Skip to main content
Log in

Game advertising: a conceptual framework and exploration of advertising prevalence

  • Published:
The Computer Games Journal

Abstract

Although academic business-based research into the area of Video and Computer Games (games) has increased in recent years, it will be shown that these have had a propensity to concentrate upon either Advergames or In-Game Advertising. However, this does not present the full picture of the association of games with advertising, and as such, a conceptual framework is offered, which is more inclusive of other aspects of marketing concepts used. Furthermore, our results into game advertising prevalence within the top 200 games within each year from 2005 through 2009 show that nearly 38% of these had advertising and marketing associations and that over 30% were through Around-Game Advertising associations.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

References

  1. Martinez, M. (2008) ‘Video gamers grow up, ge. down to business’ Chicago Tribune [online]. Published: 21 July 2008. Available from: http://articles.chicagotribune.com/2008-07-21/news/0807200160_1_entertainment-software-association-average-gamer-video-games [accessed 12 March 2014]

    Google Scholar 

  2. Chatfield, T. (2010) ‘Video games are not just for geeks any more’ London Evening Standard [Online]. Published: 9 November 2010. Available from: http://www.standard.co.uk/news/video-games-are-not-just-for-geeks-any-more-6533995.html [accessed 12 March 2014]

    Google Scholar 

  3. Hargrave, L. (2011) ‘Gaming, It’s Not Just For Geeks’, The Atlantic. [Online], Published: October 2011. Available from: http://www.inarchive.com/page/2011-12-03/http://www.theatlantic.com/sponsored/merrill-lynch/archive/2011/10/gaming-its-not-just-for-geeks/246964/window.location.hash.substr(2); [accessed 12 March 2014]

    Google Scholar 

  4. BrandRepublic (2009). Official: Gaming Is Not Just for Geeks. brandrepublic.com, Published. 19 June 2009. Available from: http://www.brandrepublic.com/news/914688/Official-gaming-not-just-geeks/ [accessed 12 March 2014]

    Google Scholar 

  5. Wallop, H. (2009) ‘Average Wage Falls for the First Time in at Least 45 Years, bu. Not in Public Sector.’ The Telegraph. Published: 13 May 2009. Available from: http://www.telegraph.co.uk/news/uknews/5314132/Average-wage-falls-for-the-first-time-in-at-least-45-years-but-not-in-public-sector.html [accessed 12 March 2014]

    Google Scholar 

  6. IABUKReport (2011). ‘Gaming Britain: A Nation United by Digital Play.’ Interactive Advertising Bureau UK. Available from: http://www.iabuk.net/research/library/gaming-britain-a-nation-united-by-digital-play-booklet [accessed 12 March 2014]

    Google Scholar 

  7. ESAReport (2012). ‘2012 Sales, Demographi. and Usage Data: Essential Facts About the Computer and Video Game Industry’. Entertainment Software Association. Available from: http://www.theesa.com/facts/pdfs/esa_ef_2012.pdf [accessed 12 March 2014]

    Google Scholar 

  8. ESAReport (2013), ‘2013 Sales, Demographi. and Usage Data: Essential Facts About the Computer and Video Game Industry’, Entertainment Software Association, Accessed. 12 March 2014, Available from: http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf

    Google Scholar 

  9. Cary, J. (2003) ‘Trigger Happy.’ Third Way 26.3, p.26

    Google Scholar 

  10. Nayak, M. (2013) ‘Factbox-a Look at the $66 Billion Video-Games Industry.’ Reuters.com. Published: 10 June 2013. Available from: http://in.reuters.com/article/2013/06/10/gameshow-e-idINDEE9590DW20130610 [accessed 12 March 2014]

    Google Scholar 

  11. O’Mara, M. (2013) ‘U.S. Video Game Sales Drop 9% in 2012 Despite Rise in Digital Revenue.’ Financialpost.com. Published: 6 February 2013, Available from: http://business.financialpost.com/2013/02/06/u-s-video-game-sales-drop-9-in-2012-despite-rise-in-digital-revenue/?lsa=87da-88e5 [accessed 12 March 2014]

    Google Scholar 

  12. Silverman, D. (2013) ‘IAB Internet Advertising Revenue Report 2012 Full Year Results.’ Internet Advertising Revenue. Published: April 2013, Available from: http://www.iab.net/media/file/IAB_Internet_Advertising_Revenue_Report_FY_2012_rev.pdf [accessed 12 March 2014]

    Google Scholar 

  13. Marchand, A. & Hennig-Thurau, T. (2013) ‘Value Creation in the Video Game Industry: Industry Economics, Consume. Benefits, an. Research Opportunities.’ Journal of Interactive Marketing 27(3), pp.141–157.

