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Video: David Edery on In-Game Ads
An interview with David Edery, the author of Changing the Game (see excerpts on AdLab), at Brands and Games 2009 in Utrecht.
-- via
Case Study: Burger King's Advergames - Part 2
This is part 2 of 3 of an abstract from a new book Changing the Game: How Video Games Are Transforming the Future of Business by David Edery and Ethan Mollick (here's part 1).
Burger King also made the decision to sell the games at $3.99, an extremely low price for disc-based (as opposed to downloadable) Xbox games but, as it turned out, a potentially much better price than “free.” By choosing to charge even a small sum, Burger King seems to have sent a message to consumers that its games had real value, unlike other advergames they might have played and been disappointed by in the past. Burger King further supported the games with a strong marketing campaign that included advertisements shown during Saturday Night Live and during NFL games. All this sent a very clear message to consumers: “There is something of value waiting for you at Burger King.”
Furthermore, Burger King wisely decided to spread its bets by appealing to as broad an audience as possible. The company attracted “gift givers” and more casual gamers by pricing the games cheaply. It attracted enthusiasts by taking advantage of Microsoft’s phenomenally successfully “achievement” system, which awards gamers points when they play games, and by building multiplayer functionality into two of the three games. And lastly, by creating three very different games, Burger King made sure it had something to offer any customer, no matter how narrow their interest in game genres might be.
The games were also so successful because Microsoft and Burger King had motivated and empowered project champions involved in the process.
Within Microsoft, that champion was Chris Di Cesare, formerly Director of Marketing for Xbox. In Di Cesare’s words, “The scale of the agencies and people involved in this promotion was immense. We’re talking PR firms, ad agencies, online firms, game developer and publisher, and promotion agencies on both sides. It easily could have devolved into fiefdoms, but everyone checked their egos at the door and focused on Burger King’s very clear idea of what they wanted to accomplish. Everyone fell in line because of Burger King’s passion for this project. However, the Burger King guys were total novices when it came to game development, so it became my job to translate their desires to the great many groups within Microsoft that needed to work together for this to happen. In other words, Burger King had an internal evangelist in me.”
Advertising Lab is pleased to offer highlights from a book that just came out, Changing the Game: How Video Games Are Transforming the Future of Business, co-authored (together with Ethan Mollick) by an old friend and former MIT colleague David Edery, who now works as Worldwide Games Portfolio Planner for Xbox Live Arcade.
You will find a review in Economist, and Cliff Notes in Inc. Here, with authors' permission, I'm publishing their findings and insights about Burger King's set of blockbuster advergames that are at least in part credited for the 41% jump in company's quarterly profits.
Burger King also made the decision to sell the games at $3.99, an extremely low price for disc-based (as opposed to downloadable) Xbox games but, as it turned out, a potentially much better price than “free.” By choosing to charge even a small sum, Burger King seems to have sent a message to consumers that its games had real value, unlike other advergames they might have played and been disappointed by in the past. Burger King further supported the games with a strong marketing campaign that included advertisements shown during Saturday Night Live and during NFL games. All this sent a very clear message to consumers: “There is something of value waiting for you at Burger King.”
Furthermore, Burger King wisely decided to spread its bets by appealing to as broad an audience as possible. The company attracted “gift givers” and more casual gamers by pricing the games cheaply. It attracted enthusiasts by taking advantage of Microsoft’s phenomenally successfully “achievement” system, which awards gamers points when they play games, and by building multiplayer functionality into two of the three games. And lastly, by creating three very different games, Burger King made sure it had something to offer any customer, no matter how narrow their interest in game genres might be.
The games were also so successful because Microsoft and Burger King had motivated and empowered project champions involved in the process.
