Free Promote brand or product Healthy Advergames – games targeted at healthy behaviors, condition management, or products
Around-game – game usually has theme of sponsor (Nasonex Don’t Blow It game); In-game – e-g., above; in-game immersive (e.g., yoplait ad) Analysts at Screen Digest estimate we'll be seeing a lot more virtual billboards as companies throw greater sums of money at in-game advertising. A lot more. The UK-based firm suggests that spending on in-game ads will push beyond a $1 billion by 2014, accounting for about one and a half percent of total global advertising dollars spent. This is despite what the firm refers to as "short term softness" of in-game ad spending so far in 2009. In fact, the company believes in its gilded heart that virtual billboards are here to stay, as they help reach groups of people who are "increasingly hard to reach via other media." So, listen rookie, those bullets the enemy are using are very real, so keep your head down behind that fallen Pepsi billboard over there and bring me a soda. www.joystiq.com/tag/screen-digest/
Source: History of Advergames and In-game advertising; Ilya Vedrashko/MIT CMS August 2006 http://www.scribd.com/doc/3135770/history-advergame Kool-Aid man – fight the thirsties … 82 Mars declined using M&Ms in ET – and Reeces Pieces ruled. Coca-Cola sold 750,000 copies of its Mr. Pibb game
Copyright, All Rights Reserved, Douglas E. Goldstein doug@medicalalliances.com 703.626.0798
Thematic connection refers to the degree that the object of the advergame relates to the brand’s product or services. For example, the travel company Orbitz designed a game, “Find Your Hotel,” that has a theme related to the company’s travel services. Another Orbitz game, “Paper Football,” does not have a thematic connection to the company’s services. “ While games that related to the brand were not inherently more enjoyable than unrelated games, the transfer of enjoyment from the game to a positive attitude toward the brand was stronger when the game and brand were thematically related,” said Kevin Wise, assistant professor of strategic communication in the MU School of Journalism. “Game enjoyment led to positive attitude toward the brand when a high thematic connection existed between the game and the brand. This was not the case when the participants played games with a low thematic connection.” http://www.sciencedaily.com/releases/2008/10/081002103659.htm
Like advertisers in other industries," said Ms. Phillips, "CPG [Consumer Package Goods] companies spend far more on interactive marketing campaigns, such as microsites, advergames and downloadable music, than on Internet advertising such as display ads, search and e-mail. This year, CPG companies will spend $600 million to advertise online, just 3.1% of the total $19.5 billion expected."eMarketer expects US spending on advergaming will hit $344 million in 2011 (see chart). Drugs also want to be brands, but they cannot be brands like Coke or Pepsi. If you tie too many positive benefit emotions and not enough risk emotions to a drug brand, you will violate FDA regulations regarding DTC. Pepsi and Coke have no such problem. They can link their brands exclusively to positive images (think happy young partygoers on the beach). They don't have to balance these with negative images of obese youngsters downing 20 ounces of Pepsi in a single gulp! Drug advertising is held to a higher standard and DTC Advergaming should also be held to a higher standard. There should be a better way to integrate product information into the game itself.
Copyright, All Rights Reserved, Douglas E. Goldstein doug@medicalalliances.com 703.626.0798 Let’s explore this continuum. The Patient’s Point of Care = Healthcare Anywhere: Today we pay lip service to patient centered, but health care is truly mired in a production or a provider centric medical delivery system. This is now changing with Pay for Performance. Being locked into the provider centric mode is a practical present…and we have a tons of work to figure out how to get right clinical knowledge in time to help heal. It’s a huge challenge to figure out how to change processes and workflow to deliver medical information at the Point of Care. HOWEVER, the continuum will transform (sooner than most think) to the patient’s “Point of Need.” Health and Medical Care…Right When I Want…Anywhere!” Go out and be a leader in building customer relationships and delivering Distinctive Innovation in both processes and clinical care. Patients will thank you and love you.
