<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:amplify="http://amplify.com/xmlns/amplify"
>

<channel>
	<title>Bit Briefs  &#187; In-Game Advertising</title>
	<atom:link href="http://bitbriefs.amplify.com/tag/in-game-advertising/feed" rel="self" type="application/rss+xml" />
	<link>http://bitbriefs.amplify.com</link>
	<description>Marketing Trends, News and Statistics</description>
	<pubDate>Fri, 30 Jul 2010 21:20:14 +0000</pubDate>
	
	<language>en</language>
			<item>
		<title>AdAge Report: Only 17% of online gamers are teenagers - 42% of online gamers are women</title>
		<link>http://bitbriefs.amplify.com/2007/07/12/adage-report-only-17-of-online-gamers-are-teenagers-42-of-online-gamers-are-women/</link>
		<comments>http://bitbriefs.amplify.com/2007/07/12/adage-report-only-17-of-online-gamers-are-teenagers-42-of-online-gamers-are-women/#comments</comments>
		<pubDate>Fri, 13 Jul 2007 03:13:21 +0000</pubDate>
		<dc:creator>Dr.Clip</dc:creator>
		
		<category><![CDATA[Digital Media Usage]]></category>

		<category><![CDATA[In-Game Advertising]]></category>

		<category><![CDATA[online gaming]]></category>

		<category><![CDATA[online media usage]]></category>

		<guid isPermaLink="false">http://clogs.clipmarks.com/fuordigital/2007/07/12/adage-report-only-17-of-online-gamers-are-teenagers-42-of-online-gamers-are-women/</guid>
		<description><![CDATA[Clipped from www.marketingvox.comLong tagged the pursuit of choice for teenage males, the profile of today&#8217;s gamer casts a broad demographic net, reports Ad Age. Today, teenagers account for only 17 percent.  Surprisingly, women represent 42 percent of gamers and typically play casual, single-person games online. And finally, 80 percent of online gamers hail from [...]]]></description>
			<content:encoded><![CDATA[<div class="Clog_Content_Outer"><!-- BEGIN_CLIP_CONTENT ID:01400587-05A8-406C-B7FE-0EBE188411A4:0b CLIPMARKS.COM --><div class="Clog_Top_Wrap"><div class="Clog_Source_First"><span>Clipped from <a rel="clipsource" title="http://www.marketingvox.com/archives/2007/05/16/gamers-more-than-geeky-adolescent-boys-stats-show/" href="http://www.marketingvox.com/archives/2007/05/16/gamers-more-than-geeky-adolescent-boys-stats-show/">www.marketingvox.com</a></span></div></div><div class="Clog_Middle_Wrap"><blockquote class="Clog_Content_Item" cite="http://www.marketingvox.com/archives/2007/05/16/gamers-more-than-geeky-adolescent-boys-stats-show/"><p>Long tagged the pursuit of choice for teenage males, the profile of today&#8217;s gamer casts a broad demographic net, <a href="http://adage.com/article?article_id=116636" target="_blank">reports</a> Ad Age. Today, teenagers account for only 17 percent.  <a id="more-29699"></a></p></blockquote><div></div><blockquote class="Clog_Content_Item" cite="http://www.marketingvox.com/archives/2007/05/16/gamers-more-than-geeky-adolescent-boys-stats-show/"><p>Surprisingly, women represent 42 percent of gamers and typically play casual, single-person games online. And finally, 80 percent of online gamers hail from middle class backgrounds, pulling in between $35,000 to $75,000 per year.
</p></blockquote><div></div><blockquote class="Clog_Content_Item" cite="http://www.marketingvox.com/archives/2007/05/16/gamers-more-than-geeky-adolescent-boys-stats-show/"><p>Seventeen percent of gamers keep online casinos afloat, while at the other end of the spectrum, 20 percent of gamers include kids aged 6 to 12. Fifty-four percent of gamers are console owners, while 41 percent are on a handheld system, like the Nintendo DS and Sony PSP.</p><span class="Clog_Source_Button"><a rel="clipsource" title="http://www.marketingvox.com/archives/2007/05/16/gamers-more-than-geeky-adolescent-boys-stats-show/" href="http://www.marketingvox.com/archives/2007/05/16/gamers-more-than-geeky-adolescent-boys-stats-show/">Go to the source</a></span></blockquote></div><div class="Clog_Bottom_Wrap">&nbsp;</div></div>]]></content:encoded>
			<wfw:commentRss>http://bitbriefs.amplify.com/2007/07/12/adage-report-only-17-of-online-gamers-are-teenagers-42-of-online-gamers-are-women/feed/</wfw:commentRss>
	<amplify:clipsource>http://www.marketingvox.com/archives/2007/05/16/gamers-more-than-geeky-adolescent-boys-stats-show/</amplify:clipsource>
<amplify:clipsourceshort>www.marketingvox.com</amplify:clipsourceshort>
	</item>
		<item>
		<title>29% of all downloaded mobile games were downloaded by adults 25-34</title>
		<link>http://bitbriefs.amplify.com/2007/07/11/29-of-all-downloaded-mobile-games-were-downloaded-by-adults-25-34/</link>
		<comments>http://bitbriefs.amplify.com/2007/07/11/29-of-all-downloaded-mobile-games-were-downloaded-by-adults-25-34/#comments</comments>
		<pubDate>Thu, 12 Jul 2007 01:19:41 +0000</pubDate>
		<dc:creator>Dr.Clip</dc:creator>
		
