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MOBILE ADVERGAMES:
 SIMPLY FUN OR SLIGHTLY
       DECEPTIVE?
STEPHAN DAHL, UNIVERSITY OF HULL
    LYNNE EAGLE, JAMES COOK
           UNIVERSITY
Concerns
• Food marketers have long been criticised for
  contributing to childhood obesity (Hastings et
  al., 2003)
• causing domestic conflict when children
  pester their parents for advertised products
  (Marshall et al., 2007)
• children’s cognitive abilities are not yet fully
  developed (Eagle, 2007; Moses and Baldwin
  2005).
• children may be highly susceptible to persuasion (such
  as that delivered in advergames) due to their
  immersive nature
  - but there is a lack of empirical evidence to support
  these claims (van Reijmersdal et al., 2011; Mallinckrodt
  & Mizerski, 2007).
• lack of empirical evidence regarding children’s
  relationships with brands; although brand preferences
  are evident from young ages (John, 1999) and brand
  knowledge may be a part of socialization and
  ‘playground cool’ (Ritson & Elliott, 1999),
• industry has responded by claiming to self-
  regulate advergame content (and other
  marketing activity) , e.g.

  Children’s Food and Beverage Advertising
  Initiative (CFBAI)
Subliminal?
• Original study has been shown to have been
  falsified - popular media have continued to claim
  behavioural effects (Broyles, 2006; Keys, 1973).
• Short term effects have been created in artificial
  laboratory situations; there is no evidence of real-
  world effects (Cooper & Cooper, 2002).
• Advertising content in advergames is overt, albeit
  subtle
Processing of advergame messages
• low involvement, with few cognitive / rational
  decision choices (Heath, 2000) creates
  “exposure effect”
• preference can be created by simply repeating
  message exposure with no active cognitive
  processing of messages.
Media usage
• moving beyond traditional media – and
  computer based internet access.
• Mobile phones in particular have found their
  way into everyday life of young people (Davie
  et al., 2004; OFCOM, 2008)
• children are often allowed to play games on
  adults’ mobile phones,
• Advertising Standards Authority in the UK only
  covers “non-paid-for space online under [the
  advertiser's] control”,
  which includes “advertiser-controlled pages
  on social networking websites”
• but NOT pages and profiles of other users
  /social networks etc

  (Committee of Advertising Practice, 2010).
Our study
• content analysis of advergames (Hofmeister-
  Toth & Nagy, 2011, Quilliam et al., 2011, Dahl
  et al., 2008)
• assessment of actual practice
• adherence to self-regulatory codes
• 57 major advertisers:
   – confectionary,
   – chewing gum,
   – crisps,
   – carbonated drinks and
   – cereals
   (Mintel 2009, 2011a, 2011b, 2011c, 2011d)


Contained brands targeting children (e.g. Weetabix
Kids) and targeting mature market (e.g. Green & Black).
“any application that allowed the
consumer to interact with the application
in a playful or joyful manner”
   arcade-like games,
   VR/AuR apps
Excluded
   no interaction
   language other than English.


     Apple iPhone             HTC Google Android
      34 games                     12 games
Chocolates

