PlayStation's game plan: scale ad rates for videos
By Kamau High
Adweek
December 3, 2007
With the
release last week of a video game called Pain, Sony
Computer Electronics America moved one step closer to
having what would amount to metrics for ads embedded
within video games on its consoles.
In Pain, which is available for download through Sony’s
PlayStation Network, players control a giant slingshot
that hurtles a figure through the air. The goal is to
hit objects with the figure, hence the game title. As
the figure is airborn, it passes dynamic billboards that
can carry real commercial messages and be changed at
anytime. Because the player has to download the game
from Sony’s network, only those with online-enabled
PlayStation 3’s will be able to play it.
Sony wants to charge different rates to advertisers
based on how many people are playing Pain. When more
people are engaged, rates would be higher, and when
fewer people are playing, rates would be lower.
This would, in effect, bring a ratings system to ad
pricing for Sony’s video games. Currently, most in-game
ad rates are based on projected sales and subsequent
populations of the game. Nielsen Media Research’s video
game division, Nielsen Games, will measure how many
people are playing and what ads they are seeing at a
given time. Nielsen Media Research, like Adweek, is a
unit of The Nielsen Co.
Nielsen Games will have access to back-end proprietary
data from Sony, which includes any information Sony
collects through its ad servers, said Gerardo Guzman,
business development and product strategy director,
Nielsen Games, who is based in Chicago.
Nielsen Games already offers game usage statistics
through a product called Nielsen GameMetrics. “Currently
we can tell you who is playing their PlayStation 3 and
other consoles, when they’re playing them and what
they’re playing,” said Guzman. “We can’t get inside the
game, at least not yet.”
Sony is the first game maker Nielsen is producing
metrics for, although the company did not rule out
working with other vendors.
“I hope we can extend this paradigm. Advertisers want to
reach game players across all media,” said Jonathan
Epstein, CEO of Double Fusion, an in-game advertising
network based in San Francisco. “Advertisers aren’t
saying they want Sony players or Xbox players, they want
gamers. For this to work it has to be across all
platforms, including the PC.” Double Fusion places most
of its ads on PCs.
“This allows clients to now purchase media with
confidence, if it works,” said Matthew Ammirati,
president of Ammirati here, who has worked with video
game clients such as Marc Ecko and Atari. “It’s always
been scary for clients to buy these new forms of media,
but now they’ve got something concrete and measurable.”
Advertisers will be charged a $30 CPM (cost per
thousand). For the launch of the game, all of the
advertising was either Sony related—"High Velocity
Bowling now available in the PlayStation Store"—or faux
ads (Moonriver Proctology). By the end of next year the
company hopes to have 20 games that can handle this type
of advertising.
While non-Sony advertisers have yet to be disclosed,
Darlene Kindle, director of Sony’s new in-game
advertising unit, did offer a scenario in which
companies would be interested in reaching the Sony
audience. “You can imagine people like Lionsgate, who
publish Blu-ray movies, getting involved. Media,
creative agencies and brands all want to be involved in
this program,” she said.