    Article  Google Scholar 

  14. Nelson, M.R. (2002) ‘Recall of Brand Placements in Computer/ Video Games.’ Journal of Advertising Research 42(2), pp.80–92

    Article  Google Scholar 

  15. Nelson, M.R.; Yaros, R.A. & Keum, H. (2006) ‘Examining the Influence of Telepresence on Spectator and Player Processing of Real and Fictitious Brands in a Computer Game.’ Journal of Advertising 35(4), pp.87–99

    Article  Google Scholar 

  16. Kim, A. (2006) ‘The New Era of in-Game Advertising: The Fading Line between Fantasy and Reality.’ Harris Interactive Trends & Tudes Newsletter: Harris Interactive 1–6.

    Google Scholar 

  17. Lehu, J. (2007) ‘Using All Available Vectors.’ In: Branded Entertainment: Product Placement and Brand Strategy in the Entertainment Business, London: Kogan Page Ltd, pp.159–192.

    Google Scholar 

  18. Panda, R. (2008) ‘Building Brand Association through in-Game Advertising.’ Tata Consultancy Services, White Paper, [Online]. Available from: http://www.tcs.com/SiteCollectionDocuments/White%20Papers/tcs_innovation_whitepaper_Building-brand-associations.pdf [accessed 12 March 2014]

    Google Scholar 

  19. Jung, J.M.; Min, K.S. & Kellaris, J.J. (2011) ‘The Games People Play: How the Entertainment Value of Online Ads Helps or Harms Persuasion.’ Psychology and Marketing 28(7), pp.661–681.

    Article  Google Scholar 

  20. Bleumers, L.; All, A.; Marien, I.; Schurmans, D.; Van Looy, J.; Jacobs, A.; Willaert, K. & de Grove, F. (2012) ‘State of Play of Digital Games for Empowerment and Inclusion: A Review of the Literatureand Empirical Cases’.’ In: James Stewart (ed.), JRC Technical Reports, Luxembourg: Joint Research Centre of the European Commission, p. 1–186.

    Google Scholar 

  21. Nairn, A. & Hang, H. (2012) ‘Advergames: ‘It’s Not an Advert–It Says Play!’ a Review of Research.’ In: Family and Parenting Institute Reports, London: Family and Parenting Institute, pp.1–22.

    Google Scholar 

  22. Lovell, N. (2014) ‘Gamification. Advergaming. Transmedia. The Games brief Guide to Marketing and Games’. Games Brief. Published: 6 June 2011. Available from: http://www.gamesbrief.com/2011/06/gamification-advergaming-transmedia-the-gamesbrief-guide-to-marketing-and-games/ [accessed 12 March 2014]

    Google Scholar 

  23. Steffen, C.; Mau, G. & Schramm-Klein, H. (2013) ‘Who Is the Loser When I Lose the Game? Does Losing an Advergame Have a Negative Impact on the Perception of the Brand?’ Journal of Advertising 42(2-3), pp.183–195.

    Article  Google Scholar 

  24. Peters, S. & Leshner, G. (2013) ‘Get in the Game: The Effects of Game-Product Congruity and Product Placement Proximity on Game Players’ Processing of Brands Embedded in Advergames.’ Journal of Advertising 42(2-3), pp.113–130.

    Article  Google Scholar 

  25. Besharat, A.; Kumar, A.; Lax, J.R. & Rydzik, E.J. (2013) ‘Leveraging Virtual Attribute Experience in Video Games to Improve Brand Recall and Learning.’ Journal of Advertising 42(2-3), pp.170–182.

    Article  Google Scholar 

  26. Sukoco, B.M. & Wu, W. (2011) ‘The Effects of Advergames on Consumer Telepresence and Attitudes: A Comparison of Products with Search and Experience Attributes.’ Expert Systems with Applications 38(6), pp.7396–7406.

    Article  Google Scholar 

  27. Lewis, B. & Porter, L. (2010) ‘In-Game Advertising Effects.’ Journal of Interactive Advertising 10(2), pp.46–60.

    Article  Google Scholar 

  28. Gross, M.L. (2010) ‘Advergames and the Effects of Game-Product Congruity.’ Computers in Human Behavior 26(6), pp.1259–1265.