Within Microsoft, that champion was Chris Di Cesare, formerly Director of Marketing for Xbox. In Di Cesare’s words, “The scale of the agencies and people involved in this promotion was immense. We’re talking PR firms, ad agencies, online firms, game developer and publisher, and promotion agencies on both sides. It easily could have devolved into fiefdoms, but everyone checked their egos at the door and focused on Burger King’s very clear idea of what they wanted to accomplish. Everyone fell in line because of Burger King’s passion for this project. However, the Burger King guys were total novices when it came to game development, so it became my job to translate their desires to the great many groups within Microsoft that needed to work together for this to happen. In other words, Burger King had an internal evangelist in me.”
Advertising Lab is pleased to offer highlights from a book that just came out, Changing the Game: How Video Games Are Transforming the Future of Business, co-authored (together with Ethan Mollick) by an old friend and former MIT colleague David Edery, who now works as Worldwide Games Portfolio Planner for Xbox Live Arcade.
You will find a review in Economist, and Cliff Notes in Inc. Here, with authors' permission, I'm publishing their findings and insights about Burger King's set of blockbuster advergames that are at least in part credited for the 41% jump in company's quarterly profits.
Case Study: Burger King's Advergames - Part 1
This week, Advertising Lab is pleased to offer highlights from a book that just came out, Changing the Game: How Video Games Are Transforming the Future of Business, co-authored (together with Ethan Mollick) by an old friend and former MIT colleague David Edery, who now works as Worldwide Games Portfolio Planner for Xbox Live Arcade.
You will find a review in Economist, and Cliff Notes in Inc. Here, with authors' permission, I'm publishing their findings and insights about Burger King's set of blockbuster advergames that are at least in part credited for the 41% jump in company's quarterly profits.
Changing the Game: How Video Games Are Transforming the Future of Business
by David Edery and Ethan Mollick
An advergame worthy of purchase must be a cut above the usual advergaming fare. Creating such a game requires close cooperation between an advertiser and a game developer. That can be a challenge for companies not accustomed to game development, but the end result is worth the effort. The Burger King promotion illustrates both the benefits and the risks of undertaking such a complex project.
In late 2006, Burger King began selling three games: a multiplayer racing game called Pocketbike Racer, a bumper-car game called Big Bumpin’, and an oddly compelling game called Sneak King, in which players must sneak up on hungry strangers and surprise them with a burger.
The games were playable on both the original Xbox and the Xbox 360, with upgraded graphics on the latter console, and were all developed in just eight months. By all accounts, it’s a miracle that the games were even finished on time, much less at any reasonable level of quality.
Philip Oliver, the CEO of Blitz Games and a longtime industry veteran, doesn’t pull any punches when describing the entire project, which was awarded to Blitz by Microsoft and Burger King earlier that year: “Burger King’s ambitions for the games evolved substantially over the life of the project. If someone had told me ‘You have eight months to write three Xbox games, which also must run on the Xbox 360, and can’t simply be a port to the 360 but must actually look better, even though the 360 hardware isn’t fully finished yet,’ I simply wouldn’t have signed up for it. That being said, I’m delighted with how it all turned out!” As well he should have been, given the 40% increase in Burger King’s profits during the quarter in which the games were released.
Many factors drove the success of the Burger King games.
Chief among these was the recognition by all parties involved that the games needed to be fun first, and serve as advertisements second. In Oliver’s words, “Burger King wanted nothing more than to provide players with a great deal of fun and a lot of laughs—it would be pure coincidence that the games took place in the Burger King universe.”
Fortunately, the Burger King universe happens to be a rather bizarre and interesting place, thanks in no small part to the energy the company has invested into characters such as the King and the Subservient Chicken. Dr. Stacy Wood, Professor of Marketing for the Moore School of Business at the University of South Carolina, summed up Burger King’s approach: “There wasn’t a heavy sell with these games. Consumers thought they were getting a fun experience—not a sales pitch. For brands that have some kitsch value—some cultural capital—this is a great way to connect with consumers. When turning off the highway, their instinct to eat at Burger King, instead of another fast-food restaurant across the street, is going to be driven by a very fast decision that is influenced,in large part, by warm feelings like ‘Burger King is fun.’”
To be continued.
