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Transcription
leo m pu t erg ames
leo m pu t erg a m e s ~,_________ ___ _____ _____ __---'R.:.~': _'_,_"'_ol:.u_'..!:c lI.::.o:.:...n ..:.J::.,:un ,;..:ecc...:..: J u,-,-IL-Y.::, 2 -=. U,,-, 0 I 26 Yourmlsslonlsto conquer atough new Somewhere inside two gleaming buildings in a complex in Redwood City, CA, video game publisher Electronic Arts may be plotting your online marketing future. markeUngmedlum. Armed with some of tile most recognizable brands in all YOurallleswUlbegame media, including Harry Potter, NASCAR, Madden NFL giants like Electronic Football, FIFA Soccer and The Sims, Electronic Arts is Arts andMlcros01t. embracing the internet in a big way. And while a good Choose your weapons portion of its online ambitions revolve around subscriptions and e-commerce, the company is also banking on the fact from sponsorships, that it has content that can connect sponsors and advergamlng and advertisers with a mass market. product placements. Since its founding in 1982, Electronic Arts, or EA, has Dav dWard Wiliguide been the 800 pound gorilla of interactive entertainment. The company currently generates $1.3 billion in annual you roughtheterraln revenue, and while it has never manufactured hardware, it has emerged as a kingmaker in the video game business. Its extensive support of the PlayStation and PlayStation 2 has been partly responsible for Sony's emergence as the pre-eminent game system maker over the past seven years. In 1999, EA formed EA,com which soon established itself as a leading online content provider by signing a deal to generate the content for AOL's game channel. This year, it solidified its position, buying casual-gaming site Pogo.com for $42 million and launching the EA Sports Service, its first subscription-based service for web-only games EA.com's online strategy is simple: provide something for everyone and don't worry if some of the games don't appeal to the entire audience. "I think TV networks offer a good model for how we address a mass audience with online gaming, " says EA.com president and COO John Riccitiello. "Networks offer a full menu of shows aimed at different audiences. Similarly, EA's online offering will mix quick-access family content with subscriptions to more complex offerings. There may be some overlap but our business strategy doesn't depend on it." But why would a company that has achieved success in John Riccitiel/o looks to the difficult offline software sector make the jump to the steer fA.com to online much more treacherous world of online content delivery? success - and steer big For one thing the timing seems right. Several factors are brands to the internet coming together to make video games an ideal platform IlHolullU l1 IU llerl u ly 2001 for traditional offline brands that are looking for a better online marketing experience. Indeed , major brancls such as Nike, Toyota, Radio Shack, First tJSA bank, Jack Daniel's, TiVo and General Mills have either already sponsored online games or are taking a good hard look at the space (see chart below). Long dismissed as a toy for teenage boys, the video game industry has come of age during the last five years, and its $7 billion in annual US revenues now equals total receipts from movie theater box offices. Astudy by Hart Research , cited by industry trade group the Interactive Digital Software Association (IDSA), found that 145 million Americans now regularly play some form of interactive video game. But despite this rapidly growing acceptance, for many companies it is still a difficult business in which to make money, especially for firms focusing on games designed to be played on PCs. In the mid-1990s, games played on home computers were thought to be the future of interactive entertainment as increasing numbers of fans armed with powerful PCs regularly plucked down $50-buy hot titles such as Quake, Duke Nukem and SimCity. As the internet grew, online connectivity was predicted to be the value-added missing link that combined community building around content, with the opportunity for additional revenues through either subscriptions, tournaments or sales of add-on packs and sequels. But instead of growing the market, the internet ended up being partly responsible for the leveling off of the PC games business. While consoles such as the PlayStation lured an increasing number of younger gamers, the PC games audience had not changed, only aged a few years. But instead of buying a game a month, these hard-core consumers are using the internet to get deeply imrnersed in games such as Age of Empires, Command & Conquer and Diablo 2, often for six