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3/9/2010
Tuesday morning
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| Actually you mentioned (or at least implied) both. The main point is that to
get any sort of money out of an advertiser you are going ot have to cut them
a good deal. Otherwise they simply wont advertise in the game. There is not
enough value in it for the advertisers at the moment. They arent out to get
adverts everywhere fo no reason, they do it to increase revenues. If a
particular form of advertising costs more than the extra revenue it brings
in then most advertisers will simply avoid it. |
| I would like to take this opportunity to explain FOXTELs position in this
regard. All Pay-Tv networks require dual revenue streams to support the
cost of programming. Our decision to use advertising is in line with
Standard World Practice. Subscriber fees and advertising revenue combine to
provide the financial resources to support the cost of production and
programming. Advertising revenue also aids in supporting FOXTELs
development of Australian content and allows us to continually improve
service to subscribers. More quality programming, larger production,
acquisition budgets and additional channels result from this important
revenue stream. However, FOXTEL does not advertise in the same format as on
network channels. The network channels run approximately 12-14 minutes per
hour. Most of the FOXTEL channels only screen towards 6 to 8 minutes of
advertisements. Our advertisements are placed much more sympathetically as
opposed to interrupting programmes the way the network . |
| Also, I expect to get a decent advertising deal with a sponsor they will
want as much real-estate as you can give them. The inclusion of generic
brands is possible if your advertising space is premuim, like the space
on
an F1 car. However, I dont think in-game ad space is worth anything
like
enough money that anyone could get any useful revenue by dividing it up
like
that. Realistically youd have to sell out a large chunk of the game to
make
it work, its pretty much all-or-nothing. That may change in the future
when
games and audiences are bigger, but not these days.
The only way your suggested mixture of brands could be made to work that
I
can imagine would be through an arbitrator. That would allow a company
to
operate in much the same way as the webs banner exchanges, allocating
advertising space from a number of games to a number of advertisers.
Unfortunately I suspect that this model would be doomed to the sort of
inadequacies from which the web. |
| General Skills:
- Qualifications:
Highly organized & strong project management experience.
Team oriented, fun loving and hard working.
University, College or Technical degree or diploma in
Commerce specializing in marketing and advertising.
2-5 years experience with creating advertising solutions
in various types of mediums and collateral materials.
Superior written and verbal communication and customer
liaison skills.
Excellent computer and MS Office skills. FTP, Quark and
Illustrator experience are an added benefit.
OpenSkies Reservation System experience is an asset.
Media buying skills a definite asset. |
| Eepē wrote in message
news:3B936151.FF3B45AD@tnlc.com...
Uh, so what? While JUST having Coke ads might be boring, theres no
reason
games cant have MULTIPLE advertisers--in fact, the more advertisers the
more realistic! Plus generic fictional brands can still be used to
augment
any lack of real-world brands.
Bent C Dalager wrote:
In article , Eepē wrote:
Heh, visit the Active Worlds (http://activeworlds.com/) world Hole
to
see subtle advertising in action. It WORKS if designed well enough.
Whats simple is that you just dont seem to be even OPEN to the
idea
of
integrating real-world advertising into fictional games. But, its
already been done in car sims and sports games for years. Perhaps
you
just cant see Coke cans in Max Payne, but I can. Why? Because the
game
takes place in the present (early 21st century) on Earth, in the
US, in
New York (and New Jersey), and a Coke can would be COMPLETELY
acceptible
and f. |
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