OTOinsights "Player Engagement and In-Game Advertising"
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Transcript of OTOinsights "Player Engagement and In-Game Advertising"
www.OTOinsights.com 1
Engagement with In-Game Advertising
ARF Measurement 4.0 Conference
June 24, 2009
www.OTOinsights.com 2
OTOinsights In-Game Ad Research
In collaboration with researchers at the Indiana University School of Informatics and Microsoft’s Massive, OTOinsights utilized it’s Quantemo Neuromarketing Research Lab to study gamers and their engagement with in-game advertising.
To date, the effort has yielded a white paper titled “Player Engagement and In-Game Advertising” published in 2008:
http://tr.im/otoinsights_ingame2
The firm recently finished it’s second round of research and plans to publish the results in 2009.
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Problem – Research Questions
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Methods – OverviewStudy #1 (2008)• Focus on sports games
–Early adopters of IGA–Very prevalent advertising
• 11 games chosen–Diverse set of sports–Games at 80% or above
rating unless only one available
• 8 Participants
GamesAvg. Industry
Reviewer Score Median QPIBurnout Paradise 87% .608
College Hoops 2K7 81% -2.074
Guitar Hero 3 86% 2.300
NBA Live 08 73% 1.132
NBA Street Homecourt 83% 1.805
Madden NFL 08 83% -1.939
Project Gotham Racing 4 86% -.609
Sega Rally Revo 77% .124
Skate 87% -.619
Tony Hawk Project 8 82% -.604
Virtua Tennis 3 80% .389
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Methods – OverviewStudy #2 (2009)• Focus on NBA LIVE 09
–1 Game Chosen–NBA Live 08 was top ranked game in
Study #1
• Microsoft Massive Collaboration– Half of the subjects played the
standard game with five customized inserted ads, while half will play a modified game with no dynamic IGA
• 27 Participants
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Methods – ParticipantsStudy #1• Average age: 27• Sex: 2 female, 6 male• Average video game
experience: 6-10 yrs• Average weekly video
game playing: 7-10 hrs
Study #2• Average age: 27• Sex: 1 female, 26 male• Average video game
experience: 6-10 yrs• Average weekly video
game playing: 7-10 hrs
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Methods – Multi-modal
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Methods – Process
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Analysis – EngagementMost Engaging Least Engaging
Game Avg. QPI
Guitar Hero 3 1.824
NBA Live 2.743
NBA Street 1.969
Game Avg. QPI
Project Gotham Racing 4 -3.927
Tony Hawk Project 8 -1.838
NBA Sega Rally Revo -6.946
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Conclusions – Recency Effect
• Recency of an ad improves recall more so than frequency• High impact ads may be located at both frequent
and terminal game play points such as finish lines, save screens, menus, etc.
More Recent Ads Are More Readily Remembered
Avg. Early Ads Remembered
Avg. Early QPI
Late Ads Remembered
Avg. Late QPI
12% .23 88% 1.26
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Conclusions – Recency Effect
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Conclusions – Placement
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Conclusions – Placement
Even though most of our subjects were not familiar with Auto Racing, Potenza was one of the most remembered brands in the study due to its high impact placement.
See next slide for video footage ->
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Conclusions – Brand Knowledge
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Conclusions – Brand Knowledge
Though partially hidden on the left side of the screen, the Honda brand was still recalled by research subjects that were familiar with Tennis and their offline sponsors.
See next slide for video footage ->
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Conclusions – Emotions
• QPI >1 = Higher Brand Recall | QPI <1 = Lower Brand Recall
• Of those with QPIs of 2.0+, brand recognition and recall is above 50%
Developing association with engagement and brand recognition/recall
% Brandsfrom Engaging
Games
Avg. QPIEngagingGames
% Brandsfrom Base Games
Avg. QPIBase
Games
42% 1.08 30.15% .87
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Overall Conclusions
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Q & A
Jeremi [email protected]@jkarnell
Dan [email protected]@banderlin
OTOinsightswww.otoinsights.com@otoinsights