		<category><![CDATA[Digital Media Usage]]></category>

		<category><![CDATA[In-Game Advertising]]></category>

		<category><![CDATA[Mobile Phone Marketing]]></category>

		<category><![CDATA[mobile gaming]]></category>

		<category><![CDATA[mobile phone usage]]></category>

		<guid isPermaLink="false">http://clogs.clipmarks.com/fuordigital/2007/07/11/29-of-all-downloaded-mobile-games-were-downloaded-by-adults-25-34/</guid>
		<description><![CDATA[Clipped from blogs.zdnet.com29% of all downloaded mobile games were downloaded by adults 25-34According to The NPD Group, in an average month more than 29 mln consumers play video games on their mobile phones and more than 7 mln download games to mobile devices. These days, however, you&#8217;ll find more adults than teens interacting with mobile [...]]]></description>
			<content:encoded><![CDATA[<div class="Clog_Content_Outer"><!-- BEGIN_CLIP_CONTENT ID:B5D3D208-C5E8-4106-982C-19FB98C086DE:0b CLIPMARKS.COM --><div class="Clog_Top_Wrap"><div class="Clog_Source_First"><span>Clipped from <a rel="clipsource" title="http://blogs.zdnet.com/ITFacts/?p=12880" href="http://blogs.zdnet.com/ITFacts/?p=12880">blogs.zdnet.com</a></span></div></div><div class="Clog_Middle_Wrap"><blockquote class="Clog_Content_Item" cite="http://blogs.zdnet.com/ITFacts/?p=12880"><h4><a title="Permanent Link to 29% of all downloaded mobile games were downloaded by adults 25-34" rel="bookmark" href="http://blogs.zdnet.com/ITFacts/?p=12880">29% of all downloaded mobile games were downloaded by adults 25-34</a></h4></blockquote><div></div><blockquote class="Clog_Content_Item" cite="http://blogs.zdnet.com/ITFacts/?p=12880"><p>According to The NPD Group, in an average month more than 29 mln consumers play video games on their mobile phones and more than 7 mln download games to mobile devices. These days, however, you&#8217;ll find more adults than teens interacting with mobile games. In fact, consumers between the ages of 25 and 34 not only download more games than any other age group, but also play them more and are more likely to plan to purchase additional games in the future. In 2006 29% of games were downloaded by consumers aged 25 to 34, followed by those aged 18 to 24 (27%), and teens between the ages of 13 and 17 (15%). NPD noted a similar trend in relation to game playing activity. Half of mobile gamers between the ages of 25 and 34 and the same%age of those between the ages of 18 and 24 report playing a game on their mobile device at least once a day. By comparison, just 41% of teens exhibited similar behavior.</p><span class="Clog_Source_Button"><a rel="clipsource" title="http://blogs.zdnet.com/ITFacts/?p=12880" href="http://blogs.zdnet.com/ITFacts/?p=12880">Go to the source</a></span></blockquote></div><div class="Clog_Bottom_Wrap">&nbsp;</div></div>]]></content:encoded>
			<wfw:commentRss>http://bitbriefs.amplify.com/2007/07/11/29-of-all-downloaded-mobile-games-were-downloaded-by-adults-25-34/feed/</wfw:commentRss>
	<amplify:clipsource>http://blogs.zdnet.com/ITFacts/?p=12880</amplify:clipsource>
<amplify:clipsourceshort>blogs.zdnet.com</amplify:clipsourceshort>
	</item>
		<item>
		<title>Video game advertising spending will pass $2 billion in 2012, up from $370 million in 2006</title>
		<link>http://bitbriefs.amplify.com/2007/07/10/video-game-advertising-spending-will-pass-2-billion-in-2012-up-from-370-million-in-2006/</link>
		<comments>http://bitbriefs.amplify.com/2007/07/10/video-game-advertising-spending-will-pass-2-billion-in-2012-up-from-370-million-in-2006/#comments</comments>
		<pubDate>Wed, 11 Jul 2007 03:44:29 +0000</pubDate>
		<dc:creator>Dr.Clip</dc:creator>
		