You will find a review in Economist, and Cliff Notes in Inc. Here, with authors' permission, I'm publishing their findings and insights about Burger King's set of blockbuster advergames that are at least in part credited for the 41% jump in company's quarterly profits.
Changing the Game: How Video Games Are Transforming the Future of Business
by David Edery and Ethan Mollick
An advergame worthy of purchase must be a cut above the usual advergaming fare. Creating such a game requires close cooperation between an advertiser and a game developer. That can be a challenge for companies not accustomed to game development, but the end result is worth the effort. The Burger King promotion illustrates both the benefits and the risks of undertaking such a complex project.
In late 2006, Burger King began selling three games: a multiplayer racing game called Pocketbike Racer, a bumper-car game called Big Bumpin’, and an oddly compelling game called Sneak King, in which players must sneak up on hungry strangers and surprise them with a burger.
The games were playable on both the original Xbox and the Xbox 360, with upgraded graphics on the latter console, and were all developed in just eight months. By all accounts, it’s a miracle that the games were even finished on time, much less at any reasonable level of quality.
Philip Oliver, the CEO of Blitz Games and a longtime industry veteran, doesn’t pull any punches when describing the entire project, which was awarded to Blitz by Microsoft and Burger King earlier that year: “Burger King’s ambitions for the games evolved substantially over the life of the project. If someone had told me ‘You have eight months to write three Xbox games, which also must run on the Xbox 360, and can’t simply be a port to the 360 but must actually look better, even though the 360 hardware isn’t fully finished yet,’ I simply wouldn’t have signed up for it. That being said, I’m delighted with how it all turned out!” As well he should have been, given the 40% increase in Burger King’s profits during the quarter in which the games were released.
Many factors drove the success of the Burger King games.
Chief among these was the recognition by all parties involved that the games needed to be fun first, and serve as advertisements second. In Oliver’s words, “Burger King wanted nothing more than to provide players with a great deal of fun and a lot of laughs—it would be pure coincidence that the games took place in the Burger King universe.”
Fortunately, the Burger King universe happens to be a rather bizarre and interesting place, thanks in no small part to the energy the company has invested into characters such as the King and the Subservient Chicken. Dr. Stacy Wood, Professor of Marketing for the Moore School of Business at the University of South Carolina, summed up Burger King’s approach: “There wasn’t a heavy sell with these games. Consumers thought they were getting a fun experience—not a sales pitch. For brands that have some kitsch value—some cultural capital—this is a great way to connect with consumers. When turning off the highway, their instinct to eat at Burger King, instead of another fast-food restaurant across the street, is going to be driven by a very fast decision that is influenced,in large part, by warm feelings like ‘Burger King is fun.’”
To be continued.
Game-Based Marketing: Book Review

Contrary to what the authors suggest, your marketing program is not going to be automatically fun if you simply slap points and a leaderboard on it.
***
In my years in the advertising business, I have amassed a shelf overflowing with books on just about every new thing that came in vogue during the past decade, from Second Life and neuromarketing to crowdsourcing and design thinking. These books are usually a great time saver and a handy reference even if the expiry date on some of these new things arrives before the respective book goes into print.
Gamification, or using principles of game-play design for non-game applications and particularly marketing, is one of the newest new things that has gained prominence in 2010, much to the enthusiasm of marketers and the chagrin of professional game designers. Game-Based Marketing (Wiley, 2010) by Gabe Zicherman and Joselin Linder is a book that attempts to explain how to bridge the gap between a level boss in a first-person shooter and your own boss at your company’s marketing department. To quote a blurb from the dust jacket, “Most importantly, you’ll see how to create game-based marketing plans that measurably increase both sales and profits.”
The authors are not shy about their enthusiasm for gamification, an approach they call Funware: “In short, the future of Funware and game design in business is breathtaking,” they write. Similarly breathtaking is their predictable dismissal of the traditional advertising practices: “In this socially networked, choice-driven world, the old methods of reaching consumers with advertising messages have simply stopped working as well as they need to,” a thesis they chose to illustrate not with data but with a single example of a failed, in their opinion, commercial. Beyond the introduction where these two quotes appear, the book oscillates between numerous similar head-scratchers and occasional moments of brilliance.
