Activision, Nielsen and Massive Present State of In-Game Advertising Session at Advertising Week 2007.Session Details Why Video Games See video game console. are the Advertising World's New Medium of Choice for Reaching Elusive 13-34 Year Old Males Discussion Illustrates Why Video Games are the Most Engaging Ad Medium and How They Drive Persuasion SANTA MONICA Santa Monica (săn`tə mŏn`ĭkə), city (1990 pop. 86,905), Los Angeles co., S Calif., on Santa Monica Bay; inc. 1886. Tourism and retailing are important, and the city has motion-picture, biotechnology, and software industries. , Calif. -- Today at Advertising Week 2007, Activision, Inc. (Nasdaq:ATVI ATVI Albuquerque Technical Vocational Institute ) hosted an exclusive session with The Nielsen Company The Nielsen Company is a global information and media company. It was formed in 1964 through the merger of two Dutch publishing companies De Spaarnestad and Cebema. Its original name was Verenigde Nederlandse Uitgeversbedrijven and Massive Inc. illustrating why video games are an important medium for reaching the elusive 13-34 male audience. The discussion outlined the reach and frequency that video games deliver, research that validates video games as an effective advertising medium and the methods that gaming companies are using to help marketers get their brands into games. During the session, Nielsen Games showcased its new GamePlay
Gameplay includes all player experiences during the interaction with game systems, especially formal games. Proper use is coupled with reference to "what the player does". Metrics[TM], which provides an ongoing measurement of the market, gaming usage as compared to other entertainment vehicles and the reach of video games as an advertising medium. Massive discussed how its dynamic ad-serving technology gives marketers the flexibility to plan in-game advertising In-game advertising (IGA) refers to the use of computer and video games as a medium in which to deliver advertising. 2005 spending on in-game advertising was USD$56 million, and this figure is estimated to grow to $1. spends in line with other media investments and illustrated how in-game campaigns can be delivered across a network of games - spanning all genres. Activision demonstrated that in-game product integration helps to drive brand awareness and recall, and that video games drive persuasion -- the willingness of consumers to change their opinions of a brand and/or recommend it to others -- through the combination of product integration and pervasiveness. "Traditional advertising approaches don't engage audiences and don't ensure the consumer pays attention. They don't really connect with the target 13-34 year olds or what matters to them. That connection and real relevance is what leads to brand persuasion and purchase," said Robin Kaminsky, executive vice president of publishing at Activision. "From the research we have conducted with Nielsen over the past few years, we know that video game advertising and partnerships do connect with people in a way that demands their attention, especially the elusive 13-34 year old male, and that video games are highly engaging in a way that no other advertising medium is." Activision Broadcast Media Center Members of the media can visit Activision's new Broadcast Media Center to download broadcast quality video, web-ready video and high-resolution images. Members of the media using Pathfire can take advantage of a Pathfire enabled video download. Sound bites and b-roll footage of today's discussion will be made available after the event. Broadcast quality video of many of Activision's leading game titles is available for download as well. Broadcast Media Center: http://activision.pondeserver.com About Microsoft Founded in 1975, Microsoft (Nasdaq "MSFT MSFT Microsoft (stock symbol) MSFT Movimento Sociale Fiamma Tricolore (Italy) MSFT Multi-Stage Fitness Test MSFT Master of Science in Family Therapy MSFT Macalester Students for Fair Trade ") is the worldwide leader in software, services and solutions that help people and businesses realize their full potential. About Activision Headquartered in Santa Monica, California For other uses, see Santa Monica (disambiguation). Santa Monica is a coastal city in western Los Angeles County, California, USA. Situated on Santa Monica Bay of the Pacific Ocean, it is surrounded by the City of Los Angeles — Pacific Palisades and Brentwood on the north, , Activision, Inc. is a leading worldwide developer, publisher and distributor of interactive entertainment and leisure products. Founded in 1979, Activision posted net revenues of $1.5 billion for the fiscal year ended March 31, 2007. Activision maintains operations in the U.S., Canada, the United Kingdom, France, Germany, Ireland, Italy, Scandinavia, Spain, the Netherlands, Australia, Japan and South Korea. More information about Activision and its products can be found on the company's World Wide Web site, which is located at www.activision.com. About Nielsen The Nielsen Company is a global information and media company with leading market positions and recognized brands in marketing information (ACNielsen), media information (Nielsen Media Research), online intelligence (NetRatings and BuzzMetrics), trade shows and business publications (Billboard, The Hollywood Reporter, Adweek). The privately held company privately held company A firm whose shares are held within a relatively small circle of owners and are not traded publicly. is active in more than 100 countries, with headquarters in Haarlem, the Netherlands, and New York New York, state, United States New York, Middle Atlantic state of the United States. It is bordered by Vermont, Massachusetts, Connecticut, and