    Article  Google Scholar 

  29. Cauberghe, V. & De Pelsmacker, P. (2010) ‘Advergames.’ Journal of Advertising 39(1), pp.5–18.

    Article  Google Scholar 

  30. IAB (2014a) ‘About the IAB’ Interactive Advertising Bureau. Available from: http://www.iab.net/about_the_iab [accessed 12 March 2014]

    Google Scholar 

  31. IAB (2014b) ‘IAB: A Global Network.’ Interactive Advertising Bureau. Available from: http://www.iab.net/global [accessed 12 March 2014]

    Google Scholar 

  32. IAB (2014c) ‘IAB Games Committee Names New Co-Chair, Travi. Howe.’ Interactive Advertising Bureau Available from: http://www.iab.net/iablog/2013/06/games-committee.html [accessed 12 March 2014]

    Google Scholar 

  33. Madden, D. (2007) ‘Game Advertising Platform Status Report: Let the Games Begin.’ Interactive Advertising Bureau. Published: October 2007. Available from: http://www.iab.net/media/file/games-reportv4.pdf [accessed 12 March 2014]

    Google Scholar 

  34. Madden, D. & Richards, J.J. (2010) ‘Plat form Status Report: Game Advertising.’ Interactive Advertising Bureau. Available from: http://www.iab.net/media/file/IAB-Games-PSR-Update_0913.pdf [accessed 12 March 2014]

    Google Scholar 

  35. Culp, J.; Bell, R.A. & Cassady, D. (2010) ‘Characteristics of food industry web sites and advergames targeting children’ Journal of Nutrition Education and Behavior 42(3), pp.197–201.

    Article  Google Scholar 

  36. Branwyn, G. (2001) ‘Jargon Watch.’ Wired Magazine. [Online], Published: 9 October 2001, Available from: http://www.wired.com/wired/archive/9.10/mustread.html?pg=7 [accessed 12 March 2014]

    Google Scholar 

  37. Robbins, B. (2005) ‘2005 Casual Games White Paper.’ International Games Developers Association, [Online], 1–125. Availablefrom: http://www.igda.org/sites/default/files/IGDA_CasualGames_Whitepaper_2005.pdf [accessed 12 March 2014]

    Google Scholar 

  38. Robbins, B. (2006) ‘2006 Casual Games White Paper.’ International Games Developers Association, [Online], 1–116, Available from: http://archives.igda.org/casual/IGDA_CasualGames_Whitepaper_2006.pdf [accessed 12 March 2014]

    Google Scholar 

  39. Alvy, L.M. & Calvert, S.L. (2008) ‘Food Marketing on Popular Children’s Web Sites: A Content Analysis.’ Journal of the American Dietetic Association 108(4), pp.710–713.

    Article  Google Scholar 

  40. Grimes, S.M. (2008) ‘Kids’ Ad Play: Regulating Children’s Advergames in the Converging Media Content.’ International Journal of Communications Law & Policy 12 (Winter), pp.161–178.

    Google Scholar 

  41. Sadler, N.; Kelly, T.S. & Rhind, A. (2008) ‘Advertising and Video Games.’ in MC Insight Magazine: Media Contacts HAVAS Digital, 1–25.

    Google Scholar 

  42. Bakir, A. & Vitell, S.J. (2010) ‘The Ethics of Food Advertising Targeted toward Children: Parental Viewpoint.’ Journal of Business Ethics 91(2), pp.299–311.

    Article  Google Scholar 

  43. An, S. & Stern, S. (2011) ‘Mitigating the Effects of Advergames on Children.’ Journal of Advertising 40(1), pp.43–56.

    Article  Google Scholar 

  44. Dias, M. & Agante, L. (2011) ‘Can Advergames Boost Children’s Healthier Eating Habits? A Comparison between Healthy and Non-Healthy Food.’ Journal of Consumer Behaviour 10(3), pp.152–160.

    Article  Google Scholar 

  45. Harris, J.L.; Speers, S.E.; Schwartz, M.B. & Brownell, K.D. (2011) ‘Us Food Company Branded Advergames on the Internet: Children’s Exposure and Effects on Snack Consumption.’ Journal of Children and Media 6(1), pp.51–68.

    Article  Google Scholar 

  46. Hofmeister-Toth, A. & Nagy, P. (2011) ‘The Content Analysis of Advergames in Hungary.’ Qualitative Market Research: An International Journal 14(3), pp.289–303.

    Article  Google Scholar 

  47. Van Reijmersdal, E.A.; Rozendaal, E. & Buijzen, M. (2012) ‘Effects of Prominence, Involvement. and Persuasion Knowledge on Children’s Cognitive and Affective Responses to Advergames.’ Journal of Interactive Marketing 26(1), pp.33–42.

