Is the Kinect a serious platform for online marketers?

Kinect - Fastest Selling Consumer Device

Following a hugely successful launch (defined as the fastest selling consumer device) last November, The Kinect is already starting to be considered as a new marketing channel, before it’s even a year old.

I’ve mentioned before about advertisers such as Samsung and Flora experimenting with sponsorship on Kinect games, but Microsoft have now unveiled an entirely new and interactive ad platform – NUads

Details are still pretty light at this stage,  but the idea is to make advertising more interactive through the use of gestures and voice commands – any chance of a “skip this cr@p” ad command?

With 10 million units shipped by end of Q1 2011, the device is certainly on-track to become mainstream.

Furthermore, the Kinect might not be limited to the xBox console. The device connects with a standard USB adaptor and Microsoft has released and SDK for third party developers, so you might be able to plug it into you laptop , PC of blu-ray player.

 

Flora sponsoring Kinect Adventures

In January I wrote about Samsung sponsoring the Kinect Sports add-on pack.

Now it seems another big UK brand is experimenting with the family gaming experience.

Flora has created a competition to run in tandem with Kinect Adventures.

There is no additional gaming content just a few themes and pics that you need to download to enter a free prize draw.

Not the most inspiring of executions, but possibly just a test to see the effectiveness of the channel.

What next for In Game Advertising?

With rumours abound that Microsoft if to  close its in-game advertising  company, Massive, you have to wonder where it all went wrong for in-game advertising.

As a keen gamer, I’ve always been aware of the captive audience that exists hooked up to Xbox LIVE or the Playstation Network, yet actually disappointed by the lack of ads and sponsorship appearing in the games.

Last year’s report from Neilsen highlighted how gamers were spending an average of 17 hours per week gaming so why has it been so difficult to monetise this medium?

  • Firstly, Publishers don’t believe that gamers  like intrusive ads, especially when they’ve paid upwards of £40 for a game, and possibly a subscription to Xbox LIVE.
  • Creating ads for games is quite costly due to their bespoke nature..
  • It’s purely brand based since their is no way of “linking” to another online action. Much of the growth in online advertising has been from performance based advertising, such as paid search, re-targeting and affiliate marketing. Since In-game ads typically appear on console games, their isn’t the direct connection to an “action” for the consumer to follow.
  • Many console games just aren’t suitable for advertising. E.g Halo Reach has been the biggest game of 2010, yet it’s set in the future in another world….not many billboards there! Although Gears of War got around with downloadable extras courtesy of The Discover Channel’s Future Weapons show.

So is it the end for IGA?

It doesn’t seems so.

In reality the opportunity has simply evolved. While the growth console-based IGA has been disappointing, IGA within social gaming has real potential. While social gaming has seen incredible popularity (just like console gaming), it also isn’t affected by some of the limitations above. Most social games are offered for free if the player will allow ads; the formats for ads are the same used for normal display advertising; and they ads can link  through to an advertisers website.

Google has already embraced IGA for social games and emarketer has already predicted the market will be worth $220m this year alone, so fasten your seatbelts for the next emerging ad channel.

Games Publishers to move to subscription model for online gaming?

The likelihood that Activision will launch a premium subscription for online multiplayer soon makes no sense to me.

Given players on Xbox already commit to an online subscription through either Xbox live , surely additional charges will lose fans?

Surely it would make more sense to pursue an ad-funded model?

While in-game advertising would struggle find suitable advertisers for these games (Not many billboards are left standard in these games!), there is definitely the opportunity to deliver targeted ads on the lobby screen between games?

With a little tinkering , these ads could even become interactive without ruining gameplay. For example, send this ad/offer to a friend. Sign me up for the newsletter; send me the coupon.

Maybe I’m missing the point.

Does gaming affect kids?

“Computer games don’t affect kids, I mean if Pac Man had affected us as kids, we’d be running around in a darkened room munching pills and listening to repetitive music…”

- Kristian Wilson, CEO, Nintendo Gaming Corporation, Inc, 1989

hmmm.