Direct3D MVP Tweets, occasionallykW X-port 3ds Max .X exporter kW Animation source code
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