The authors’ overview of the Boy Scouts’ system of badges is very timely in this age of Foursquare and services such as Badgeville that offer recognition programs to let website owners direct and reward visitors’ behavior through public acknowledgement of their actions. Their chapter-long overview of frequent flyer programs that they call “The Ultimate Funware” is thorough and provides useful gems such as an observation that shifting direct action-reward relationships (“buy 10 coffees, get 1 free”) to abstract point systems provides marketers with greater scalability of their loyalty programs. The head-scratching moment comes soon after, when on one page the authors rave about how airlines’ frequent-flyer programs create strong customer loyalty only to follow with a photograph of one of the authors’ own reward cards, not fewer than 16. One would also wish that authors had added texture to the book – one that is largely about loyalty programs – by referencing any of the numerous studies on frequent flyer program design published elsewhere over the past two decades.
Marketers working on certain brands will find plenty of unsolicited advice directed squarely at them. Safeway “is missing great opportunities to build game mechanics into a product that everyone loves – food,” while “for a brand like McDonald’s […] it’s going to take more than a million dollar grand prize and some local radio station coverage to fix what ails it.” Whether the advice is sound is left up to the marketers to decide as the authors offer little in the way of factual evidence to support their ideas; whatever might ail McDonald’s hasn’t prevented the company to grow its stock price more than twofold over the past five years.
Ultimately, Game-Based Marketing is not really about games, which is particularly unfortunate for a book whose one author is a “twelve-year game-industry veteran.” Raph Koster, a famed game designer behind Ultima Online and Star Wars Galaxies and the author of A Theory of Fun for Game Design -- one of six game-related books Zichermann and Linder cite in their bibliography -- writes that games are about fun, and fun is about challenging players to learn new skills and then stretch themselves in applying these skills to new situations. As a book that introduces and then actively promotes the concept of Funware as a system of “putting fun into everything”, Game-Based Marketing offers no explanation of what fun really is. And herein lies the biggest problem with Game-Based Marketing: contrary to what the authors suggest, your marketing program is not going to be automatically fun if you simply slap points and a leaderboard on it.
If you are looking for an overview of marketing programs that involve rewards and leaderboards, you will find Game-Based Marketing a valuable addition to your collection. If you are looking to borrow design elements that make players spend hours playing video games for your next marketing campaign or other business problems, I recommend Changing The Game (FT Press, 2008) by David Edery and Ethan Mollick, and a presentation “Pawned: Gamification and Its Discontents” by Sebastian Deterding that can be found on Slideshare.
***
Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests (Wiley, 2010) - $15 on Amazon
An edited version of this review for Game-Based Marketing: Inspire Customer Loyalty Through Rewards, Challenges, and Contests appears in the first 2011 issue of The International Journal of Advertising.
Case Study: Burger King's Advergames - Part 3
This is the final part of an abstract from a new book Changing the Game: How Video Games Are Transforming the Future of Business by David Edery and Ethan Mollick (here are part 1 and part 2).
Finally, the Burger King games could not have come about without an experienced and reliable game developer. Blitz Games had a long history of delivering projects on time, and had also worked on several projects involving outside stakeholders and IP holders. As such, they were well suited for the Burger King project. Despite this, Blitz still encountered several serious stumbling blocks during the course of the games’ development, learning hard-won lessons as a result:
Multiplatform development
To maximize their potential audience, Burger King wanted games that were compatible with both the original Xbox and the Xbox 360. However, they also wanted the 360 version to be more impressive than the original
Xbox version; after all, the 360 had just been released and was being marketed as a high-performance, “next generation” console.
Given the tight development time frame for the games, this took time and attention away from work that could have been put into additional game features and polish. Marketers should be aware that making a game compatible with multiple platforms—even platforms in the same line—can require significant effort, and should therefore budget and schedule accordingly.