Brand                Owned by      CFBAI   IPhone   n    Android   n
Cadbury Dairy Milk   Kraft Foods   ü       ü         2   ü          1
Galaxy Mars          Mars, Inc     ü       û         0   û          0
Maltesers            Mars, Inc     ü       ü         2   û          0
Mars                 Mars, Inc     ü       û         0   û          0
Kitkat               Nestle        ü       ü         2   ü          1
Aero                 Nestle        ü       û         0   û          0
Wispa                Kraft Foods   ü       ü         2   ü          1
Snickers             Mars, Inc     ü       û         0   û          0
Milky Bar            Nestle        ü       ü         1   û          0
Twirl                Kraft Foods   ü       ü         1   û          0
Twix                 Mars, Inc     ü       û         0   û          0
Green & Black        Kraft Foods   ü       û         0   û          0
Crisps
Brand             Owned by          CFBAI   IPhone   n    Android   n
Walkers           PepsiCo           ü       ü         1   û          0
Pringles          Diamond           û       ü         3   ü          1
Doritos           PepsiCo           ü       ü         1   ü          1
McCoy's           United Biscuits   û       û         0   û          0
Kettle Chips      Diamond           û       û         0   û          0
Quavers           PepsiCo           ü       ü         1   ü          1
Hula Hoops        United Biscuits   û       ü         1   û          0
Mini Cheddars     United Biscuits   û       û         0   û          0
Monster Munch     PepsiCo           ü       û         0   û          0
Wotsits           PepsiCo           ü       û         0   û          0
French Fries      PepsiCo           ü       û         0   û          0
walkers Baked     PepsiCo           ü       û         0   û          0
Seabrook crisps   Seabrook          û       û         0   û          0
Squares           PepsiCo           ü       û         0   û          0
Skips             United Biscuits   û       û         0   û          0
salt n shake      PepsiCo           ü       û         0   û          0
Tyrrells          Tyrrells          û       û         0   û          0
Redsky            PepsiCo           ü       û         0   û          0
Carbonated Drinks
Brand         Owned by              CFBAI IPhone   n    Android   n
Coca-Cola     The Coca-Cola Comp.   ü     ü         7   ü          4
Pepsi         PepsiCo               ü     û         0   û          0
Schweppes     Dr Pepper Snapple     û     û         0   û          0
Fanta         The Coca-Cola Comp.   ü     ü         1   û          0
Irn-Bru       A. G. Barr            û     û         0   û          0
Dr Pepper     Dr Pepper Snapple     û     û         0   û          0
Sprite        The Coca-Cola Comp.   ü     ü         1   û          0
7UP           Dr Pepper Snapple     û     û         0   û          0
Tango         BritVic               û     û         0   û          0
R White’s     BritVic               û     û         0   û          0
Chewing Gum/Confectionary

Brand                      Owned by      CFBAI   IPhone   n    Android   n
Wrigley’s Extra            Mars, Inc     ü       ü         1   ü          1
Randoms                    Nestle        ü       û         0   û          0
Starmix                    Haribo        û       ü         1   û          0
Natural Confectionery Co   Kraft Foods   ü       û         0   û          0
Wrigley’s 5                Mars, Inc     ü       ü         1   û          0
Maynards Wine Gums         Kraft Foods   ü       û         0   û          0
Tic Tac                    Ferrero       û       ü         2   û          0
Tangfastics                Haribo        û       û         0   û          0
Orbit Complete             Mars, Inc     ü       û         0   û          0
Extra Strong Gum           Kraft Foods   ü       û         0   û          0
Cereals

Brand                 Owned by              CFAI   IPhone n    Android   n
Kellogg’s             Kellogg Company       ü      ü       2   ü          1
Nestlé                Nestle                ü      û       0   û          0
Weetabix              Weetabix              û      ü       1   û          0
Jordans               W. Jordans            û      û       0   û          0
Kraft Foods           Kraft Foods           ü      û       0   û          0
Quaker Oats           PepsiCo               ü      û       0   û          0
Honey Monster Foods   Honey Monster Foods   û      û       0   û          0
Number of games
                      iPhone       Android         %
CFBAI Member (36)     26           11              72.2%
Non-members (20)      8            1               40%

not consistent:
PepsiCo:
   None for drink brands
   – but for Dorito
Nestlé:
   None for cereal brands
   - but two of their four confectionary brands.
Coding
•   Genre
•   Advertising Break
•   Age rating
•   Sponsor appearance
•   Need for registration
•   Nutrition information
•   Incentives to purchase (promotions)
•   Social Media functions
•   Personalisation
Genre
Genre                                iPhone   %    Android   %
                      Adventure/Maze 7        21   2         1
                                                             6
                              Music 5         15   3         2
                                                             5
                               Sport 2        6    0
                          Simulation 1        3    0
                             Others 11        33   4         3
                                                             3

Examples of others:
    Snowglobe
    Spin the bottle
    Augmented Reality
Ad break
decrease desire for and memory of the advertised
product – but do not help children to recognise the
commercial intent
An and Stern (2011)



                               iPhone   %   Android   %
                       Ad Break 0       0   0         0
Age Verification

Established practice/requirement for digital content
Committee of Advertising Practice – UK
Children’s Advertising Review Unit - US
                              iPhone   %    Android   %
              Age Verification 4       12   2         1
                                                      6
                 But only asked for during first run!
Age rating
• iPhone: All (but one) 4+
• Android: All “Everyone” / “Low Maturity”