The U.S. Department of Defense has awarded M. D. Anderson Cancer Center in Houston a $3.7 million grant to create an anti-smoking video game, according to Scientific American . This isn’t the first time that the military plans to employ the use of a game to help further its cause. America’s Army was used as a recruiting tool to educate a generation of gamers about the army. The anti-smoking game planned, however, will be aimed to deter nonsmokers from starting and urge current soldiers who smoke to quit.
The Effects of Playing an Advergame on Young Children's Perceptions, Preferences, and Requests Victoria Mallinckrodt A1 and Dick Mizerski A2 A1 Deloitte Touche Tohmatsu, Perth Australia A2 School of Business, University of Western Australia Abstract: A sample ( n = 295) of five- to eight-year-old children participated in an experiment, which included a control group, where the treatment group played a Froot Loops cereal advergame that made a superiority claim for the cereal compared to fresh fruit. Measures of their responses to the brand featured, as well as their level of persuasion knowledge, were collected. Although the treatment group failed to believe Froot Loops were healthier than fruit, the older children in the group reported significantly higher preference for the brand over other cereals and other food types. No differences in intentions to request the cereal were found. Children's preferences for the Froot Loops brand were not associated with their persuasion knowledge about the advergame. Press release: Disney teaming w/ Humana games
Learn about how IVIG therapies such as GAMMAGARD LIQUID [Immune Globulin Intravenous (Human)] 10% help your body fight invading bacteria with these entertaining games. only played "Level 1: Busy Day at Work", the theme of which was "Conference calls, deadlines, e-mails..." [all of which I ignored while playing the game] "...Getting away from your desk can seem impossible." I presume one of the goals of Level 1 is to help you cope with RLS by offering tips along the way like "stretch your legs" (see "Quick tips" at the top). If so, I would say this online game, which ties you down to your chair more effectively than usual office activities, runs counter to the message it is trying to convey. The disclaimer states: "This tool does not provide medical advice. It is intended for informational purposes only and does not address individual circumstances. It is not a substitute for professional medical advice, diagnosis or treatment. Never ignore professional medical advice in seeking treatment because of something you have read on the WebMD Site. If you think you may have a medical emergency, immediately call your doctor or dial 911."Putting aside the unlikely scenario of an RLS "medical emergency," I find that this game, in and of itself, offers very little "information" about RLS. Don’t Blow It definitely delivers messages important to Nasonex and links to the product site, but the brand isn’t part of game play itself (it isn’t Nasonex bottles that Ronnie seeks). Also the game was conceptualized with PR at its core. It doesn’t draw from the brand’s DTC campaign; the game involves a third party partner, etc. etc. Apart from different nuanced definitions, even more interesting to talk about different solutions to doing games that also promote a brand. Was important for us as to create something where game action reinforced healthy behaviors and delivered an educational message (avoid triggers year-round, visit a doctor, seek treatment), as opposed to creating an allergy blaster type game where players might just repeatedly blast pollen balls or something.
Nobel Biocare, a dental implant company, has provided $65 million in grant money to the Medical College of Georgia to develop training games and simulations for classrooms and clinics around the world. These games focus on decision-making and risk mitigation. The Medical College of Georgia School of Dentistry has selected BreakAway, Ltd. to develop a virtual, 3D simulator to help teach students dental implant procedures. The virtual dental office is designed to improve student learning outcomes in the areas of diagnostics, decision making and treatment protocols for enhanced patient therapy outcomes and risk management. The computer application will be initially developed and tested in conjunction with MCG dental students and faculty. It will then be tested by other universities in the NobelBiocare University Partner Program and distributed globally. BreakAway is a leading developer of game-based technology solutions for training, experimentation and decision-making analysis. The Dental Implant Training Simulation program is funded through a Nobel Biocare grant awarded to the School of Dentistry.
Deloitte research shows that among those surveyed agres 13-34 lmost a quarter state the the product placement in VWs and online videogames influence them more than another other online advertising.
Copyright, All Rights Reserved, Douglas E. Goldstein doug@medicalalliances.com 703.626.0798
Games For Health Advergaming Loughran 06 09 09 - Presentation Transcript
The Health Advergames Round-Up: The Good, The Bad and The Ugly Julia Loughran www.iConecto.com www.Gaming4Health.com [email_address] 703.629-6969 m
Outline
What are Advergames?