Multiplayer challenges
Big Bumpin’ and Pocketbike Racer both include online multiplayer action—an important feature of
these games. Although online multiplayer modes can make a game much more compelling to consumers, such modes also make a game much more difficult and expensive to develop. Many developers consistently underestimate the difficulty of multiplayer development, especially on console platforms, and Blitz was no exception, though they ultimately managed to execute beautifully on Burger King’s vision. The lesson here: If you want a multiplayer game, make sure you reserve substantial time for the development and testing of that multiplayer functionality.
Different games, different assets
The benefit of creating three very different games was, as mentioned earlier, the fact that it enabled Burger King to appeal to different kinds of gamers and encourage multiple trips to Burger King restaurants. However, it also forced Blitz to develop very different assets (such as art and computer code) for the three games—time and effort that could have gone into raising the overall quality of a smaller number of games, or an equal number of more similar games. While developing three very different games ultimately proved to be a great strategy for Burger King, marketers who are seeking to raise the bar and stand out from competitors in the future may want to focus their budget on projects that are more ambitious in scale, but less ambitious in scope. As always, it depends on the situation.
Brand rules and restrictions
One of the biggest potential stumbling blocks for any game developer is something that marketers have total control over: the restrictions on how a company’s brands can be used in a game. Failure to carefully explain and explore these restrictions at the start of a game development project can wreak havoc later on.
Take the case of Sneak King. Blitz initially intended the game to be a Spy-versus-Spy-type game, with multiple Kings trying to out-deliver one another while laying traps for their opponents. After much design work, Blitz was informed that “there can be only one King.” So Blitz substantially revised the design, choosing to focus on “king of the hill”–style gameplay; whoever captures the crown gets to be King. They were then informed that “you cannot ‘become’ the King.” So Blitz adjusted yet again: One person plays the King, while the others play the remaining BK personalities, laying traps to prevent him from making deliveries. They then heard, “The King is too savvy to find himself in danger of any kind.” And so on and so forth.
Some of the trouble with Sneak King was inevitable; it is impossible for marketers to predict every possible brand usage that a developer might propose. However, some of these brand-related missteps could have been avoided with clearer upfront communication. In particular, given the action-oriented nature of many video games, it was probably not hard to guess that “the King might find himself in danger.” Marketers would do well to put time, upfront, into deciding and communicating what basic attributes of their brands are truly inviolable.
The Burger King promotion was expensive. In addition to the cost of developing the games themselves, Burger King had to pay distribution fees, promotional fees, and other nondevelopment expenses. In fact, the total cost of the promotion was ultimately many times the cost of game development itself, though it’s worth noting that Burger King recouped a significant percentage of its costs by selling the games for $3.99. Given the effort and financial resources necessary to support an initiative of this scope, marketers wanting to emulate Burger King’s success must be prepared to treat their initiative as a key one for their company. Otherwise, the risks of an expensive failure prove too great. Fortunately, as demonstrated by Burger King, the benefits of a well-managed advergame initiative are even greater.
Advertising Lab is pleased to offer highlights from a book that just came out, Changing the Game: How Video Games Are Transforming the Future of Business, co-authored (together with Ethan Mollick) by an old friend and former MIT colleague David Edery, who now works as Worldwide Games Portfolio Planner for Xbox Live Arcade.
You will find a review in Economist, and Cliff Notes in Inc. Here, with authors' permission, I'm publishing their findings and insights about Burger King's set of blockbuster advergames that are at least in part credited for the 41% jump in company's quarterly profits.
Finally, the Burger King games could not have come about without an experienced and reliable game developer. Blitz Games had a long history of delivering projects on time, and had also worked on several projects involving outside stakeholders and IP holders. As such, they were well suited for the Burger King project. Despite this, Blitz still encountered several serious stumbling blocks during the course of the games’ development, learning hard-won lessons as a result:
Multiplatform development
To maximize their potential audience, Burger King wanted games that were compatible with both the original Xbox and the Xbox 360. However, they also wanted the 360 version to be more impressive than the original
Xbox version; after all, the 360 had just been released and was being marketed as a high-performance, “next generation” console.