the Atlantic Ocean (E), New Jersey and Pennsylvania (S), Lakes Erie and Ontario and the Canadian province of , USA. For more information, please visit, www.nielsen.com. About Massive Massive Inc., a wholly owned subsidiary Wholly Owned Subsidiary A subsidiary whose parent company owns 100% of its common stock. Notes: In other words, the parent company owns the company outright and there are no minority owners. of Microsoft, is the creator of a leading network for dynamic video game advertising. With 40 game publisher partners, the Massive Network offers advertisers the ability to reach an aggregated gaming audience in real time across multiple platforms Refers to two or more operating environments, which typically include the CPU family and operating system. For example, if versions of a program run on Windows and the Macintosh, the software is said to support multiple platforms. . Over 100 blue-chip advertisers have run campaigns across the Massive Network throughout North America North America, third largest continent (1990 est. pop. 365,000,000), c.9,400,000 sq mi (24,346,000 sq km), the northern of the two continents of the Western Hemisphere. and Europe. Publishers in the Massive Network generate revenue through dynamic in-game advertising, enabling them to leverage the value of their content while preserving and enhancing the game experience. Massive's technology allows for all forms of downloadable media and advertising content to be contextually integrated into the game environment, including image, audio, video and game object formats. More information can be found online at http://www.massiveincorporated.com. Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Activision's expectations, plans, intentions or strategies regarding the future are forward-looking statements that are not facts and involve a number of risks and uncertainties. In this release they are identified by references to dates after the date of this release and words such as "will," "will be," "remains," "to be," "plans," "believes", "may", "expects," "intends," and similar expressions. These risks and uncertainties include, but are not limited to, sales of Activision's titles, shifts in consumer spending Consumer demand or consumption is also known as personal consumption expenditure. It is the largest part of aggregate demand or effective demand at the macroeconomic level. trends, the seasonal and cyclical nature of the interactive game market, Activision's ability to predict consumer preferences among competing hardware platforms Each hardware platform, or CPU family, has a unique machine language. All software presented to the computer for execution must be in the binary coded machine language of that CPU. Following is a list of the major hardware platforms in existence today. See platform. (including next-generation hardware), declines in software pricing, product returns and price protection, product delays, retail acceptance of Activision's products, adoption rate and availability of new hardware and related software, industry competition, rapid changes in technology and industry standards, protection of proprietary rights, maintenance of relationships with key personnel, customers, vendors and third-party developers, international economic and political conditions, integration of recently acquired subsidiaries and identification of suitable future acquisition opportunities, limitations on our ability to issue stock and options and foreign exchange rate changes. Other factors that could cause Activision's actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include, without limitation, the further implementation, acceptance and effectiveness of the remedial measures recommended or adopted by the special sub-committee of independent directors established in July 2006 to review Activision's historical stock option granting practices, the board and Activision; the outcome of the SEC's formal investigation and the derivative litigation An action brought in court to enforce a particular right. The act or process of bringing a lawsuit in and of itself; a judicial contest; any dispute. When a person begins a civil lawsuit, the person enters into a process called litigation. filed in July 2006 against certain current and former directors and officers of Activision relating to relating to relate prep → concernant relating to relate prep → bezüglich +gen, mit Bezug auf +acc Activision's stock option granting practices, the possibility that additional claims and proceedings will be commenced, including additional stockholder litigation, employee litigation, and additional action by the SEC and/or other regulatory agencies, other litigation (unrelated to stock option granting practices) and the risks identified in Activision's most recent annual report on Form 10-K Form 10-K A report required by the SEC from exchange-listed companies that provides for annual disclosure of certain financial information. Form 10-K See 10-K. and recent reports on Form 8-K Form 8-K The form required by the SEC when a publicly held company incurs any event that might affect its financial situation or the share value of its stock. Form 8-K See 8-K. . The forward-looking statements in this release are based upon information available to Activision as of the date of this release, and Activision assumes no obligations to update any such forward-looking statement. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of future performance and are subject to risks, uncertainties and other factors, some of which are beyond our control and may cause actual results to differ materially from our current expectations. |
|
||||||||||||||

Printer friendly
Cite/link
Email
Feedback
Reader Opinion