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.
Tom Loftus writes at MSNBC about in-game advertising. The interesting things is that the article describes the attempts from traditional ad measuring companies (Nielsen) in order to measure the "impressions" or number of times players get hit by an in-game add. I find this interesting, because basically what we have here is a 20th century media paradigm, based on hits, within a 21th century genre that can definitively go well beyond ad and product placement. In other words, Nielsen's high-tech answer seems to be simply bringing the old ideas from the TV world into the computer/console (you can't blame the guys, they do what they know best).
I am of two minds with this approach to in-game advertising. If we are talking, say, about in-game ad panels and even sound ads, that is definitively an old school approach but also has a benefit to players: it is, at least in theory, easily hackable, so I wouldn't be suprised if we see in the near future pieces of software to remove ads from games in the same way that we can block pop-ups or banner within our browsers.
In-game advertising is quite different from webgame advergaming. The latter is generally shaped from the ground-up in order to deliver a message, while in the first case, the main goal is (or at least should be) entertainment. Certainly, a mix breed could be imagined (an equivalent to Tom Hank's Survivor, the classic example of a 2 hour long Fedex ad). So far, we have seen a good use of product placement within games but mainly when it comes to gear (say, the brand of car that your character is using. Btw, I would have loved to see a Segway Scooter within GTA3!). Of course, simulation could be pushed even further, to model a real need within the game for the product been advertised. If the product saves, improves, etc your life within the virtual world, it could do the same within the real one. It doesn't seem that the skills required for web-based advergaming would translate well into in-game PC and console advertising. Maybe we should research further into that.
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