PepsiCo embraced
gamification in a high-profile way last fall by launching SoundOff,
a social-media platform for fans of "The X Factor" in which users
could gain standing based on their own activity and other users'
endorsements. The highest-ranking users qualified for a chance to
be acknowledged during the show.
How big is the ad market for social gaming?
EMarketer projects that social-gaming ad revenue was $368.9
million in 2011, with about 46% of that coming from the U.S. It
forecasts that the market will grow to $672.2 million by 2014.
What kind of inventory is available within social
games?
It ranges from banner and display ads to video to sponsorships
of content, game levels and other in-game brand integrations. For
instance, Zynga partnered with Best Buy in August to entice
CityVille players to build Best Buys within their cities in return
for virtual goods. The company reported that 7.9 million virtual
stores were built during the week of the promotion. While in-game
product placement is generating a lot of buzz, video is still the
most lucrative channel for social-gaming developers, according to
Julie Shumaker, general manager at developer and ad network RockYou
Media. A format that lets players opt in to watch a 30-second video
ad in exchange for in-game rewards like an extra life is gaining
traction, Ms. Shumaker said.
Social-game video inventory is widely sold by
cost-per-engagement. While that often equates to $30 CPM, marketers
can be sure that targeted gamers have actually seen the ad,
according to Ms. Shumaker.
An emerging crop of companies is dedicated to social-gaming ad
tech. For example, Adtivity by Appssavvy delivers display ads for
clients like Coca-Cola
based on player triggers such as saving an avatar, completing a
mission or sending a virtual gift. Its products have a
substantially higher CPM -- about $10 to $15 -- than Facebook ads,
but the reward is a captive audience, said CEO Chris Cunningham.
"Highly engaged users are open to receiving [clients']
advertising," Mr. Cunningham said.
What audience am I reaching?
Conventional wisdom says the casual gaming audience is still
predominantly female and between 25 and 54, making it attractive
for consumer-packaged goods brands.
Should I build a social game for my Facebook
page?
Development is expensive, and there's also the advertising
costs. "There's no reason to start a game with no traffic and spend
millions of dollars in media to drive people there," said Mr.
Cunningham, who noted that allusions to detergent or toothpaste
also tend to be heavy-handed in brand-commissioned games.
Some brands and agencies remain bullish, however. Bartle Bogle
Hegarty's Asia-Pacific office recently announced a partnership
with Perfetti Van Melle, owner of lollipop brand Chupa Chups, to
start social-game publisher Chuck Studios as an incubator for
developers creating games for the brand. Chuck Studios' first
product launched last week, but the agency has said it would
replicate the model for other interested brands.