    Article  Google Scholar 

  48. Abbot, D. (2008) ‘Business Models.’ (2008–2009) Casual Games White Paper, [Online]. In: Dave Rohrl (ed.), International Games Developer Association, pp.84–86. Published: 30 November 2008, Available from: http://archives.igda.org/casual/IGDA_Casual_Games_White_Paper_2008.pdf [accessed 12 March 2014]

    Google Scholar 

  49. Wolf, M.J.P. (2012) ‘Advergames.’ In: Encyclopedia of Video Games: The Culture, Technology. and Art of Gaming, Santa Barbara: Greenwood Press, pp.15–17.

    Google Scholar 

  50. ESAReport. (2010) ‘Video Games in the Work Place.’ Entertainment Software Association. Available from: http://nelcollegemedia.wikispaces.com/file/view/ESA_Workplace+2010.pdf [accessed 12 March 2014]

    Google Scholar 

  51. Dalzell, T. & Victor, T. (2008) The Concise New Partridge Dictionary of Slang and Unconventional English. Abingdon: Routledge.

    Google Scholar 

  52. Ip, B. (2009) ‘Product Placement in Interactive Games.’ In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, Athens, Greec. (ACM), pp.89–97.

    Google Scholar 

  53. Turner, J.; Scheller-Wolf. & Tayur, S. (2011) ‘Or Practice—Scheduling of Dynamic in-Game Advertising.’ Operations Research 59(1), pp.1–16.

    Article  MathSciNet  MATH  Google Scholar 

  54. Bardzell, J.; Bardzell, S. & Pace, T. (2008) Player Engagement and in-Game Advertising. Charlestown: OTO Insights New Media Research

    Google Scholar 

  55. Yang, M.; Roskos-Ewoldsen, D.R.; Dinu, L. & Arpan, L.M. (2006) ‘The Effectiveness of ‘in-Game’ Advertising: Comparing College Students’ Explicitand Implicit Memory for Brand Names.’ Journalof Advertising 35(4), pp.143–152.

    Article  Google Scholar 

  56. Mau, G. & Silberer, G. (2008) ‘Can Every Brand Win with in-Game Advertising? The Role of Brand Familiarity.’ In: European Advertising Academy ICORIA 2008, Antwerp.

    Google Scholar 

  57. Clavio, G.; Kraft, P.M. & Pedersen, P. (2009) ‘Communicating with Consumers through Video Games: An Analysis of Brand Development within the Video Gaming Segment of the Sports Industry.’ International Journal of Sports Marketing & Sponsorship 10(2), pp.143–156.

    Article  Google Scholar 

  58. Chang, Y.; Lou, J. & Yan, X. (2010) ‘Research on the Influence Mechanism of Online in-Game Advertising Psychological Effect.’ In: 2010 International Conference on Management & Service Science, Shanghai.

    Google Scholar 

  59. Griffin, J. & Fain, J. (2009) ‘In-Game Advertising Measurement Guidelines Draft V6.0.’ Interactive Advertising Bureau. Published: June 2009. Available from: http://www.iab.net/media/file/ingame-guidelines-public.pdf [accessed 12 March 2014]

    Google Scholar 

  60. Schulzke, M. (2012), ‘Campaigning in the Digital World: Obama’s Use of Dynamic Advertisements.’ Journal of Information Technology & Politics 9(4), pp.338–351.

    Article  Google Scholar 

  61. Krihak, J. (2008) ‘Welcome to the Video Game Newsletter.’ MEC Interaction-Mediaedge: CIA Active Engagement. Published: July 2008, Availablefrom:http://www.docstoc.com/docs/28559598/Video-Game-Newsletter-JulyLayout-1qxd [accessed 12 March 2014]

    Google Scholar 

  62. Steiner, T. (2008) ‘Advertising in Online Games and EC Audiovisual Media Regulation.’ Swiss National Centre of Competence in Research, Workin. Paper [Online], Published: January 2008, Available from: http://www.unilu.ch/files/advertising.pdf [accessed 12 March 2014]

    Google Scholar 

  63. Wallington, J. (2010) ‘Advertising and Games: The Immersive Interactive Revolution.’ Internet Marketing Handbook Series. [Online] Internet Advertising Bureau, Availabl. from: http://www.iabuk.net/sites/default/files/IABGameshandbook_7059.pdf [accessed 12 March 2014]

    Google Scholar 

  64. IAB Report. (2010) ‘Platform Status Report: Game Advertising.’ Interactive Advertising Bureau, pp.1–17. Available from: http://www.iab.net/media/file/IAB-Games-PSR-Update_0913.pdf [accessed 12 March 2014]

    Google Scholar 

  65. Miller, A. (2008) ‘Overview of Ad Supported Web Games.’ (2008–2009) Casual Games White Paper. David Rohl (ed.), International Game Developers Association, pp.113–116. Published: 30 November 2008. Available from: http://archives.igda.org/casual/IGDA_Casual_Games_White_Paper_2008.pdf [accessed 12 March 2014]

    Google Scholar 

  66. Wang, K.; Shih, E. &, Peracchio, L.A. (2013) ‘How Banner Ads Can Be Effective.’ International Journal of Advertising 32(1), pp.121–141.

