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.
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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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