• For comparison
  Football Fan Challenge (NHS): 17+
Registration
• Six repeatedly
• Five asked for
• Majority no registration
Appearance
                            iPhone %   Android %
   Active Game Component       19 58        6 5
                                              0
          Background Item      12 36        4 3
                                              0
Banners Outside Gamespace       4 12        2 1
                                              6


        Logo During Game       23 70       10 8
                                              3
                 Package       14 42        5 4
                                              1
                Food-item      13 39        4 3
                                              0
          Brand Character       6 18        3 2
                                              5
Messages
•   4 related to low calories
•   2 no sugar
•   2 general
•   NO nutritional information
    NO health/stay active information
Incentives
                                 iPhone %   Android %
                  Prize draws        4 12        3 2
                                                   4
         Full access with code       3 9         2 1
                                                   6

CAP & CARU Code compliance?
Persuasion Knowledge?
Social Functions
                      iPhone   %    Android   %
   Facebook Access       18    54       11    91

            Twitter       8    24        6    50

             Email        9    27        5    41

              SMS         1    3         1    8


     General Invite      10    30        6    50

   Sharing of Score       8    24        5    41

             Ecard        4    12        1    8
   Direct Challenge       5    15        2    16

          Gift Item       2    6         1    8
       Promotions         1    3         1    8
Personalisation
Genre                   iPhone %   Android %
          Game Mode        15 45        6 5
                                          0
            Character       8 24        3 2
                                          5
          Game space        8 24        4 3
                                          3
Discussion
• mobile advergames are still a relatively new
  phenomenon
• currently available games successfully
  enhance conventional video-gaming by using
  social networking features and virtual
  reality/augmented reality features – making
  these games more engaging, personal and
  interactive than tradition “standalone” games
  and many advergames
• current regulatory codes promised to extend
  beyond traditional media, and provide a
  framework for digital media
• BUT the codes fail to encompass these new,
  and constantly evolving media forms.
• “branded play-scape” is blurring of the
  boundary not only of
  entertainment and commerce,
  but also of inter-personal and commercial
  communication,
• Self-regulation of the industry seems so far
  not to hold pace with these developments and
  both the spirit and substance of advertising
  codes seem to be interpreted inconsistently,
  both across advertisers and within brands
  owned by the same parent company.
• Distributors of these games, i.e. Apple and
  Google, should consider revising their
  guidance as to the age requirements for these
  applications, as present advice is confusing.
• some sectors of the industry seem to view
  less than totally responsible approach in
  unregulated areas as unproblematic.
  Failure of the industry to ensure exemplary
  behaviour from its members may lead to the
  imposition of greater restrictions on
  marketing communication for all members of
  the industry

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Mobile Advergames: Simply Fun or Slightly Deceptive