    Article  Google Scholar 

  67. Bae, E.S. (2003) ‘Pop-up Advertising Online: Slaying the Hydra.’ Rutgers Computer & Technology Law Journal 29(1), pp.139–162.

    Google Scholar 

  68. Yoon, G. & Vargas, P.T. (2013) ‘Seeing without Looking: The Effects of Hemispheric Functioning on Memory for Brands in Computer Games.’ Journal of Advertising 42(2–3), pp.131–141.

    Google Scholar 

  69. Purchese, R. (2009), ‘Sony Removes in-Game Advert Following Load-Time Increase.’ gamesindustry.biz, Published: 4 August 2009. Available from: http://www.gamesindustry.biz/articles/sony-removes-in-game-advert-that-increased-load-times [accessed 12 March 2014]

    Google Scholar 

  70. Charlesworth, A. (2009) Internet Marketing: A Practical Approach. Oxford: Butterworth-Heinemann

    Google Scholar 

  71. Nichols, J. (2008) ‘Fundamentals of Marketing through Games.’ Catalyst Reports, techrepublic.com, Published. April 2008. Availablefrom: http://www.techrepublic.com/resource-library/whitepapers/catalyst-reports-fundamentals-of-marketing-through-games/ [accessed 12 March 2014]

    Google Scholar 

  72. LIMA. (2013) Introduction to Licensing: Terms and Definitions. International Licensing Industry Merchandisers’ Association. Available at: https://www.licensing.org/education/intro-to-licensing/ [accessed 12 March 2014]

    Google Scholar 

  73. Chalmers, J.; Carragher, N.; Davoren, S. & O’Brien, P. (2013) ‘Real or Perceived Impediments to Minimum Pricing of Alcohol in Australia: Public Opinion, th. Industry and the Law.’ International Journal of Drug Policy 24(6), pp.517–523.

    Article  Google Scholar 

  74. Sheldon, R. (2007) ‘Effective Marketing-Reaching Clients with Cross Promotion.’ ezinearticles.com. Available from: http://ezinearticles.com/?Effective-Marketing—Reaching-Clients-with-Cross-Promotion&id=512707 [accessed 12 March 2014]

    Google Scholar 

  75. BusinessWire. (1998) ‘Psygnosis and Diesel Bring Together Cutting-Edge Interactive Gaming and Fashion Design.’, thefreelibrary.com, Published: 8 December 1998. Available from: http://www.thefreelibrary.com/Psygnosis+and+Diesel+Bring+Together+Cutting-Edge+Interactive+Gaming…-a053364817 [accessed 12 March 2014]

    Google Scholar 

  76. Goddard, C. (2003), ‘Diesel: Denim Design.’ brandrepublic.com Published: 1 April 2003. Available from: http://www.brandrepublic.com/news/175833/DIESEL-Denim-design/?DCMP=ILC-SEARCH [accessed 12 March 2014]

    Google Scholar 

  77. ChryslerGroupLLC. (2011) ‘Jeep Brand Partners with Activision Publishing, Inc. On Call of Duty: Black Ops Introduces Limited-Edition 2011 Jeep Wrangler Call of Duty: Black Ops Edition.’ prnewswire.com Published: 19 October 2011, Available from: http://www.prnewswire.com/news-releases/jeep-brand-partners-with-activision-publishing-inc-on-call-of-duty-black-ops-105251703.html [accessed 12 March 2014]

    Google Scholar 

  78. ChryslerGroupLLC. (2012) ‘Jeep Wrangler 2012 Brochure.’ chryslercommercialvehicles.com Available from: http://www.chryslercommercialvehicles.com/assets/downloads/brochures/jeep/2012_wrangler.pdf [accessed 12 March 2014]

    Google Scholar 

  79. Steinman, R.B. & Wolfrom, B.T. (2012) ‘The Effect of Brands’ Unethical Actions on Consumers’ Attitudes in the Fast Moving Consumer Goods Domain.’ Business Management Dynamics 2(3), pp.32–39.

