Product Placement in Video Games
Interactive content such as games can be combined with advertisement in the form of product placement. Virtual characters can use sponsored objects and move in commercially themed environments. Further, quests and missions can contain brand messages. Those placements are most often sold by the video game owner to paying brands and agencies.
However, sometimes the economics are reversed and video-game makers pay for the rights to use real sports teams and players. Today, product placement in online video is also becoming common.
Online agencies are specializing in connecting online video producers, which are usually individuals, with brands and advertisers.
The following lists some examples from three decades of product placement in video games:
- Pole Position (1982)
- An early example of product placement in a video game is in 1982's Pole Position which has billboards along the track for other Atari Games.
- Pole Position II
- In Pole Position II the in-game billboards were paid adverts for Dentyne gum, 7-Eleven convenience stores and Tang orange drink mix.
- Action Biker
- A later example occurs in Action Biker (1984) for Skips crisps, a product by KP Snacks.
- Crazy Taxi (1999)
- More recently, Crazy Taxi (1999), featured real retail stores as game destinations.
- Alan Wake
- In Alan Wake the Energizer brand features prominently in the form of batteries and flashlights. Verizon also features in the game in the form of in-game billboards and cellphones, including Verizon's "Can you hear me now?" campaign.
Read more about this topic: Product Placement
Famous quotes containing the words video games, product, video and/or games:
“I recently learned something quite interesting about video games. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly our jets.”
—Ronald Reagan (b. 1911)
“Junk is the ideal product ... the ultimate merchandise. No sales talk necessary. The client will crawl through a sewer and beg to buy.”
—William Burroughs (b. 1914)
“We attempt to remember our collective American childhood, the way it was, but what we often remember is a combination of real past, pieces reshaped by bitterness and love, and, of course, the video pastthe portrayals of family life on such television programs as Leave it to Beaver and Father Knows Best and all the rest.”
—Richard Louv (20th century)
“In 1600 the specialization of games and pastimes did not extend beyond infancy; after the age of three or four it decreased and disappeared. From then on the child played the same games as the adult, either with other children or with adults. . . . Conversely, adults used to play games which today only children play.”
—Philippe Ariés (20th century)