		<category><![CDATA[In-Game Advertising]]></category>

		<category><![CDATA[video game advertising]]></category>

		<guid isPermaLink="false">http://clogs.clipmarks.com/fuordigital/2007/07/10/video-game-advertising-spending-will-pass-2-billion-in-2012-up-from-370-million-in-2006/</guid>
		<description><![CDATA[Clipped from www.emarketer.comVideo Game Ads Shoot for High ScoreIt&#8217;s getting easier to reach players during play.Video game advertising spending will pass $2 billion in 2012, up from $370 million in 2006, according to Parks Associates&#8216; &#8220;Electronic Gaming in the Digital Home: Game Advertising&#8221; report.
Go to the source&#160;]]></description>
			<content:encoded><![CDATA[<div class="Clog_Content_Outer"><!-- BEGIN_CLIP_CONTENT ID:D7BD1903-9004-4D46-8201-3EB5114AD1BF:0b CLIPMARKS.COM --><div class="Clog_Top_Wrap"><div class="Clog_Source_First"><span>Clipped from <a rel="clipsource" title="http://www.emarketer.com/Article.aspx?id=1005113" href="http://www.emarketer.com/Article.aspx?id=1005113">www.emarketer.com</a></span></div></div><div class="Clog_Middle_Wrap"><blockquote class="Clog_Content_Item" cite="http://www.emarketer.com/Article.aspx?id=1005113"><span class="big_red_text_multiline">Video Game Ads Shoot for High Score</span></blockquote><div></div><blockquote class="Clog_Content_Item" cite="http://www.emarketer.com/Article.aspx?id=1005113"><span class="intro_bold">It&#8217;s getting easier to reach players during play.</span></blockquote><div></div><blockquote class="Clog_Content_Item" cite="http://www.emarketer.com/Article.aspx?id=1005113"><p>Video game advertising spending will pass $2 billion in 2012, up from $370 million in 2006, according to <a target="blank" href="http://www.parksassociates.com/">Parks Associates</a>&#8216; &#8220;Electronic Gaming in the Digital Home: Game Advertising&#8221; report.
</p></blockquote><div></div><blockquote class="Clog_Content_Item" cite="http://www.emarketer.com/Article.aspx?id=1005113"><div align="center"><img src="http://content8.clipmarks.com/blog_cache/www.emarketer.com/img/8A3BA53C-7EC6-4E2F-AB36-1F81E6BA7CB5" alt="US Video Game Advertising Spending, by Segment, 2006 &amp; 2012 (millions)" /></div><span class="Clog_Source_Button"><a rel="clipsource" title="http://www.emarketer.com/Article.aspx?id=1005113" href="http://www.emarketer.com/Article.aspx?id=1005113">Go to the source</a></span></blockquote></div><div class="Clog_Bottom_Wrap">&nbsp;</div></div>]]></content:encoded>
			<wfw:commentRss>http://bitbriefs.amplify.com/2007/07/10/video-game-advertising-spending-will-pass-2-billion-in-2012-up-from-370-million-in-2006/feed/</wfw:commentRss>
	<amplify:clipsource>http://www.emarketer.com/Article.aspx?id=1005113</amplify:clipsource>
<amplify:clipsourceshort>www.emarketer.com</amplify:clipsourceshort>
	</item>
		<item>
		<title>In-Game Ad Reach Includes Pass-Along Effect</title>
		<link>http://bitbriefs.amplify.com/2007/07/10/in-game-ad-reach-includes-pass-along-effect/</link>
		<comments>http://bitbriefs.amplify.com/2007/07/10/in-game-ad-reach-includes-pass-along-effect/#comments</comments>
		<pubDate>Wed, 11 Jul 2007 03:35:21 +0000</pubDate>
		<dc:creator>Dr.Clip</dc:creator>
		