    Google Scholar 

  80. Beavis, C. (2007) ‘It’s the ‘E-Thing’: World of Warcraft Meets Coke in China.’ Screen Education 46, pp.122–127.

    Google Scholar 

  81. Hampp, A. (2008), ‘Mountain Dew Sets Its Sights on Video Game Market: Collaboration with Spike TV Will Spotlight Trials and Tribulations of Independent Gamers.’, adage.com, Published: 11 December 2008. Available from: http://adage.com/article/madisonvine-news/mountain-dew-sets-sights-video-game-market/133193/ [accessed 12 March 2014]

    Google Scholar 

  82. Muzellec, L.; Lynn, T. & Lambkin, M. (2012) ‘Branding in Fictional and Virtual Environments: Introducing a New Conceptual Domain and Research Agenda.’ European Journal of Marketing 46(6), pp.811–826.

    Article  Google Scholar 

  83. Fahey, M. (2010) ‘Would You Be a Pepper for EA DLC?’, kotaku.com, Published: 9 January 2010. Available from: http://www.kotaku.com.au/2010/01/would-you-be-a-pepper-for-ea-dlc/ [accessed 12 March 2014]

    Google Scholar 

  84. Tassi, P. (2011) ‘Modern Warfare 3’s Pepsi Cross Promotion Steps over the Line.’ forbes.com, Published: 28 September 2011, Available from: http://www.forbes.com/sites/insertcoin/2011/09/28/modern-warfare-3s-pepsi-cross-promotion-steps-over-the-line/ [accessed 12 March 2014]

    Google Scholar 

  85. Gaudiosi, J. (2012) ‘Mountain Dew Exec Explains Why Halo 4 Received Double XP over Call of Duty: Black Ops II.’, forbes.com, Published: 10 October 2012. Available from: http://www.forbes.com/sites/johngaudiosi/2012/10/10/mountain-dew-exec-explains-why-halo-4-received-double-xp-over-call-of-duty-black-ops-ii/ Accessed 22 October 2013 [accessed 12 March 2014]

    Google Scholar 

  86. Zheng, L. (2012) ‘V Energy Drink to Introduce New Flavour for Halo 4 ‘Purple Plasma’ and Xbox Giveaway.’ istartedsomething.com, 27 August 2012. Available from: http://www.istartedsomething.com/20120827/v-energy-drink-to-introduce-new-flavour-for-halo-4/ [accessed 12 March 2014]

    Google Scholar 

  87. Dobson, J. (2007), ‘Viva Pinata Toys Are Latest Spawn from Microsoft, B. Love In.’ joystiq.com, Published: 8 October 2007, Available from: http://www.joystiq.com/2007/10/08/viva-pinata-toys-are-latest-spawn-from-microsoft-bk-love-in/ [accessed 12 March 2014]

    Google Scholar 

  88. Fahey, M. (2009), ‘Subway Teams with Konami to Promote Healthy DDR Sales.’ kotaku.com, Published: 6 January 2009. Available from: http://kotaku.com/5124620/subway-teams-with-konami-to-promote-healthy-ddr-sales [accessed 12 March 2014]

    Google Scholar 

  89. Hill, J. (2010), ‘Get a Free Copy of MySims with Your Taco.’, Published: 25 September 2010, Available from: http://www.technologytell.com/gaming/61792/get-a-free-copy-of-mysims-with-your-taco/ [accessed 12 March 2014]

    Google Scholar 

  90. Gander, M. (2013) ‘Fast Food Freebies.’, gamesasylum.com, Published: 17 April 2013, Available from: http://www.gamesasylum.com/2013/04/17/gaming-happy-meals-a-grease-covered-history/ [accessed 12 March 2014]

    Google Scholar 

  91. Hardy, J. (2010) Cross-Media Promotion. New York: Peter Lang Publishing Inc

    Book  Google Scholar 

  92. VGChartz. (2013) ‘VGCHARTZ Methodology.’ vgchartz.com, Available from: http://www.vgchartz.com/methodology.php [accessed 12 March 2014]

    Google Scholar 

  93. Andrejevic, M. (2009) ‘Productive Play 2.0: The Logic of in-Game Advertising.’ Media International Australia 130, pp.66–76.

    Google Scholar 

  94. McGarvey, R. (2008), ‘Are You Game?’ In: ANA Magazine: WARC, pp.40–43.

    Google Scholar 

  95. Thompson, D. (2006) ‘Engaging Consumers with in-Game Communication.’ Admap 92.471, pp.26–28.

    Google Scholar 

References in Table 1

  • An, S. & Stern, S. (2011) ‘Mitigating the Effects of Advergames on Children.’ Journal of Advertising 40(1), pp.43–56.

    Article  Google Scholar 

  • Bambauer, S. (2006) ‘Effects of Brand Placement in Pc/Video Games on the Change of the Attitude toward the Advertised Brand.’ In: 2006 Summer Marketing Educators’ Conference, (Ed: Dhruv Grewel), Chicago: American Marketing Association, pp.231–240.