months at a time. As a result, they now spend just as much , if not more, time playing games on their computers, but buy far fewer titles each year. At the same time, a new type of game fan emerged that was not interested in wielding a virtual sword or working as a virtual tailor for eight hours a night. These casual gamers want their entertainment fast and familiar. They flock to sites like Pogo, Uproar, Flipside and GameZone to play chess, backgammon , bridge and otller simple games. The good news is that the rise of these casual players has finally enabled the video games industry to overcome the perception that its audience consists exclusively of teenage boys or men seemingly locked in perpetual adolescence. According to the IDSA, 72 percent of PC game players are above the age of 18, with 42 percent above 35. In addition, the number of women playing interactive games reached a new high of 43 percent in 2000. The bad news is that most of these casual game fans are pretty much like everyone else looking for content on the internet. ''They want everything for free, " notes Jupiter analyst Billy Pidgeon . The obvious answer is to mimic the television model and rely on advertising and sponsorships. In many ways ads have long been a part of games based on car raCing and other sports where billboards from real-world stadiums are replicated virtually to make the experience seem more life-like. "Sponsorships and banners are as natural in virtual stadiums as they are in the real thing," notes Riccitiello, adding that these product placements MattllewRlng I may be just the beginning. <kpe> "Interstitial advertising, which runs like commercials on TV, is also a possibility. Online players might see streaming video of a soft drink commercial between round s of a boxing match, or as the sides change between innings of a baseball game. " The move couldn 't come at a better time for many online marketers. "Everyone is frustrated with banners, and they're looking for what's next," says Matthew Ringel , VP of strategy at interactive studio <kpe>. Ringel recently co-authored a study touting the benefits of "advergaming." "Advergaming is an entertainment experience and a content experience," he says. ''The best consumer brand Playing with brands: online gamesas advertising vehicles 8 anr' OocIge GJITlI' Ill/mat MSN Zone.com Dodge Speedway Arst USA MSN Zone,com General MIlls Nick. com Jack Daniel's Shockwave. com Wingspan Bank Virtual Golf Association Cinnamon Toast Crunch Advertoys Jack Daniel's Virtual Pool Hall Radio Shack MSN Zone. com Radio Shack RC Riot Racing game, part of a campaign celebrating Dodge's return to NASCAR; allows ,alayers to race a Dodge Intrepid around a track (see case study. page 28) Sponsorship of video gam e golf tour that ran fOr se ven months and offered $200,000 in prizes (see case slJJdy, page 28) Adventure game where character tries to collect all his wind-scattered Cinnamon Toast Crunch cereal before school Sponsored 3-D virtual pool game featuring Ja ck Daniel's logos within th e game as \Veil as hot-linked banners and buttons outside of the game screen Consumers build, then race. Radio Shack radio-controlled toy cars Sony Pictures www.ak nlghts tale.Gom A Knight's Tale Tournament nvo EA.com Pro 3-Point basketball Toyota MSN Zone.co m TundraMa dness 2.0 ~{t " f!' Digital EIIl Enables players to create a knight, then enter him in on online joust. based on Ihe movie "A Knight's Tale " TiVo interstitials and billboards appear before and during this "coffee break" game featuring a three-point shooting basketball contest (see case study, page 30) Consumers "test drive " a Tundra truck. Third .game Toyota has sponsored on lone. com, Previous efforts Include Toyola Adrenaline lor the Tacoma truck (see case study, page 28) Icomputer gam es L,________________________~R~e~~~O~IU~II~O~n~J~tln~.~/~IU~I~r~2~O~OI 28 Case study MSN's Zone.conl puts the nanles in the games Microsoft and its Zone,com web site have a simple message for brands still debating whether video games can be an effective platform for advertising and promotions: it's been done and it works, "Our primary revenue stream is advertising, either through sponsorships or banners," Ch Dicesare 10n8.co HartResearch says Chris Di Cesare, Zone,com.'s group product manager for online games Like EA,com's deal to be the games channel for AOL, Zone,com has an exclusive deal with its parent company's major portal, MSN Network, With the Zone , consumers can choose from 130 games, ranging from complex strategy titles such as Age of Empires, which require the purchase of a disk at retail , to simple card and board games While the Zone has its share of banners, it has found that the opportunity to exclusively sponsor games has proven far more appealing to advertisers, Di Cesare says 80 percent of the Zone's current advertising comes through sponsorships 1r:li'F.