21 Sep 2020
In-Game Advertising - Smart Ways for Brands to Reach Targeted and Immersed Audiences
More of us are spending increasing amounts of our lives immersed in electronic games. It is a trend many brands have cottoned on to, as they use the virtual world to encourage real world action.
The stereotyped view of the gamer remains the headphone plugged in, square-eyed teen in their room. But of course, the fact this image has persisted for twenty years highlights an important fact. The teenagers of the 90s are now middle-aged and still love gaming. While younger consumers might game more, there is significant penetration among older audiences who have grown up with consoles. According to Statista while 73% of 18-24 year olds regularly play computer games, 40% of their parents’ generation (45-54 year olds) are also still regular gamers.
Generation Gamer
Gaming is moving away from being an entertainment source to being integral to how many people form connections with their friends, as well as with their preferred brands. So the idea that gaming is anti-social is misplaced.
For millennials, gaming is a huge part of their life and identity. They are gamers, they have purchasing power, they’re into new stuff, but also respond well to games that make them feel nostalgic. They are also mobile-first. While the traditional view of gaming is via an Xbox or Playstation, mobile games now contribute 51% of the entire global revenue from the gaming industry.
Today, advertising in video games is served in a way that is sensitive to the game environment and blends unobtrusively with gameplay. Smart brands have really begun to capitalise on the opportunities presented with in-game advertising. It has become more urgent for many. The onset of Covid and social distancing has blocked off many other traditional mass market advertising routes. This ranges from less footfall for outdoor advertising in ghostly city centres to still shut sports stadia.
The Covid Effect
Recent evidence highlights how much time we are now spending immersed in online, virtual worlds. A report from Digital Voices shows that viewership of the gaming category on YouTube is up an astonishing 31% since the start of Covid. Reflecting this, there has been a sharp increase in Twitch viewership and a jump in esports influencers on TikTok. People are playing and watching games to keep themselves distracted during these difficult times.
So brands have varied, engaged and growing audiences to reach through collaborations which many are now acting on, if belatedly. For brands dipping their toe in the virtual waters, they should take the time to really think about what they are looking to achieve with sympathetic forms of collaboration. Being seen to advertise in an inappropriate way can backfire as Burger King recently discovered to their cost on Twitch. They used a bot that normally reads out messages from fans to announce meal offers. This was seen as being "spammy" and exploitative and fans were quick to vent their fury.
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