		<category><![CDATA[In-Game Advertising]]></category>

		<category><![CDATA[in-game influence]]></category>

		<category><![CDATA[online gaming usage]]></category>

		<guid isPermaLink="false">http://clogs.clipmarks.com/fuordigital/2007/07/10/in-game-ad-reach-includes-pass-along-effect/</guid>
		<description><![CDATA[Clipped from www.clickz.comRetail sales are one of several factors determining the video games&#8217; advertising reach. The &#8220;GaMeasure&#8221; report, released by Interpret, outlines a discrepancy between sales numbers and a game&#8217;s actual reach.   When the impact of social gameplay, rental, used game sales, and pass-around numbers are considered, the number of impressions is raised. [...]]]></description>
			<content:encoded><![CDATA[<div class="Clog_Content_Outer"><!-- BEGIN_CLIP_CONTENT ID:75508511-0C70-48FB-9935-11063DBFB49B:0b CLIPMARKS.COM --><div class="Clog_Top_Wrap"><div class="Clog_Source_First"><span>Clipped from <a rel="clipsource" title="http://www.clickz.com/showPage.html?page=3625324" href="http://www.clickz.com/showPage.html?page=3625324">www.clickz.com</a></span></div></div><div class="Clog_Middle_Wrap"><blockquote class="Clog_Content_Item" cite="http://www.clickz.com/showPage.html?page=3625324"><p>Retail sales are one of several factors determining the video games&#8217; advertising reach. The &#8220;GaMeasure&#8221; report, released by <a target="_blank" href="http://www.interpretllc.com">Interpret</a>, outlines a discrepancy between sales numbers and a game&#8217;s actual reach.   </p></blockquote><div></div><blockquote class="Clog_Content_Item" cite="http://www.clickz.com/showPage.html?page=3625324"><p>When the impact of social gameplay, rental, used game sales, and pass-around numbers are considered, the number of impressions is raised. Activision&#8217;s &#8220;Call of Duty 3&#8243; sold 2 million units in the U.S. as of February 3 of this year, according to NPD Group data. Yet the study estimates the game&#8217;s reach at nearly 9 million gamers, or 4 percent of the total U.S. population. A game requiring multiple players, such as EA&#8217;s &#8220;Madden NFL 2007,&#8221; sold a reported 6 million units, though interpret data say 14 million have played the game, or 7 percent of the total U.S. population.   </p><span class="Clog_Source_Button"><a rel="clipsource" title="http://www.clickz.com/showPage.html?page=3625324" href="http://www.clickz.com/showPage.html?page=3625324">Go to the source</a></span></blockquote></div><div class="Clog_Bottom_Wrap">&nbsp;</div></div>]]></content:encoded>
			<wfw:commentRss>http://bitbriefs.amplify.com/2007/07/10/in-game-ad-reach-includes-pass-along-effect/feed/</wfw:commentRss>
	<amplify:clipsource>http://www.clickz.com/showPage.html?page=3625324</amplify:clipsource>
<amplify:clipsourceshort>www.clickz.com</amplify:clipsourceshort>
	</item>
		<item>
		<title>In-game ads to generate $971.3MM by 2011</title>
		<link>http://bitbriefs.amplify.com/2007/07/10/in-game-ads-to-generate-9713mm-by-2011/</link>
		<comments>http://bitbriefs.amplify.com/2007/07/10/in-game-ads-to-generate-9713mm-by-2011/#comments</comments>
		<pubDate>Wed, 11 Jul 2007 02:42:44 +0000</pubDate>
		<dc:creator>Dr.Clip</dc:creator>
		