£='l1of individual games or longterm tournaments, For Toyota, the Zone worked with Seattle-based developer WildTangent and the truck maker's ad agency Saatchi & Saatchi to design a game that mirrored the 1V campaign for the Tacoma truck, The result was Toyota Adrenaline, "It baSically allowed people to test-drive the truck as they raced around this track Dodge reached a new audience with the Speedway game collecting adrenaline bags," marketers are getting behind it in a big way," Ch ris Di Cesare, group product manager for on Ii ne games at Microsoft's GamingZone, adds, "Casual games is where advertisers really want to be, rather than core games," One early proponent of gaming as an online marketing tool is Brown-Forman, maker of Jack Daniel's and other spirits, Last year it sponsored a Virtual Pool Hall on Shockwave,com as part of its campaign celebrating the 150th birthday of Jack Daniel's, Charles Zug, VP of interactive marketing, says Brown-Forman views game sponsorships on sites like Shockwave as a chance to spread the Jack Daniel's brand to places you wouldn't expect it to be, More importantly, Zug says, the real selling point of game-related advertising IS time, "The opportunity to really make sure your message oryour brand sinks in - as a result of the consumer being in front of your screen for an extended period of time - is priceless, " WildTangent is a Seattle- says Di Cesare, "It fitted in well with the commercial and turned out to be a win-win-win, We got sponsorship dollars, users got a fun interactive experience in the Zone, and Toyota got strong brand awareness for the truck," Despite initial fears that consumers might be turned off by such an obviously branded game, Toyota Adrenaline was in the Zone's top 10 games during its run, "We've actually had great feedback," notes Di Cesare, "When the product or sponsor is very relevant to the game itself, it works ideally, " The success of Adrenaline has enticed other brands like Radio Shack, Driveway,com and Dodge to create games around their specific products, Dodge NASCAR marketing specialist Bo Puffer says the Dodge Speedway game on the based developer which has created games around products for TBS, Dodge, Toyota and Sony Pictures' First Knight. CEO Alex SI. John believes that games built around brands and products also end the dilemma many marketers have about whether or not their messages are actually being received, "You can go to a marketer and say, 'Look, I know this consumer stayed with this the whole way through because here are the keystrokes he or she needed to complete the game," he says, Although they can cost more than other online marketing platforms, Ringel says advergames have the advantage of serving as large-scale focus groups, "In an advergame you're forcing natural consumer choices," he says, "For Nike, it's what color shoes you want Vince Carter to wear, or what color jersey, You can get fairly granular." Given this seeming enthusiasm from the marketing community , it's s'Urprising how cautious game publishers are with ad-based models, Robert Regular, VP of sales and marketing at Conducent, says game creators have been fearful of alienating their core fan base by integrating ads into play, Conducent's technology allows advertisers to integrate messages into both online and offline entertainment software, and then swap out those ads for newer ones as the marketing evolves, It's a sad sign of the current state of ttle advertising market that, after years of development, Conducent recently had to close its doors, Re (llut.on June !llll y 2001 played during the seven month tour as virtual golfers competed for a $100,000 prize. Wingspan largely used the sponsorship to attract new credit card applicants. But Di Cesare says, "They were pleasantly surprised because we had the sponsor front and center so it also drove a lot of 8 brand awareness." Zone.com's latest online event, a celebrity-oriented game show called OutSmart, has attracted sponsorship from AT&T Wireless. With the tag line "Beat 'em at their own fame," the bi-weekly game pits consumers against major stars to find out who knows more about the celebrity 's own career. The first guest star was Jessica Alba from the television series Dark Angel. Di Cesare says the game combines consumer interest in celebrity news with a Wingspan Bank VGA Golf attracted 4.5 million unique users OutSmart: an attractive proposition for a sponsorship