Why putting an Ad inside a Game is Missing the Point writes Michael Anav

Why the biggest opportunity in gaming is not simply being seen, but giving players something they actually want to engage with.

There is a big difference between putting advertising inside a game and actually creating something for the people playing it.

That difference is where I think a lot of marketers are still getting gaming wrong.

If the starting point is simply, “How do we get our brand into this game?”, we are applying the same thinking we use across every other media channel. Find the audience, find the available space, put the message in front of them.

Gaming gives brands the opportunity to do something much more interesting.

Instead of asking where the ad should appear, ask what the brand could add to the experience.

It could be an item players can use. A challenge they can complete. A reward they can unlock. A store they can explore. A character they interact with. Or an entirely new mechanic built around the campaign idea.

Now the brand is not just something the player sees. It is something they can actually do something with.

That changes the role of the audience

Think about how most digital advertising works.

Someone is watching, reading or scrolling, and the brand is trying to earn a few seconds of attention before they move on.

Gaming starts from a completely different place.

Players are already participating. They are making choices, completing tasks, exploring environments, competing with other people and deciding what they want to do next.

So why would we take an audience that is actively engaged and give them something designed for passive consumption?

That feels like a missed opportunity.

The better question is what the brand can give them to participate in.

Being inside the game is not enough

Of course, simply making something interactive does not automatically make it good.

Players know the environments they spend time in. They understand how those worlds work, and they can tell very quickly when a brand has been dropped into one without much thought.

The experience still has to make sense.

It has to feel natural within the game. It has to give the player a reason to interact. And most importantly, it has to respect the fact that they came there to play, not to watch an ad.

That is a higher creative bar, but it is also what makes the channel so interesting.

Because when you get it right, the interaction with the brand does not have to end after a few seconds.

A player can spend minutes inside an experience. They can come back to it. They can bring friends into it. And sometimes what happens inside the game becomes something they talk about or share outside it too.

We need to stop thinking in placements

This is probably the biggest shift marketers need to make when approaching gaming.

The opportunity is not simply another place to put advertising.

It is access to environments where people are already choosing to spend their time and attention, and where brands can become part of what they are doing rather than compete with it.

That does not mean every brand needs to build its own game or create some enormous virtual world.

Quite the opposite.

Brands can work inside games people already love and are already playing, using the mechanics and behaviours that already make those environments engaging.

The question is no longer just, “Where can we place the brand?”

It is, “What can we give players that is worth interacting with?”

Once marketers start asking that question, gaming becomes a very different media opportunity.

By Michael Anav, CEO, ReachPlayers

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