ADPR 3100 Lecture 10: GAMIFICAITON test 2

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Document Summary

97% of teens 12-17 play digital games (99% of boys and 94% of girls) Estimates suggest 320,000,000+ gamers in the us. Majority of young adults are large consumers of gaming media (4+ hours weekly) Game r/d and placement is typically less expensive than traditional (,000-,000) Game enjoyment can translate into brand enjoyment. Projected ad expenditures total about billion in 2019. In-game ads v. social media games v. advergames. Inclusion of products/brands within an existing digital game for entertainment purposes: multiple brands usually featured in in-game ads, flexibility in # and type of ad-placements, game players are exposed to brands while playing, static v. dynamic placement. Social media games: placement of brands/products in digital games that are played via major social network sites, engagement based on: Interaction with friends/relationship building: teamwork/competition, role-play and escapism, flexibility design, deliverability, reach. Advergames: games specifically designed and created to promote a brand/product.

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