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NASCAR 2002: Why not HOOTERS and NASCAR.. Daaaaaaaaaaa!!!!!!!!!!

5 posts by 5 people · 17 Sep 2002 23:06 UTC - 18 Sep 2002 14:22 UTC

Don Wilshe 17 Sep 2002 23:06 UTC#97690
September 17, 2002 Intel, McDonald's Get In the Game Ads By Pamela Parker In a development that brings together the trends toward "advergaming" and product placement, Intel (Quote, Company Info, News) and McDonald's (Quote, Company Info, News) have signed on to have their products and brands integrated into the debut version of Electronic Arts' The Sims Online. Under the terms of the deals, which were described as being worth multi-millions of dollars when combined, Intel-based computers and McDonald's restaurants will have roles within the game play. The Sims offline game -- on which the online version is based -- is an outgrowth of the classic Sim City series originally released in the early '90s. It allows gamers to build a simulated society, and was the best selling PC game of both 2000 and 2001, according to Redwood City, Calif.-based Electronic Arts (Quote, Company Info, News). Now Electronic Arts is debuting an online version of the game, which will allow thousands of players to collaborate in creating a virtual world. Of course, no virtual world these days is complete without product placement, a trend spurred by the fact that the young people that compose the gaming audience is traditionally a difficult one for marketers to reach. "The demographics and culture of gaming are driving the interest by sponsors. Games are to young people what television was to previous generations -- they provide a cultural touchstone that fills their free time and provides points of reference for friendships," said Erick Hachenburg, general manager of EA.com. "Matching Intel and McDonald's with The Sims Online signals a watershed for in-game advertising. It marks the first time players can interact with everyday brands and products in a virtual world. Our sponsors recognize the value of interacting with consumers in this environment." Intel Pentium 4 processor-based computers will be built into the game in such a way so that players can choose from a selection of low- to high-end virtual computers for their Sim. When players increase their use of their Pentium 4 virtual computers, they amass greater "logic" and "fun" points than they would if they were using the lower end generic PCs. The virtual computers will also play the five-note "Intel Inside" brand tone, and will display the Intel brand on screen. "We will be front-and-center with mass market consumers who purchase and use PCs for entertainment purposes," said Ann Lewnes, vice president of the Intel Inside program and co-marketing for Santa Clara, Calif.-based Intel. "This is the closest you can get to touching your primary demographic -- every day." Oak Brook, Ill.-based McDonald's, which is currently trying to revive its brand through an overhaul of its menu and the remodeling of its brick and mortar outlets, will allow Sims Online players to operate a McDonald's kiosk and earn virtual money -- "Simoleons" -- for operating the virtual business. When Sims eat at McDonalds, it will earn them credits in both the "hunger" and "fun" categories. "This is an emerging entertainment area for teens and young adults and will continue to keep McDonald's at the forefront with this audience," said Peter Sterling, vice president of marketing at McDonald's USA. "Partnering with The Sims franchise of games gives us the ability to provide fun and entertainment to our customers in an environment that allows them to experience our brand in a virtual world. This is a great opportunity for McDonald's to reach our customers away from our traditional brick and mortar setting." While the move toward virtual product placement is obviously driven in part by the technological ability to create games in which characters can meaningfully interact with brands, it's also driven by the growth in technology that makes it more difficult for advertisers to reach consumers. The advent of personal video recorders (PVRs) like TiVO and ReplayTV has enabled people to easily skip commercials on television, and ad blocking software is a perennial favorite on Internet download sites. This Electronic Arts deal also builds upon advertiser interest in "advergaming" -- a phenomenon in which games are built primarily to market a product. In the past few years, companies trying to appeal to younger people have increasingly offered games on their Web sites, in the hopes that people's interaction with a branded game will increase their regard for the brand. -- Donald Wilshe 888 588-9207 Martel Brothers Performance, Worlds Largest On-Line Auto Parts Mfg Catalog Library www.martelbros.com Other Interest: www.ivga.com www.games-advertising.com www.whra.com
I dont know about the stats outside of the United States, but i'm sure The Sims outsold all the Nascar series, GPL, and F1 sims combined. But on the bright side, go count the number of brand names that are licenced in NR2002 or the F1 series. It's still more than 2. Heeheee
"GMpartsguy" <[email hidden]> wrote on 18 Sep 2002: > I dont know about the stats outside of the United States, but i'm > sure The Sims outsold all the Nascar series, GPL, and F1 sims > combined. <snip> The Sims was just as popular in the UK as the US - it's still at no. 5 in the ELSPA charts, after 136 weeks! F1 games always sell fairly well here, and TOCA2 is still in the budget top 10, but otherwise the top spot is usually either a first-person shooter or a football game (Championship Manager 01/02, despite having no graphics, sold over 100,000 copies in its first week!) -- The GPL Scrapyard: http://www.btinternet.com/~gplscrapyard (including the Kinlet Park circuit - currently in beta) Idiotic deep-linking restrictions: http://www.dontlink.com