Their History
Their Effectiveness
The Advergaming Market
Health Advergames
Exergames
Healthy Behavior
Healthy (Unhealthy?) Eating
Pharmaceutical Companies
Other Gray Area Examples
Advergaming Lessons Learned
What the Future Holds
10 Confidential. Copyright, All Rights Reserved, iConecto, Douglas Goldstein
What are Advergames? http://www.youtube.com/watch?v=rr0HCAHoKSA
Types of Advergames
Around-game environment ads
In-game environment ads
In-game immersive ads (video game designed solely for a specific brand or advertising)
History of Advergames
1964: Mustang cars appear in Chicago Coin Pinball Machines
1973: DEC’s Moonlander Easter Egg (McDonald’s)
Early 1980s: McDonalds and Parker Bros; Coca-Cola and Atari; Ralston Purina; Johnson & Johnson’s “Tooth Protector”; M Network and General Mills’ “Kool-Aid Man”
1987: graphics improve; in-game billboards are big-biz; Ford Simulator
Mid-1990s: In-game advertising ubiquitous; 1992: Colgate-Palmolive’s “Harold Hardteeth and the Fight of the Clean Teeth”; Frito Lay’s “Too Cool to Fool” and others
1998: Coca-Cola’s 3D interactive Mr. Pibb game
Dot-com bust – rebuilding; opportunities for many industries – especially Health!
Why Advergame?
Increase consumer interest in a target product
Create brand equity through synergy and entertainment
Maximize product purchasing
Integration in a larger synergistic campaign
Increase brand recognition and loyalty
Reach specific age group/demographic
Use as a social marketing tool (promote general messages re: improving the health and welfare of people)
Educational medium
10 Confidential. Copyright, All Rights Reserved, iConecto, Douglas Goldstein
Does it work?
The Henry J. Kaiser Family Foundation Research (Jan. 2007)
73% of 77 major food websites aimed at kids offered at least one advergame
38% of these sites offered prizes or rewards available only by purchasing a specific brand of food and entering the code online, as mentioned above
University of Missouri Study
The study revealed that consumers expressed strong positive relationships toward brands when they played advergames with strong thematic connections to the brands.
Brand Retention
60% of players on a popular ad/game network can recall an ad after three months and 30-40% can recall the ad after six months (far ahead of TV or Internet)
The Market
Health eGames Copyright 2009, All Rights Reserved, Douglas Goldstein Health Advergames: Reaching the Consumer and Building Brand Equity
Exergames
Pedometers (Sponge Bob)
Disney’s
High School Musical Dance Mat
Hannah Montana Dance Mat
Dancing with the Stars
Kraft Gamepad
Healthy Behavior Swiss Aids Federation “Catch the Sperm” M. D. Anderson Cancer Center in Houston a $3.7 million grant to create an anti-smoking video game Colgate’s Kids World
Healthy (Unhealthy?) Eating
Example: Pharmaceutical Companies
Baxter Healthcare (Medicine for bacteria)
Viagra
Mirapex (restless leg syndrome)
Nasonex
Other (Gray?) Examples
Professional Training (Nobel Biocare?)
Medical Device Companies (GlucoBoy?)
Health Advergames: Lessons Learned
Advergames must be fun and or informative first!
People born > 1980 prefer to learn in groups, with multi-media and be entertained and excited.*
Women are the Health CEOs of a family and the largest demo of casual gamers
Advergames offer capability to capture user demographics that other advertising platforms do not
Games have the power to lead to behavior change
Advertisers should not duplicate static campaigns on interactive platforms
Online games can spawn communities and become viral
Matching game to brand
Since it costs more than traditional advertising – have benchmarks for success
* Deloitte research study.
What the Future Holds for Health Advergames
iPhone and mobile apps
Advergames in Virtual Worlds
Video games as part of health-related websites (gaming arcades to hospitals, providers, etc.)
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