Given the tight development time frame for the games, this took time and attention away from work that could have been put into additional game features and polish. Marketers should be aware that making a game compatible with multiple platforms—even platforms in the same line—can require significant effort, and should therefore budget and schedule accordingly.
Multiplayer challenges
Big Bumpin’ and Pocketbike Racer both include online multiplayer action—an important feature of
these games. Although online multiplayer modes can make a game much more compelling to consumers, such modes also make a game much more difficult and expensive to develop. Many developers consistently underestimate the difficulty of multiplayer development, especially on console platforms, and Blitz was no exception, though they ultimately managed to execute beautifully on Burger King’s vision. The lesson here: If you want a multiplayer game, make sure you reserve substantial time for the development and testing of that multiplayer functionality.
Different games, different assets
The benefit of creating three very different games was, as mentioned earlier, the fact that it enabled Burger King to appeal to different kinds of gamers and encourage multiple trips to Burger King restaurants. However, it also forced Blitz to develop very different assets (such as art and computer code) for the three games—time and effort that could have gone into raising the overall quality of a smaller number of games, or an equal number of more similar games. While developing three very different games ultimately proved to be a great strategy for Burger King, marketers who are seeking to raise the bar and stand out from competitors in the future may want to focus their budget on projects that are more ambitious in scale, but less ambitious in scope. As always, it depends on the situation.
Brand rules and restrictions
One of the biggest potential stumbling blocks for any game developer is something that marketers have total control over: the restrictions on how a company’s brands can be used in a game. Failure to carefully explain and explore these restrictions at the start of a game development project can wreak havoc later on.
Take the case of Sneak King. Blitz initially intended the game to be a Spy-versus-Spy-type game, with multiple Kings trying to out-deliver one another while laying traps for their opponents. After much design work, Blitz was informed that “there can be only one King.” So Blitz substantially revised the design, choosing to focus on “king of the hill”–style gameplay; whoever captures the crown gets to be King. They were then informed that “you cannot ‘become’ the King.” So Blitz adjusted yet again: One person plays the King, while the others play the remaining BK personalities, laying traps to prevent him from making deliveries. They then heard, “The King is too savvy to find himself in danger of any kind.” And so on and so forth.
Some of the trouble with Sneak King was inevitable; it is impossible for marketers to predict every possible brand usage that a developer might propose. However, some of these brand-related missteps could have been avoided with clearer upfront communication. In particular, given the action-oriented nature of many video games, it was probably not hard to guess that “the King might find himself in danger.” Marketers would do well to put time, upfront, into deciding and communicating what basic attributes of their brands are truly inviolable.
The Burger King promotion was expensive. In addition to the cost of developing the games themselves, Burger King had to pay distribution fees, promotional fees, and other nondevelopment expenses. In fact, the total cost of the promotion was ultimately many times the cost of game development itself, though it’s worth noting that Burger King recouped a significant percentage of its costs by selling the games for $3.99. Given the effort and financial resources necessary to support an initiative of this scope, marketers wanting to emulate Burger King’s success must be prepared to treat their initiative as a key one for their company. Otherwise, the risks of an expensive failure prove too great. Fortunately, as demonstrated by Burger King, the benefits of a well-managed advergame initiative are even greater.
Advertising Lab is pleased to offer highlights from a book that just came out, Changing the Game: How Video Games Are Transforming the Future of Business, co-authored (together with Ethan Mollick) by an old friend and former MIT colleague David Edery, who now works as Worldwide Games Portfolio Planner for Xbox Live Arcade.
You will find a review in Economist, and Cliff Notes in Inc. Here, with authors' permission, I'm publishing their findings and insights about Burger King's set of blockbuster advergames that are at least in part credited for the 41% jump in company's quarterly profits.