>"Don Wilshe" <[email hidden]> wrote<snip> We're talking about "The Sims" Don here, not racing simulators ;) It's like a gigantic ----------------------------------------> step in terms of marketing reach! -- -- Fran�ois M�nard <ymenard> -- http://www.ymenard.8m.com/ -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
When they reach a deal with Hugh Heffner to have the Playboy mansion as part of the game, then I'll buy the sim. ;-) Wayne Templin "Don Wilshe" <[email hidden]> wrote in message news:szOh9.285290$[email hidden]... > September 17, 2002 > Intel, McDonald's Get In the Game Ads > By Pamela Parker > In a development that brings together the trends toward "advergaming" and > product placement, Intel (Quote, Company Info, News) and McDonald's(Quote,
Quoted text (7 lines)> Company Info, News) have signed on to have their products and brands > integrated into the debut version of Electronic Arts' The Sims Online. > Under the terms of the deals, which were described as being worth > multi-millions of dollars when combined, Intel-based computers and > McDonald's restaurants will have roles within the game play. The Sims > offline game -- on which the online version is based -- is an outgrowth of > the classic Sim City series originally released in the early '90s. It
allows > gamers to build a simulated society, and was the best selling PC game of > both 2000 and 2001, according to Redwood City, Calif.-based ElectronicArts > (Quote, Company Info, News). > > Now Electronic Arts is debuting an online version of the game, which will > allow thousands of players to collaborate in creating a virtual world. Of > course, no virtual world these days is complete without product placement,a > trend spurred by the fact that the young people that compose the gaming > audience is traditionally a difficult one for marketers to reach. > > "The demographics and culture of gaming are driving the interest by > sponsors. Games are to young people what television was to previous > generations -- they provide a cultural touchstone that fills their freetime > and provides points of reference for friendships," said Erick Hachenburg, > general manager of EA.com. "Matching Intel and McDonald's with The Sims > Online signals a watershed for in-game advertising. It marks the firsttime
Quoted text (13 lines)> players can interact with everyday brands and products in a virtual world. > Our sponsors recognize the value of interacting with consumers in this > environment." > > Intel Pentium 4 processor-based computers will be built into the game in > such a way so that players can choose from a selection of low- to high-end > virtual computers for their Sim. When players increase their use of their > Pentium 4 virtual computers, they amass greater "logic" and "fun" points > than they would if they were using the lower end generic PCs. The virtual > computers will also play the five-note "Intel Inside" brand tone, and will > display the Intel brand on screen. > > "We will be front-and-center with mass market consumers who purchase and
use
Quoted text (8 lines)> PCs for entertainment purposes," said Ann Lewnes, vice president of the > Intel Inside program and co-marketing for Santa Clara, Calif.-based Intel. > "This is the closest you can get to touching your primary demographic -- > every day." > > Oak Brook, Ill.-based McDonald's, which is currently trying to revive its > brand through an overhaul of its menu and the remodeling of its brick and > mortar outlets, will allow Sims Online players to operate a McDonald's
kiosk > and earn virtual money -- "Simoleons" -- for operating the virtualbusiness. > When Sims eat at McDonalds, it will earn them credits in both the "hunger" > and "fun" categories. > > "This is an emerging entertainment area for teens and young adults andwill > continue to keep McDonald's at the forefront with this audience," saidPeter > Sterling, vice president of marketing at McDonald's USA. "Partnering with > The Sims franchise of games gives us the ability to provide fun and > entertainment to our customers in an environment that allows them to > experience our brand in a virtual world. This is a great opportunity for > McDonald's to reach our customers away from our traditional brick andmortar > setting." > > While the move toward virtual product placement is obviously driven inpart > by the technological ability to create games in which characters can > meaningfully interact with brands, it's also driven by the growth in > technology that makes it more difficult for advertisers to reachconsumers. > The advent of personal video recorders (PVRs) like TiVO and ReplayTV has > enabled people to easily skip commercials on television, and ad blocking > software is a perennial favorite on Internet download sites. > > This Electronic Arts deal also builds upon advertiser interest in > "advergaming" -- a phenomenon in which games are built primarily to marketa > product. In the past few years, companies trying to appeal to youngerpeople > have increasingly offered games on their Web sites, in the hopes that > people's interaction with a branded game will increase their regard forthe
Quoted text (16 lines)> brand. > > > -- > Donald Wilshe > 888 588-9207 > Martel Brothers Performance, Worlds Largest On-Line Auto Parts Mfg Catalog > Library > www.martelbros.com > Other Interest: > www.ivga.com > www.games-advertising.com > www.whra.com > > >

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