		<category><![CDATA[In-Game Advertising]]></category>

		<category><![CDATA[advertising]]></category>

		<category><![CDATA[advertising statistics]]></category>

		<guid isPermaLink="false">http://clogs.clipmarks.com/fuordigital/2007/07/10/in-game-ads-to-generate-9713mm-by-2011/</guid>
		<description><![CDATA[Clipped from blogs.zdnet.comGlobal in-game advertising market, which generated $77.7 mln globally in 2006, continues to develop at an exponential rate. By 2011, worldwide in-game advertising expenditures (fixed product placement/static ads and dynamic ads) will grow to $971.3 mln. Spending on traditional advertising media (television, newspapers, radio and magazines) grew $3.6 bln in 2006 while spending [...]]]></description>
			<content:encoded><![CDATA[<div class="Clog_Content_Outer"><!-- BEGIN_CLIP_CONTENT ID:EE81015C-F688-47EF-8AAB-BDC8C52921A2:0b CLIPMARKS.COM --><div class="Clog_Top_Wrap"><div class="Clog_Source_First"><span>Clipped from <a rel="clipsource" title="http://blogs.zdnet.com/ITFacts/?p=12991" href="http://blogs.zdnet.com/ITFacts/?p=12991">blogs.zdnet.com</a></span></div></div><div class="Clog_Middle_Wrap"><blockquote class="Clog_Content_Item" cite="http://blogs.zdnet.com/ITFacts/?p=12991"><p>Global in-game advertising market, which generated $77.7 mln globally in 2006, continues to develop at an exponential rate. By 2011, worldwide in-game advertising expenditures (fixed product placement/static ads and dynamic ads) will grow to $971.3 mln. Spending on traditional advertising media (television, newspapers, radio and magazines) grew $3.6 bln in 2006 while spending on internet advertising grew $4.3 bln, <a href="http://home.businesswire.com/portal/site/home/?epi_menuItemID=989a6827590d7dda9cdf6023a0908a0c&amp;epi_menuID=c791260db682611740b28e347a808a0c&amp;epi_baseMenuID=384979e8cc48c441ef0130f5c6908a0c&amp;ndmViewId=news_view&amp;newsLang=en&amp;div=-762569457&amp;newsId=20070706005057">Yankee Group says</a>.</p><span class="Clog_Source_Button"><a rel="clipsource" title="http://blogs.zdnet.com/ITFacts/?p=12991" href="http://blogs.zdnet.com/ITFacts/?p=12991">Go to the source</a></span></blockquote></div><div class="Clog_Bottom_Wrap">&nbsp;</div></div>]]></content:encoded>
			<wfw:commentRss>http://bitbriefs.amplify.com/2007/07/10/in-game-ads-to-generate-9713mm-by-2011/feed/</wfw:commentRss>
	<amplify:clipsource>http://blogs.zdnet.com/ITFacts/?p=12991</amplify:clipsource>
<amplify:clipsourceshort>blogs.zdnet.com</amplify:clipsourceshort>
	</item>
	</channel>
</rss>