  • 1. MOBILE ADVERGAMES: SIMPLY FUN OR SLIGHTLY DECEPTIVE? STEPHAN DAHL, UNIVERSITY OF HULL LYNNE EAGLE, JAMES COOK UNIVERSITY
  • 2. Concerns • Food marketers have long been criticised for contributing to childhood obesity (Hastings et al., 2003) • causing domestic conflict when children pester their parents for advertised products (Marshall et al., 2007) • children’s cognitive abilities are not yet fully developed (Eagle, 2007; Moses and Baldwin 2005).
  • 3. • children may be highly susceptible to persuasion (such as that delivered in advergames) due to their immersive nature - but there is a lack of empirical evidence to support these claims (van Reijmersdal et al., 2011; Mallinckrodt & Mizerski, 2007). • lack of empirical evidence regarding children’s relationships with brands; although brand preferences are evident from young ages (John, 1999) and brand knowledge may be a part of socialization and ‘playground cool’ (Ritson & Elliott, 1999),
  • 4. • industry has responded by claiming to self- regulate advergame content (and other marketing activity) , e.g. Children’s Food and Beverage Advertising Initiative (CFBAI)
  • 5. Subliminal? • Original study has been shown to have been falsified - popular media have continued to claim behavioural effects (Broyles, 2006; Keys, 1973). • Short term effects have been created in artificial laboratory situations; there is no evidence of real- world effects (Cooper & Cooper, 2002). • Advertising content in advergames is overt, albeit subtle
  • 6. Processing of advergame messages • low involvement, with few cognitive / rational decision choices (Heath, 2000) creates “exposure effect” • preference can be created by simply repeating message exposure with no active cognitive processing of messages.
  • 7. Media usage • moving beyond traditional media – and computer based internet access. • Mobile phones in particular have found their way into everyday life of young people (Davie et al., 2004; OFCOM, 2008) • children are often allowed to play games on adults’ mobile phones,
  • 8. • Advertising Standards Authority in the UK only covers “non-paid-for space online under [the advertiser's] control”, which includes “advertiser-controlled pages on social networking websites” • but NOT pages and profiles of other users /social networks etc (Committee of Advertising Practice, 2010).
  • 9. Our study • content analysis of advergames (Hofmeister- Toth & Nagy, 2011, Quilliam et al., 2011, Dahl et al., 2008) • assessment of actual practice • adherence to self-regulatory codes
  • 10. • 57 major advertisers: – confectionary, – chewing gum, – crisps, – carbonated drinks and – cereals (Mintel 2009, 2011a, 2011b, 2011c, 2011d) Contained brands targeting children (e.g. Weetabix Kids) and targeting mature market (e.g. Green & Black).
  • 11. “any application that allowed the consumer to interact with the application in a playful or joyful manner” arcade-like games, VR/AuR apps Excluded no interaction language other than English. Apple iPhone HTC Google Android 34 games 12 games
  • 12. Chocolates Brand Owned by CFBAI IPhone n Android n Cadbury Dairy Milk Kraft Foods ü ü 2 ü 1 Galaxy Mars Mars, Inc ü û 0 û 0 Maltesers Mars, Inc ü ü 2 û 0 Mars Mars, Inc ü û 0 û 0 Kitkat Nestle ü ü 2 ü 1 Aero Nestle ü û 0 û 0 Wispa Kraft Foods ü ü 2 ü 1 Snickers Mars, Inc ü û 0 û 0 Milky Bar Nestle ü ü 1 û 0 Twirl Kraft Foods ü ü 1 û 0 Twix Mars, Inc ü û 0 û 0 Green & Black Kraft Foods ü û 0 û 0
  • 13. Crisps Brand Owned by CFBAI IPhone n Android n Walkers PepsiCo ü ü 1 û 0 Pringles Diamond û ü 3 ü 1 Doritos PepsiCo ü ü 1 ü 1 McCoy's United Biscuits û û 0 û 0 Kettle Chips Diamond û û 0 û 0 Quavers PepsiCo ü ü 1 ü 1 Hula Hoops United Biscuits û ü 1 û 0 Mini Cheddars United Biscuits û û 0 û 0 Monster Munch PepsiCo ü û 0 û 0 Wotsits PepsiCo ü û 0 û 0 French Fries PepsiCo ü û 0 û 0 walkers Baked PepsiCo ü û 0 û 0 Seabrook crisps Seabrook û û 0 û 0 Squares PepsiCo ü û 0 û 0 Skips United Biscuits û û 0 û 0 salt n shake PepsiCo ü û 0 û 0 Tyrrells Tyrrells û û 0 û 0 Redsky PepsiCo ü û 0 û 0
