Water Cooler Games served as the web's primary forum for "videogames with an agenda" — coverage of the uses of video games in advertising, politics, education, and other everyday activities, outside the sphere of entertainment.
The site was maintained at watercoolergames.org from 2003-2009, where it was edited by myself and Gonzalo Frasca. It is now archived here in full.
Following up on a discussion here on WCG, I wanted to reopen the question of advertising value in advergames. This is something I've thought and written about quite a bit (another reminder to self: post some written material), and my general conclusion is that most current advergames are rather poor advertising tools.
The question raised in the post linked above is simply, do in-game advertising images, both branding and skeumorphic advertising like billboards, function the same in the game as they do in other media, or the real world? Furthermore, is there a difference in how these ads function as product placement, such as in console games, versus as branding, such as in traditional advergames? For now, I'd like to take up the question of product placement, especially in console games.
In his comment, Zach brings up the Dole branding in Super Monkey Ball 2:
I think SMB2 is a great case study. Why are there banana ads in SMB2? My bet is that it has less to do with product marketing and more to do with associative advertising or even that horrible thing called lifestyle marketing (more on that in another post).
According to this 2002 USA Today article, product placement is more about increasing realism than subsidizing development, but that argument won't fly for SMB. Reading further, I found this amusing factoid.
For the North American release of Super Monkey Ball, "we decided to leave it in the game because we thought it added no pun intended a little flavor. We didn't think it was gratuitous." Dole did not pay for the placement in the U.S., he said.
The Japanese bananas notwithstanding, a valid follow-up question is this: what effect did the advertising have in the US market? One blogger complains that the price of the game doesn't reflect the advertising subsidy. I've seen many other messageboard and blog comments on whether or not product placement would "work" in certain games, but very little reported about what it means for product placement to work in games.
In a film, successful product placement is usually tied to getting the product in a star's hands: think Nokia in The Matrix. Another successful strategy is slightly distorting or changing the focus of the product to enhance its relevance: think Lexus, The Gap, and Nokia again in Minority Report.
I think the simple answer to the question posed above is, no, in-game ads and product placement's don't function the same as in other media, or the real world. If branding is used to add realism to a game, one might argue that the player simply tunes out the ads as noise. If branding is used as promotion, then the identification between the viewer and the game character seems to be more complex than the film character: after all, the character is the player, and only a few games have "star quality" characters that could be thought of as stand-ins for real idols (Lara Croft is probably one).
Of course, there are no real studies I know of on this subject, so it's all still supposition.
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