10 June 2009

New MTV Networks Study Reveals The “Game Plan” For Casual Gaming Advertising

Breakthrough Biometric Research Uncovers the Most Effective Advertising Strategies for Connecting with Casual Gamers

New MTV Networks Study Reveals The “Game Plan” For Casual Gaming Advertising

Press Release

NEW YORK (June 10, 2009) – Using breakthrough biometric monitoring, a new study by MTV Networks has uncovered the most effective strategies for marketers to reach casual gamers.  The study, “Game Plan: Strategies for Marketing through Casual Games,” found that casual games command 99 percent focused attention from consumers.  By tracking respondents’ hand sweat, heart rate, respiration, movement patterns and visual attention during game play, the research yielded a clear road map for harnessing that engagement through targeted ad formats, lengths and integrations.

“Casual gaming continues to grow as a dominant online activity, and marketers have more opportunities than ever to connect with these highly engaged consumers from nearly every demo,” said Nada Stirratt, Executive Vice President of Digital Advertising, MTV Networks.  “This study provides a blueprint on how to leverage casual games for every marketing objective from driving awareness to increasing purchase intent to building a brand.”

The study was presented today to marketers and media buyers at MTV Networks headquarters in New York.   The research revealed a number of strategies for marketers looking to connect with casual gamers:

    •     Get Ahead of the Action: Video placed before action games is among the most effective use of online video, commanding up to 85 percent focused attention.
    •     Shorter is Better: A fifteen second pre-roll ad before a game commands 85 percent focused attention for the duration of the ad. Significantly, longer pre-rolls can be damaging, as aided recall for these drops by more than half.
    •     Get in the Game: Brand integrations, or advergames, are best for games requiring higher levels of mental processing and focused attention. In games where brands achieved fifteen seconds or more of focused attention, aided recall approached 80 percent.
    •     Anticipation = Opportunity: Consumer anticipation is a powerful opportunity -- the load screen, menu pages and reward screens in games represent ideal placements for brand messaging, as gamers have the highest level of cognitive processing while waiting for their game to begin.

“Game Plan” tracked eye and biometric measures of respondents as they engaged in four online gaming experiences. These included a combination of branded and unbranded games, as well as video and display advertising around the games.  Biometric signals were integrated with data obtained from eye trackers, which measured players’ visual attention and pupillary response.   The research was conducted in partnership with The V.E.R.T. Group and Innerscope Research.

According to comScore, more than 430 million unique visitors played casual games in April worldwide, up 56% over a year ago.  That same month, MTV Networks’ gaming sites had a total of 22 million unique visitors in the U.S. alone. Across the company’s online portfolio more than a third of its domestic Web sites featuring casual games.       

About MTV Networks

MTV Networks, a division of Viacom (NYSE: VIA, VIA.B), is one of the world’s leading creators of entertainment content, with brands that engage and connect diverse audiences across television, online, mobile, games, virtual worlds and consumer products.  The company’s portfolio spans more than 150 television channels and 400 digital media properties worldwide, and includes MTV, VH1, CMT, Logo, Harmonix, Nickelodeon, Nick at Nite, Noggin, The N, AddictingGames, Neopets, COMEDY CENTRAL, Spike TV, TV Land, Atom, GameTrailers and Xfire.