deal game-sholV format. Zone is just part of a larger campaign celebrating the auto maker's return to the NASCAR racing circuit. ''We want to try to talk to people we may never have reached in other media," he says. "We know how to reach the people who read USA Today and who watch Friends. But the people who are playing these games are younger and tech-savvy. We felt that doing a racing game would expose Dodge to people who have nelJer before been exposed to the brand. " In addition to games designed around products, the Zone is also pushing For the most part, companies like EA seem content with making firm, but small, strides toward building marketing messages into games. True, EA does have the ad-supported Pogo casual-gaming network. And Tom Nichols, EA.com's director of marketing, says the company also works with AOL's sales teams to sell advertising on the ISP's games channel, and has its own dedicated sales force working for EA.com. The company has already signed TiVo to sponsor the free basketball game, Pro 3-Point, and indicates that interest from other major brancls is higll. "As for potential sponsors, we get several calls a day - many of them with terrific ideas," says Riccitiello. "We need to give these a lot of thought before they get woven into the content." But instead of rushing toward a marketing-based solution, EA.com is focused more on proving the thus far mythical proposition that the mass market will pay, and pay regularly, for online entertainment. In late February, EA.com launched its EA Sports Service, where consumers pay $4.S'9 a month for unlimited access to three online-only games: NASCAR Web Racing, Tiger Woods PGA Tour Web Golf and Knockout Kings Web Boxing. EA will eventually boost the price to $9.99 per month as it expands the service to include other sports such as football and soccer. Long term, EA .com will eventually be divided into three sections: the Sports Service; Pogo.com, which will retain its name and brand identity; and a Worlds Channel, where aggressively into sponsored online game events. The effort began in 1999 with Kasparov vs. the World, in which chess champion Gary Kasparov played against a Zone.com audience that chose the World's every move from a choice of three offered up by grand masters. The match , sponsored by First USA bank and its online division Wingspan , attracted over three million unique users. First USA and the Zone followed that up with an ongoing virtual golf tour, the Wingspan Bank VGA Tour. A total of 4,5 million unique visitors either watched or consumers can experience the persistent worlds of Ultima, The Sims and also Hogwarts of Harry Potter fame. While not ruling out that some of these paid services could also carry some advertising, Riccitiello insists, "From a business standpoint, our most important relationship is with the subscriber. Before we build sponsorships deep into the game, we need to ensure that it won't erode the quality of the player's experience." Although not without risk , EA's online subscription strategy is already proven, albeit on a far smaller scale, with Ultima Online. Launched in 1997, the persistent-world online-only game, which is set in a medieval environment, has more than 230,000 users who not only spent $50 at retail to buy the game, but now pay $10 a month to carry on playing it. But unlike Ultima Online, which has a fanatical, but niche, audience and requires weeks of regular play to master, Nichols says that most of the EA.com fare will have much broader appeal and little or no learning curve. Some of the games, such as NASCAR Web Racing, can be played in under 10 minutes, making it ideal for both busy parents or office workers looking for a quick break during the work day. Afar more ambitious take on this philosophy is EA.com's Majestic. Set to launch in late spring, Majestic is described as a combination of The X-Files and the Michael Douglas movie The Game. Players who pay the $9.99 monthly fee will be dropped into a conspiracy: fictional characters will Ie0 m p ute r ga m es IL-_ _ __ __ __ __ Re vo lut, o n lune ,ll uty 2001 30 Case stu yTiVo exploits the game-playing demographic One of Electronic Arts' key long-term goals is to expand its appeal to include men and women of all ages. But for digital vid eo recorder manufacturerTiVo, it was th e chance to reach EA's core audience of young adult men and sports fans that prompted it to sign up as the sponsor of EA .com's free basketball game, Pro 3-Point. "It's an audience that loves new technology and is looking for new stuff," says ROlinda Day, promotions manager for TiVo. "We fall into that category of new stuff, so it's certainl y a good fit for us in terms of demographic." Pro 3-Point is designed as a "coffee break" game it has no leaming curve and can be accessed and played in only a few minutes. EA.com director of marketing Tom Nichols says that by combining different online ad form ats, a company can deliver its message in a short period while not intruding on game play. 