I found a mention of a Gamewallpapers.com contest in Dominique Cimafranca's blog the other day, and I figured it was worth a shot. I don't have much of an interest in wallpaper - a desktop's a desktop, after all - but I do love the occasional competition. That, and it asked a very good question: What is the most creative way to advertise within an online videogame?
My succeeding reply is given below. You decide if it's a good idea or not.
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I only have one suggestion here, as I'm aware that a lot of the common marketing ideas will be raised.
My current assumption is that advertising in an online game has two pitfalls: First, that most users have a negative impression of Internet ads, considering them as being nothing but spam and pop-ups. Second, that atmosphere is a major consideration in some online games, and that simply introducing product placement in those games will merely result in blatant anachronism and public outcry.
In other words, a gamer who sees a 7-Up ad during a World of Warcraft game or notices a Star Wars Galaxies NPC walking around wearing a McDonalds signboard is more likely to leave the game than he is to even think about buying the advertised product.
I figure, therefore, that subtlety is the key to advertising within an online game.
Online games are still games. Their players still live in the real world, and will of course make natural, regular references to it. Why else would the Clarity spell in Everquest be nicknamed "Crack"? For what other reason would a specific type of player character be called a "Tank"? Game slang like this spreads quickly, is used for significant periods of time, and becomes familiar to a good number of players.
As a result, I would like to raise the possibility of companies recruiting players to spread game slang that references their own products. Imagine players being 'hired' to refer to the act of using a healing potion as "Miller Time", or of slimming down one's inventory as "doing the Subway diet". Companies can perform market research into a significant online gaming population, and can invest in good catchphrases this way.
If this sounds like a corporate sponsorship scenario, then that's because, in a way, it is. The main difference lies in the subtlety of the product promotion: If you plaster a blatant product ad on a gamer's screen or have a player walk around with a corporate logo plastered all over their weapons and armor, you're obviously more likely to get a negative response. But if you find a way to get your product to be part of the online gaming experience instead, then the players are a lot more likely to embrace it.
The best part, of course, is that the arrangement benefits all three parties: The players get paid for playing, the corporate sponsors enjoy effective product promotion for low costs and get new insights about the online communities, and the online games continue to gain profits without having to worry about customer complaints.
Advertisement doesn't have to be a loud and obnoxious endeavor. Sometimes subtlety rules, after all.
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