Teens and Advertising In Games: Rewards Are Key To Interaction

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Teens and Advertising In Games: Rewards Are Key To Interaction
MOBILE DEVICES

AND PLATFORMS

Mobile Advertising Wars: Does Brand Even Matter

Anymore?









Lead Analyst

Marissa Gluck









Interpret’s New Media Measure Interpretations are monthly syndicated research from Interpret’s category experts, providing in-depth

analyses on trends and market information in Digital Media, Mobile and Video Games. For more information, email sales@interpretllc.com or

call (310) 255-0590.









Reproduction by any method or unauthorized circulation is strictly prohibited. Interpret’s syndicated research reports are intended for the sole

use of clients. All opinions and projections are based on Interpret’s judgment at the time of publication and are subject to change.









Published April 2010. © 2010 Interpret, LLC

Teens and Advertising In Games: Rewards Are Key To Interaction

Catalyst: Teens are a lucrative but elusive market for advertisers. Marketers struggle to target and

communicate with this segment of the game playing audience.



Core Questions:



• How receptive to advertising are teen gamers?

• What types of games are the best platforms for reaching teen consumers?



Interpret Insight: According to the latest data from Interpret’s New Media Measure™, today over four

out of five teenagers play video games. While today’s teens are media- and technology-savvy, they are

also quick to condemn potential advertising intrusion. Marketers can overcome teens’ initial resistance

to the in-game advertising model by finding ways to not only seamlessly integrate into these worlds but

also to enhance them. For marketers to successfully court this demographic in a game environment it is

critical to provide them with a reward in return for advertising.









Q: Do you personally play video games?

90%

81%

80% 77%

72%

70%

60%

60%



50% 44%

40%

30%

30%



20%



10%



0%



Age 12-17 Age 18-24 Age 25-34 Age 35-44 Age 45-54 Age 55-65







1

Source: New Media Measure; Wave 4 2009 n=5387



Fig. 1

Teens Are Intense Video Game Players

Not surprisingly, teens comprise a strong segment of the video game marketplace. Over four in five

teenagers between 12 and 17 play video games on a platform such as Microsoft’s XBOX 360, Sony’s

Playstation 3, or a Nintendo Wii, or on a handheld device such as an iPod Touch or a Nintendo DS, or on

a PC (fig .1). According to the latest data in Interpret’s New Media Measure™, the incidence of video

game play is highest for this segment than any other age group, even if the population of this segment

of overall video game players is somewhat smaller than other age ranges. Interpret estimates that

almost 21 million consumers between the age of 12 and 17 are playing video games out of

approximately 28.9 million teens in the US. While video games are a popular pastime for teens, casual

games hold less appeal for this demographic. Only 12 percent of the casual games audience is between

the age of 12 and 17, or about 13.4 million consumers. In contrast, consumers between the ages of 25

and 44 comprise nearly half of the casual gaming audience.









Advertisements of real world products should not mix with 138

video games 141

128

Advertisements in games are distracting 134

133

128

Advertisements in games stand out compared to other 131

types of advertisements 141

140

Advertisements in games are only acceptable if the games 131

are free 126









Index

128

Advertisements in games improve your overall gameplay 122

experience 148

136

You would be willing to put up with more advertising in 117

games for a small decrease in those games’ prices 149

140

Advertisements in games make the gaming environments 109

feel more realistic 146

151

Advertisements in games make the gaming environments 106

feel more interactive 141

152



0 20 40 60 80 100 120 140 160









Age 12-17 Age 18-24 Age 25-34






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