    Google Scholar 

  • Besharat, A.; Kumar, A.; Lax, J.R. & Rydzik, E.J. (2013) ‘Leveraging Virtual Attribute Experience in Video Games to Improve Brand Recall and Learning.’ Journal of Advertising 42(2-3), pp.170–182.

    Article  Google Scholar 

  • Cauberghe, V. & De Pelsmacker, P. (2010) ‘Advergames.’ Journal of Advertising 39(1), pp.5–18.

    Article  Google Scholar 

  • Chaney, I.M.; Lin, K. & Chaney, J. (2004) ‘The Effect of Billboards within the Gaming Environment.’ Journalof Interactive Advertising 5(1), pp.37–45.

    Article  Google Scholar 

  • Choi, Y.K.; Lee, S. & Li, H. (2013) ‘Audio and Visual Distractions and Implicit Brand Memory: A Study of Video Game Players.’ Journal of Advertising 42(2-3), pp.219–227.

    Article  Google Scholar 

  • Dahl, S.; Eagle, L. & Baez, C. (2009) ‘Analyzing Advergames: Active Diversions orActually Deception. An Exploratory Study of Online Advergames Content.’ Young Consumers: Insight and Ideas for Responsible Marketers 10(1), pp.46–59.

    Article  Google Scholar 

  • Dias, M. & Agante, L. (2011) ‘Can Advergames Boost Children’s Healthier Eating Habits? A Comparison between Healthy and Non-Healthy Food’ Journal of Consumer Behaviour 10(3), pp.152–160.

    Article  Google Scholar 

  • Gangadharbatla, H.; Bradley, S. & Wise, W. (2013) ‘Psychophysiological Responses to Background Brand Placements in Video Games.’ Journal of Advertising 42(2-3), pp.251–263.

    Article  Google Scholar 

  • Grigorovici, D.M. & Constantin, C.D. (2004) ‘Experiencing Interactive Advertising Beyond Rich Media.’ Journal of Interactive Advertising 5(1), pp.22–36.

    Article  Google Scholar 

  • Gross, M.L. (2010) ‘Advergames and the Effects of Game-Product Congruity.’ Computers in Human Behavior 26(6), pp.1259–1265.

    Article  Google Scholar 

  • Mau, G.; Silberer, G. & Constien, C. (2008) ‘Communicating Brands Playfully: Effects of in-Game Advertising for Familiar and Unfamiliar Brands.’ International Journal of Advertising 27(5), pp.827–851.

    Article  Google Scholar 

  • Gurau, C. (2008) ‘The Influence of Advergames on Players’ Behaviour: An Experimental Study.’ Electronic Markets 18(2), pp.106–116.

    Article  Google Scholar 

  • Hernandez, M.D.; Chapa, S.; Minor, M.S.; Maldonado, C. & Barranzuela, F. (2004) ‘Hispanic Attitudes toward Advergames.’ Journal of Interactive Advertising 5(1), pp.74–83.

    Article  Google Scholar 

  • Hofmeister-Toth, A. & Nagy, P. (2011) ‘The Content Analysis of Advergames in Hungary’ Qualitative Market Research: An International Journal 14(3), pp.289–303.

    Article  Google Scholar 

  • Kinard, B.R. & Hartman, K.B. (2013) ‘Are You Entertained? The Impact of Brand Integration and Brand Experience in Television-Related Advergames.’ Journal of Advertising 42(2-3), pp.196–203.

    Article  Google Scholar 

  • Schneider, L. & Cornwell, T.B. (2005) ‘Cashing in on Crashes Via Brand Placement in Computer Games: The Effects of Experience and Flow on Memory.’ International Journal of Advertising 24(3), pp.321–343.

    Article  Google Scholar 

  • Lee, M. & Faber, R.J. (2007) ‘Effects of Product Placement in on-Line Games on Brand Memory: A Perspective of the Limited-Capacity Model of Attention.’ Journal of Advertising 36(4), pp.75–90.

    Article  Google Scholar 

  • Mallinckrodt, V. & Mizerski, D. (2007), ‘The Effects of Playing an Advergame on Young Children’s Perceptions, Preferences, and Requests.’ Journal of Advertising 36(2), pp.87–100.

    Article  Google Scholar 

  • Mackay, T.; Ewing, M.; Newton, F. & Windisch, L. (2009) ‘The Effect of Product Placement in Computer Games on Brand Attitude and Recall.’ International Journal of Advertising 28(3), pp.423–438.

    Article  Google Scholar 

  • Molesworth, M. (2006) ‘Real Brands in Imaginary Worlds: Investigating Players’ Experiences of Brand Placement in Digital Games.’ Journalof Consumer Behaviour 5(4), pp.355–366.

