JOURNAL WRITING
Advertisements at games or movies.
The expansion of the video and computer game industry has made advertisers aware of the potential of video and computer games as an advertising vehicle (Kelly 2003). The placement of brands in games is called "in-game advertising." It is reported that one game company alone Electronic Arts Inc. (EA) recorded $9 billion in annual sales, which is almost the equivalent of yearly box-office revenues for the movie industry in the United States (Young 2004). In addition to the sales of the games, the increasing numbers of game users make video and computer games an attractive format for brand placements. According to the Entertainment Software Association (ESA 2005), computer and video game sales grew to $7.3 billion in 2004, with over 248 million computer and video games sold in the United States. Indeed, 50% of Americans play video games, and video game players are found among people of all ages, with 35% of video game players under the age of 18, 43% between the ages of 18 and 50, and 19% over 50 years old. There were 108 million video game players in 2004. This number is projected to grow to over 126 million players by 2008 (e-Marketer 2004). In 2000, the average person played 70 hours of video games, and this was projected to grow to 115 hours by 2005 (Census Bureau 2002). Today, more and more brand names are appearing in games, although the placement of brand names in games can be traced back to the late 1980s (Reuters 2002). For the video and computer game industry, the placements of brands in games can mean additional revenue and enhanced realism of the games. In 2003, $79 million was spent on in-game advertising, and it is estimated that by 2008 this will increase to over $250 million (e-Marketer 2004). Advertisements were often found to contribute to the perceived realism of the games, particularly in sports games (Nelson 2002; Nelson, Keum, and Yaros 2004).
Advertisements in the movies (product placement)
Product placement presents consumer products, brand names and locations to film and television production teams for inclusion in their projects. The goal is the one of raising brand awareness while selling the idea to movie production houses as a "clever" way to reduce their costs while providing greater "authenticity" to the environments and characters shown."Product placement appears in plays, film, television series, music videos, video games and books, and is a relatively new idea (first appearing in the 1980's). Product placement occurs with the inclusion of a brand's logo, or a favorable mention or appearance of a product. This is done without disclosure, and under the premise that it is a natural part of the work. Most major movie releases today contain product placements." may seem a bit confusing, but really, it's quite simple. The majority of us are getting tired of ads. Today's consumer is inundated with advertising everywhere: television,radio, billboards, magazines, buses, newspapers,and the internet These are just the usual suspects. More and more ad-space is popping up every day. From people walking down the street wearing signs, to flyers on our cars and in our mailboxes, to ads on the ATM screen as we wait for it to dispense our cash, we see ads all day, every day. Even television networks that depend on advertising dollars to stay in business know that it can be useful to ditch the interruptions and present a show without ads from time to time.
Advertisements at games or movies.
The expansion of the video and computer game industry has made advertisers aware of the potential of video and computer games as an advertising vehicle (Kelly 2003). The placement of brands in games is called "in-game advertising." It is reported that one game company alone Electronic Arts Inc. (EA) recorded $9 billion in annual sales, which is almost the equivalent of yearly box-office revenues for the movie industry in the United States (Young 2004). In addition to the sales of the games, the increasing numbers of game users make video and computer games an attractive format for brand placements. According to the Entertainment Software Association (ESA 2005), computer and video game sales grew to $7.3 billion in 2004, with over 248 million computer and video games sold in the United States. Indeed, 50% of Americans play video games, and video game players are found among people of all ages, with 35% of video game players under the age of 18, 43% between the ages of 18 and 50, and 19% over 50 years old. There were 108 million video game players in 2004. This number is projected to grow to over 126 million players by 2008 (e-Marketer 2004). In 2000, the average person played 70 hours of video games, and this was projected to grow to 115 hours by 2005 (Census Bureau 2002). Today, more and more brand names are appearing in games, although the placement of brand names in games can be traced back to the late 1980s (Reuters 2002). For the video and computer game industry, the placements of brands in games can mean additional revenue and enhanced realism of the games. In 2003, $79 million was spent on in-game advertising, and it is estimated that by 2008 this will increase to over $250 million (e-Marketer 2004). Advertisements were often found to contribute to the perceived realism of the games, particularly in sports games (Nelson 2002; Nelson, Keum, and Yaros 2004).
Advertisements in the movies (product placement)
Product placement presents consumer products, brand names and locations to film and television production teams for inclusion in their projects. The goal is the one of raising brand awareness while selling the idea to movie production houses as a "clever" way to reduce their costs while providing greater "authenticity" to the environments and characters shown."Product placement appears in plays, film, television series, music videos, video games and books, and is a relatively new idea (first appearing in the 1980's). Product placement occurs with the inclusion of a brand's logo, or a favorable mention or appearance of a product. This is done without disclosure, and under the premise that it is a natural part of the work. Most major movie releases today contain product placements." may seem a bit confusing, but really, it's quite simple. The majority of us are getting tired of ads. Today's consumer is inundated with advertising everywhere: television,radio, billboards, magazines, buses, newspapers,and the internet These are just the usual suspects. More and more ad-space is popping up every day. From people walking down the street wearing signs, to flyers on our cars and in our mailboxes, to ads on the ATM screen as we wait for it to dispense our cash, we see ads all day, every day. Even television networks that depend on advertising dollars to stay in business know that it can be useful to ditch the interruptions and present a show without ads from time to time.
1 comment:
Please do not plagiarize. The idea of having a blog or a writing journal is for you to get your thoughts down, not to copy other people's thoughts and make it appear as if it is yours.
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