'There are 15-second targeted ads whil e the game is loading, and then you get ads alongside the court while you play," he says. The interstitial ad offers a brief description ofTiVo features like fast-forward and rewind. "It has all the things that are relevant to sports fans," says Day. "It gives them enough to pique their curiosity so they'll go visit TiVo.com. " While Day acknowledges that sponsorships and product placements are more expensive than traditional banners, she thinks the cost is Justified . "It's aimed right at this special ized group that falls into our demographic, and it's a ca ptive audience, much like the people who go to movies and watch ads and trailers before a film starts. So it's worth the money. " TiVo is considering further game sponsorships, but Day says one thing won't do, at least in the short term, is bring games to its own site. "If you look at Tivo.com , it's certainly entertaining," she says. "But we want people who come to our site to get thebest possible replication of the TiVo experience, " adding that a game on its own site might confuse that message. Al l others c~c h e to find out what you're missing! . ttl the "$" key to pick up s ball . Release the space bar to shoot '" 1 6 111111 nlHI . Trne the release at yOOl shot III the top of yOOl IlATIp . Sponsoring fA. com 's Pro 3-Point free basketball game is a smart play for TiVo contact them by email, fax and cell phone, dropping hints and clues and directing them to web sites that will enable them to solve the mystery. The game, designed to be played in 20- to 40-minute bursts, Will be episodic with a new story every month so users can jump in at any time . "Th e thing we think will make Maj estic mass market is that it reaches you in way that is already familiar, " says Nichols. "Everybody uses a cell phone , the y know email arid they know how to use a fax, so it's instantly accessibl e to a huge audience ." EA.com is looking at ways to build some advertising into Majesti c, although the company says it will only be placed where it is appropriate, such as with banners on web sites used in the game. It al so plan s an e-commerce segment where consumers can bu y console and PC di sc-ba sed gam es. EA says online service subscribers will get coupons and other discounts to be used in th e online store that will , in essen ce, make the monthly service free, provided consumers spend enough. With a huge and growing audience of both AOL and ot~ e r web visitors, and an intriguin g mix offree ad-supported content and subscription-based premium content, EA.com appears to have a strong game plan. But no one thinks this win be a slam-d unk. Other big offline content creators have found the infrastructure costs associated with creating and mainta ining an online content service to be the proverbial "bridge too far." And just because you have a big entertainment brand doesn't mean consumers or advertisers will love your online offering, as the likes of Disney and NBC Ihave discovered. EA.com is also taking a chance in reaching out to an audience far from the core conSlJmers who made the parent company such a offline success in the first place. "I'd say it's a necessary step [for EA] but it's also risky, " notes Jupiter's Pidgeon. "This is experimental and it's never been done with this audience. They're trying to sell content to an audience that's not used to paying for content." Finally, it's worth noting that EA.com will face stiff comp etition in this space going forward . Currently the top onlin e-only series is not an EA.com product, but rather Sony's EverQuest. Sony partnered with AOL in May amid rumors that the AOLjEA relationship was floundering. Also in the background are players such as RealNetworks, which recently anr:Jounced its RealArcade technology to allow downloads of free and paid-for games through its network. Still , in the current environment where many content creators and advertisers are stuck repeating the mantra, "Wait until broadband, " EA is taking gutsy strides toward proving that subscriptions and advertising can work right now as a business model. "We're building a relationstt ip with consumers in a narrowband environment, " says Riccitiello . "When broadband rea ches critical mass, we can migrate that relationship onto the new technology. " 0