    Article  Google Scholar 

  • Moore, E.S. (2004) ‘Children and the Changing World of Advertising.’ Journal of Business Ethics 52(2), pp.161–167.

    Article  Google Scholar 

  • Moore, E.S. & Rideout, V.J. (2007) ‘The Online Marketing of Food to Children: Is It Just Fun and Games?’ Journal of Public Policy & Marketing 26(2), pp.202–220.

    Article  Google Scholar 

  • Nelson, M.R. (2002) ‘Recall of Brand Placements in Computer/Video Games.’ Journal of Advertising Research 42(2), pp.80–92.

    Article  Google Scholar 

  • Nelson, M.R.; Keum, H. & Yaros, R.A. (2004) ‘Advertainment or Adcreep Game Players’ Attitudes toward Advertising and Product Placements in Computer Games.’ Journal of Interactive Advertising 5(1), pp.3–21.

    Article  Google Scholar 

  • Nelson, M.R.; Yaros, R.A. & Keum, H. (2006) ‘Examining the Influence of Telepresence on Spectator and Player Processing of Real and Fictitious Brands in a Computer Game.’ Journal of Advertising 35(4), pp.87–99.

    Article  Google Scholar 

  • Okazaki, S. & Yague, M.J. (2012) ‘Responses to an Advergaming Campaign on a Mobile Social Networking Site: An Initial Research Report.’ Computers in Human Behavior 28(1), pp.78–86.

    Article  Google Scholar 

  • Pempek, T.A. & Calvert, S.L. (2009) ‘Tipping the Balance: Use of Advergames to Promote Consumption of Nutritious Foods and Beverages by Low-Income African American Children.’ Archives of Pediatrics & Adolescent Medicine 163(7), pp.633–637.

    Article  Google Scholar 

  • Peters, S. & Leshner, G. (2013) ‘Get in the Game: The Effects of Game-Product Congruity and Product Placement Proximity on Game Players’ Processing of Brands Embedded in Advergames.’ Journal of Advertising 42(2-3), pp.113–130.

    Article  Google Scholar 

  • Poels, K.; Janssens, W. & Herrewijn, L. (2013) ‘Play Buddies or Space Invaders? Players’ Attitudes toward in-Game Advertising.’ Journal of Advertising 42(2-3), pp.204–218.

    Article  Google Scholar 

  • Redondo, I. (2012) ‘The Effectiveness of Casual Advergames on Adolescents’ Brand Attitudes.’ European Journal of Marketing 46(11/12), pp.1671–1688.

    Article  Google Scholar 

  • Steffen, C.; Mau, G. & Schramm-Klein, H. (2013) ‘Who Is the Loser When I Lose the Game? Does Losing an Advergame Have a Negative Impact on the Perception of the Brand?’ Journal of Advertising 42(2-3), pp.183–195.

    Article  Google Scholar 

  • Terlutter, R. & Capella, M.L. (2013) ‘The Gamification of Advertising: Analysis and Research Directions of in-Game Advertising, Advergames, and Advertising in Social Network Games.’ Journal of Advertising 42(2-3), pp.95–112.

    Article  Google Scholar 

  • Thomson, D.M. (2010) ‘Marshmallow Power and Frooty Treasures: Disciplining the Child Consumer through Online Cereal Advergaming.’ Critical Studies in Media Communication 27(5), pp.438–454.

    Article  Google Scholar 

  • Turner, J.; Scheller-Wolf, A. & Tayur, S. (2011) ‘Or Practice—Scheduling of Dynamic in-GameAdvertising.’ Operations Research 59(1), pp.1–16.

    Article  MathSciNet  MATH  Google Scholar 

  • Wise, K.; Bolls, P.D.; Kim, H.; Venkataraman, P. & Meyer, R. (2008) ‘Enjoyment of Advergames and Brand Attitudes.’ Journal of Interactive Advertising 9(1), pp.27–36.

    Article  Google Scholar 

  • Yang, M.; Roskos-Ewoldsen, D.R.; Dinu, L. & Arpan, L.M. (2006) ‘The Effectiveness of ‘in-Game’ Advertising: Comparing College Students’ Explicit and Implicit Memory for Brand Names.’ Journal of Advertising 35(4), pp.143–152.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Martin Williamson Smith.

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Williamson Smith, M., Sun, W., Sutherland, J. et al. Game advertising: a conceptual framework and exploration of advertising prevalence. Comput Game J 3, 95–124 (2014). https://doi.org/10.1007/BF03395948

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/BF03395948

Keywords

Navigation