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Mobile
phones offer brands an effective and creative way to advertise - via
advergaming. (Part 1 of a 2-part series).
Behind the screen of a mobile phone is a world full of action
and excitement, where motocross challenges start with the touch of a
button. Whether waiting in lines at Disneyland or riding the bullet
train in Tokyo, consumers increasingly are turning to their mobile
phones for easy access to a discreet yet ideal source of gaming. But
mobile gaming extends beyond just the subscriber. It also enables
brands to promote their products and services in a creative,
effective and skillful way.
Online Advergaming - An Effective Marketing
Tool
The growing popularity of gaming among consumers – and interest
from brands - started with online gaming. Brands like Nike, Pepsi
and General Mills incorporated their brands into online games to
increase sales, improve brand recall, and generate positive brand
impressions.
Daimler Chrysler became so enthusiastic about advergaming that
the company’s vice president of Jeep and
Business-to-Consumer/Customer Relationship Management, Jeff Bell,
announced last year at the Electronic Entertainment Expo that
Daimler Chrysler has begun funding the production of video games.
The company has launched online games such as Jeep Rescue Patrol,
Dodge Midnight Racers and Chrysler Get Up & Go.
The results of Daimler Chyrsler’s efforts have been encouraging.
The Chrysler Get Up & Go game was launched on the Chrysler brand
Website (http://www.chrysler.com/) on
August 13, 2002. During the first week after being launched, more
than 40,000 people played the game. From August 13th to August 25th,
2002, there were a total of 39,305 visits to the site, 15,638
registrations and 68% of the visitors opted in for further
communications.
Craig Holland is president of Thumbworks (http://www.thumbworks.com/), a
publisher of marketing-driven applications for mobile phones and
other wireless devices for consumers. He says brands can use games
to influence the way consumers perceive their products. For example,
a football game is very different from a surfing game. The two games
will not only attract different audiences with different lifestyles
but they will leave players with a different impression of the game.
In this way, brands can choose what types of games they want to be
associated with and thereby have some control over how players
perceive their brands. “If you create a high engagement environment
like a game, you have the ability to control the positioning because
you’re creating this experience,” says Holland.
Advergaming Goes Mobile
Brands such as Fox, ESPN, and Suzuki are now taking advergaming
one step further – off the computer and straight to the mobile
phone, a device that is rarely left at home. They have launched
football, snowboarding, skateboarding, and motocross games that can
be played on mobile phones and come with their brands attached. In
the Fox Sports Football game, “Fox” appears on the scoreboard during
the game. The ESPN logo appears on the screen before the player
begins the snowboarding and skateboarding games.
The Suzuki Motocross Challenge game, which came out in November
2002, is a prime example of the potential within mobile advergaming.
Before players start each new level in the game, they see an
action-oriented product photo of a Suzuki motocross bike. Additional
branding comes in the form of a small plane that flies across the
sky every 30 seconds pulling behind it an airplane banner with
“Suzuki” and the logo. Another Suzuki banner flies at the top of the
grandstand once players reach “Factory Rider” status. In addition, a
link to www.suzuki.com/wireless is
provided inside the game. In these ways, Suzuki is able to provide
an entertaining game for the consumer while subtly promoting the
brand. “It’s all very much in keeping with the spirit of the game,”
says Holland.
The game is available to Verizon Wireless, AT&T, ALLTEL and
US Cellular subscribers and will be available through other carriers
this spring. In the game, players complete a series of obstacles on
their Suzuki motocross bikes. As they attempt mid-air maneuvers,
players earn points corresponding to the degree of difficulty. Once
enough points are gained, they are promoted to different levels.
Starting out as a “Privateer Rider” in the desert, a player
continues to become a “Support Rider” in the mountains and finish as
a “Factory Rider”, racing in a stadium.
The challenge for Suzuki was creating a game that was fun and
exciting as well as capable of fitting on the screen of a mobile
phone. “You’re dealing with a small screen so you have to be very
conscious of that,” says Holland of Thumbworks.
By advertising with a mobile game, Suzuki aims to reach consumers
it had been unable to reach through the more traditional form of
advertising in publications. “Advertising in the enthusiast
publications is necessary to keep a presence in front of this
group,” says Holland. “However, it doesn't really serve the purpose
of exposing the brand name Suzuki and the sport of motocross to
potential new riders -- and buyers of Suzuki products.”
The impact of mobile advergaming is effective as it reaches many.
“Cell phone ownership spans every category of lifestyle and age
group,” says David Harris, Internet marketing manager for Suzuki.
Holland says the Suzuki target audience is similar to that of
wireless data (SMS, games, etc.) as both demographics skew towards
males between the ages of 18 and 29. “The main objective was
branding, trying to promote the Suzuki game out there through what
we perceived as a merging channel,” says Harris.
This is the first time Suzuki has used a mobile game for
branding. In the first five weeks after Verizon Wireless started
offering a free, downloadable demo of the game on its Web site, more
than 100,000 people downloaded the game. These preliminary findings
are promising for Suzuki as it is primarily interested in using the
game as a means of branding. Harris says Suzuki is pleased with the
results of advergaming and will be evaluating future opportunities.
Mobile Advergaming -- A Win-Win-Win
Situation
Advergaming through mobile phones may offer traditional
advertisers a unique and effective way to spread the word and
recognition about their brands, but, in some cases, consumers might
be motivated to play because they are familiar with the brand.
Holland says that incorporating the Suzuki brand into the game adds
authenticity and encourages consumers to play because it’s not a
generic motocross game.
Verizon Wireless agrees with the idea that a branded game is more
attractive than a generic game and likes to work with developers who
are working with brands. “It’s my position that brands matter,” says
Alex Bloom, manager of content and applications for Verizon
Wireless. “Customers tend to lean towards the brands.” The company
currently offers subscribers the chance to download the Fox Sports
Football, ESPN X Games Snowboarding, and Suzuki Motocross Challenge
from the Verizon Wireless Website.
If done correctly, Holland says a game can be a win-win-win all
around. It is a win for customers because they have a better
understanding of what they’re getting into because they know the
brand name; it is a win for brands because they have another vehicle
by which to promote their brands; and it is a win for carriers
because the games, downloadable for a fee, generate revenue.
Part two will delve further into the world of mobile advergaming
and will discuss New Line Cinema’s involvement, the challenges and
the potential behind this growing industry.
Fast Facts:
- IDC http://www.idcresearch.com/
foresees the number of mobile gamers in the United States
increasing from 7 million in 2002 to 71.2 million in 2007.
- Ovum http://www.ovum.com/
believes that the global mobile industry’s worth will equal $4.4
billion by 2006.
- Datamonitor http://www.datamonitor.com/
has stated that, by 2005, approximately 200 million people will be
playing mobile games in the United States and Europe. And they
expect Asia to top these numbers where there are approximately 70
million mobile gamers and where the revenues from mobile gaming
are $1.1 billion.
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