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"Gamers have the demographics carmakers covet-18- to 35-year-old
men with enough disposable income to drop $1.7 billion last year
on racing games".
"Videogames are making cars such stars that salespeople are becoming
almost irrelevant."
-
Newsweek, March 12, 2003
"That's how products, brands, and businesses stay fresh, relevant
and in demand. It's all about the right associations, at the right
time with the right idea. The right associations with the right
movies, artists, video games and events illustrate, enhance and
accelerate the contemporization of core brand values."
-Steven Heyer, President COO Coca-Cola, Madison
+ Vine February 6,2003
"There's no doubt that Gran Turismo played a huge role in our decision
to launch the Lancer Evolution in the United States. The car wouldn't
have attracted as much attention as it has in the United States
without the game."
- Takashi Kiuchi. Mitsubishi Motor Sales, Gamasutra,
Decemeber 13, 2002
"The sheer scale and demographics of video games makes [marketing]
sponsorship a big opportunity. Whenever I hear someone say that
young people are hard to reach with traditional media, I want to
shout, that's because they're all downstairs playing videogames."
- Erick Hachenburg, SVP Electronic Arts, Madison
+ Vine, November 20, 2002
"Anyone looking closely at entertainment for 12- to 34-year-olds
- in terms of growth and revenue, time spent on leisure activities
and the penetration of home electronics - "video games always spike
out."
-Charles
Hirschhorn, Founder/CEO, G4 Network, New York Times, November
13, 2002
"Marketers looking to move beyond the traditional reliance on 30-second
TV commercials could be better served by harnessing the plethora
of emerging technology and software platforms [e.g. video games]".
-
Mitch Oscar, SVP - Director of Media Futures, IPG, AdAge.com,
November 6, 2002
"Product placement works, if it's integral to a story line".
-
AdAge.com, November 6, 2002
"Highest-Priced TV Show: "Friends" at $455,700 for a 30-second
ad. The average cost for a 30-second prime-time commercial on broadcast
networks is $115,799."
- Ad Adge.com, October 6, 2002
"Advertisers say that video games could help them reach a huge
audience. Sixty percent of Americans age 6 and older play video
games, and that in 2001, more than 225 million video games were
sold."
- Interactive Digital Software Association,
New York Times, September 17, 2002
"[Video Game Entertainment] is the next frontier of product placement.
It's very engaging. You're not just watching products, you're actually
using them".
-
Ann Lewnes, Intel, New York Times, September 17, 2002
"Gaming was a $10 billion business last year making it the fastest-growing
entertainment form".
" For the demographic·A13-24, traditional advertising doesn't penetrate,
or at least does only slightly compared to what it did 10 years
ago. If your marketing is intrusive, you're going to lose them,
so you have to provide entertainment that's an asset to their life."
"Video gaming has been underestimated and is actually the most
utilized media vehicle in the world for this target A13-24."
-
Ad Age.com, July 8, 2002
"Traditional ads alone just don't cut it anymore because folks
are bombarded with advertising."
- Wall Street Journal, May 9, 2002
"Baby boomers, you're ancient history. For decades, auto manufacturers
pandered to this group, but exhibitors at the 2002 New York International
Auto Show are trying to grab younger generations, many of them still
too young to drive. The youth market is alluring. By 2010, there
will be 70 million echo boomers born from 1977 - 1994. Research
indicates [these] media-smart young people resist categorization
and resent being the targets of blatant marketing campaigns. "
- New York Times, March 31, 2002
"Portable software sales jumped 220% 2001 vs. 2000! 900,000 units
of portable software, including games were sold last year·and the
largest category was easily game software, of which 350,000 units
were sold representing 39% of the total sales."
- Warren's Consumer Electronics Daily March
18, 2002
"More than 49 million people in the US played some type of online
computer game [and] that number will grow 18% this year to 58 million.
The people fueling this growth are frazzled executives trying to
relax, grandmothers and stay-at-home moms seeking a fast escape
from laundry."
- Wall Street Journal, March 5, 2002
"[There is] a growing list of companies including Pepsi Co., DaimlerChrysler
and Nokia that are using video game product placement and advertising
as a way to increase brand awareness."
"Ads can be as basic as a billboard or banner·or as complex as
sponsored hidden levels that users can only reach by visiting an
advertisers web.site."
"Unlike movie or television product placements, video game advertising
draws the user into becoming part of the entertainment. The difference
is pretty clear: instead of just seeing a brand or product, video
game players can interact with it again and again and again."
"[Agencies] are finally realizing that games reach a desirable
audience."
- New York Times, March 5, 2002
"U.S. sales of video games and related hardware reached $9.4 billion
in 2001·topping the Hollywood box office for the year."
- Forbes.com Reuters, February 8, 2002
"The video game industry is still in its infancy compared to television
and film. Not so far in the future·advertising space will be sold
off to the highest bidder because of the number of impressions you
get in a game. After all, a kid's going to play it three hours a
day for the next three months."
- Dan Ruiv,UbiSoft Marketing Manager, Reuters,
February 1, 2002
"[Video game product integration] is a lot cheaper than buying
30-second spots on VH-1 or MTV."
- Randy Gordon, VP Marketing UbiSoft, Reuters,
February 1, 2002
"The computer and video game industry is strong and dynamic, offering
a sweeping diversity of games that appeal to consumers of all ages
and interests."
- Doug Lowenstein, President ISDA Newstream.com,
February 2002
"34% of the 106 million US households have video game consoles".
- The Yankee Group, December 2001
"70% of teens use PCs at home to play video games."
- USA Today Snapshot, September 6, 2001
"This kind of exposure in videogames [product placement and
sponsorship], though underappreciated, is a great deal for consumer-products
companies. Products or ads placed in videogames are guaranteed to
be seen millions of times by millions of active viewers. The average
game sells 500,000 copies and is watched for a total of 100 hours.
That means that each game that flies off the shelf is like a branding
iron, ready to imprint hundreds of thousands of minds with the names
of soft drinks, clothing, shoes, cars and anything else."
- Forbes.com, March 27, 2001
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