Reverse Product Placement in Games
BrandWeek has a follow-up on David Edery's HRB piece on reverse product placement in games (see David's earlier post on the topic, my old post on the fictional brand Sprunk in Grand Theft Auto, and a summary of the HBR article in Gamasutra). What's reverse product placement (I call it "proxy branding") ? BrandWeek writes: "While traditional product placement refers to integrating a real brand into a fictional environment, an idea that's gaining traction is to create a fictional brand in a fictional environment and then release it into the real world."
"One possible twist is to plant a real brand that exists outside the U.S. and then gauge the reaction. Mitsubishi, for instance, placed its Lancer Evolution in Sony PlayStation's Gran Turismo videogame years before the model was available in the U.S. in 2003. A Mitsu rep said placement in the game "helped heighten awareness here for a model that was not yet sold in the United States" and played a role in the carmaker's decision to release it here."
"One possible twist is to plant a real brand that exists outside the U.S. and then gauge the reaction. Mitsubishi, for instance, placed its Lancer Evolution in Sony PlayStation's Gran Turismo videogame years before the model was available in the U.S. in 2003. A Mitsu rep said placement in the game "helped heighten awareness here for a model that was not yet sold in the United States" and played a role in the carmaker's decision to release it here."
New Gaming Media: Movie Theaters and DVDs
Two fairly "old" media are adapting themselves for gaming: DVDs (the ones that go into DVD players) and movie theater screens.
From David Edery: "You may be interested to know that DVD games [games that run on a standard DVD player, not PC DVD games] are a $400M category. There are 50 titles on the market, but only only the movie/TV trivia games are actually selling (with about a 65% marketshare on that platform)." Here's a link to a recent story on Money Central.
From Tech Web: "TimePlay Entertainment has developed consoles and software that integrates with digital projectors it will install at United Cinema International Odeon theaters in the United Kingdom within the next two months. The video game projected on the movie screen can support up to 70 players in the theater simultaneously." (via TechDirt)
From David Edery: "You may be interested to know that DVD games [games that run on a standard DVD player, not PC DVD games] are a $400M category. There are 50 titles on the market, but only only the movie/TV trivia games are actually selling (with about a 65% marketshare on that platform)." Here's a link to a recent story on Money Central.
From Tech Web: "TimePlay Entertainment has developed consoles and software that integrates with digital projectors it will install at United Cinema International Odeon theaters in the United Kingdom within the next two months. The video game projected on the movie screen can support up to 70 players in the theater simultaneously." (via TechDirt)
Idea: Music Notation for Advertising Process
Volvo's Xbox Advergame Highlights Safety

"Volvo has commissioned the development of an Xbox game, "Volvo: Drive for Life." Initial run: 100,000 copies. It includes a tour of the Volvo Safety Center and film from actual crash tests. Dealers are being asked to set up Xbox systems in their showrooms and to distribute copies to customers. The players first navigate the course at the proving grounds without using the safety features found in the three Volvos, then try again with the safety features engaged.
The intent is to demonstrate that "Volvo's dedication to safety is not just passive, seat belts and air bags, but what they call active safety features like roll stability control and how they improve the experience of driving," said Kirt Gunn, president of Kirt Gunn & Associates in New York. Gunn, a boutique interactive agency, designed the video game and developed the concept along with Euro RSCG 4D."
-- David Edery, NY Times
Philips Develops amBX for Richer Sensory Experience

"amBX, developed by Philips amBX Group, is a technology that will take gamers a step closer to a full sensory experience, with amBX enabled games providing gamers with the ability to use light, colour, sound, heat and airflow in the real world during gameplay. The technology uses a scripting language to enable games to send signals to compatible hardware such as lights, fans, heaters, and even furniture. This means that in a game the lights in your room will match up to the environment you are gaming in. Green for jungle and blue for the ocean. Strobes of white light could simulate a lightning storm and a burst of air from a fan could make huge jumps feel more realistic."
-- via David Edery
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