  • 14. Carbonated Drinks Brand Owned by CFBAI IPhone n Android n Coca-Cola The Coca-Cola Comp. ü ü 7 ü 4 Pepsi PepsiCo ü û 0 û 0 Schweppes Dr Pepper Snapple û û 0 û 0 Fanta The Coca-Cola Comp. ü ü 1 û 0 Irn-Bru A. G. Barr û û 0 û 0 Dr Pepper Dr Pepper Snapple û û 0 û 0 Sprite The Coca-Cola Comp. ü ü 1 û 0 7UP Dr Pepper Snapple û û 0 û 0 Tango BritVic û û 0 û 0 R White’s BritVic û û 0 û 0
  • 15. Chewing Gum/Confectionary Brand Owned by CFBAI IPhone n Android n Wrigley’s Extra Mars, Inc ü ü 1 ü 1 Randoms Nestle ü û 0 û 0 Starmix Haribo û ü 1 û 0 Natural Confectionery Co Kraft Foods ü û 0 û 0 Wrigley’s 5 Mars, Inc ü ü 1 û 0 Maynards Wine Gums Kraft Foods ü û 0 û 0 Tic Tac Ferrero û ü 2 û 0 Tangfastics Haribo û û 0 û 0 Orbit Complete Mars, Inc ü û 0 û 0 Extra Strong Gum Kraft Foods ü û 0 û 0
  • 16. Cereals Brand Owned by CFAI IPhone n Android n Kellogg’s Kellogg Company ü ü 2 ü 1 Nestlé Nestle ü û 0 û 0 Weetabix Weetabix û ü 1 û 0 Jordans W. Jordans û û 0 û 0 Kraft Foods Kraft Foods ü û 0 û 0 Quaker Oats PepsiCo ü û 0 û 0 Honey Monster Foods Honey Monster Foods û û 0 û 0
  • 17. Number of games iPhone Android % CFBAI Member (36) 26 11 72.2% Non-members (20) 8 1 40% not consistent: PepsiCo: None for drink brands – but for Dorito Nestlé: None for cereal brands - but two of their four confectionary brands.
  • 18. Coding • Genre • Advertising Break • Age rating • Sponsor appearance • Need for registration • Nutrition information • Incentives to purchase (promotions) • Social Media functions • Personalisation
  • 19. Genre Genre iPhone % Android % Adventure/Maze 7 21 2 1 6 Music 5 15 3 2 5 Sport 2 6 0 Simulation 1 3 0 Others 11 33 4 3 3 Examples of others: Snowglobe Spin the bottle Augmented Reality
  • 20.
  • 21.
  • 22. Ad break decrease desire for and memory of the advertised product – but do not help children to recognise the commercial intent An and Stern (2011) iPhone % Android % Ad Break 0 0 0 0
  • 23. Age Verification Established practice/requirement for digital content Committee of Advertising Practice – UK Children’s Advertising Review Unit - US iPhone % Android % Age Verification 4 12 2 1 6 But only asked for during first run!
  • 24. Age rating • iPhone: All (but one) 4+ • Android: All “Everyone” / “Low Maturity” • For comparison Football Fan Challenge (NHS): 17+
  • 25. Registration • Six repeatedly • Five asked for • Majority no registration
  • 26. Appearance iPhone % Android % Active Game Component 19 58 6 5 0 Background Item 12 36 4 3 0 Banners Outside Gamespace 4 12 2 1 6 Logo During Game 23 70 10 8 3 Package 14 42 5 4 1 Food-item 13 39 4 3 0 Brand Character 6 18 3 2 5
  • 27.
  • 28. Messages • 4 related to low calories • 2 no sugar • 2 general • NO nutritional information NO health/stay active information
  • 29.
  • 30. Incentives iPhone % Android % Prize draws 4 12 3 2 4 Full access with code 3 9 2 1 6 CAP & CARU Code compliance? Persuasion Knowledge?
  • 31.
  • 32. Social Functions iPhone % Android % Facebook Access 18 54 11 91 Twitter 8 24 6 50 Email 9 27 5 41 SMS 1 3 1 8 General Invite 10 30 6 50 Sharing of Score 8 24 5 41 Ecard 4 12 1 8 Direct Challenge 5 15 2 16 Gift Item 2 6 1 8 Promotions 1 3 1 8
  • 33.
  • 34. Personalisation Genre iPhone % Android % Game Mode 15 45 6 5 0 Character 8 24 3 2 5 Game space 8 24 4 3 3
  • 35. Discussion • mobile advergames are still a relatively new phenomenon • currently available games successfully enhance conventional video-gaming by using social networking features and virtual reality/augmented reality features – making these games more engaging, personal and interactive than tradition “standalone” games and many advergames
  • 36. • current regulatory codes promised to extend beyond traditional media, and provide a framework for digital media • BUT the codes fail to encompass these new, and constantly evolving media forms.
  • 37. • “branded play-scape” is blurring of the boundary not only of entertainment and commerce, but also of inter-personal and commercial communication,
  • 38. • Self-regulation of the industry seems so far not to hold pace with these developments and both the spirit and substance of advertising codes seem to be interpreted inconsistently, both across advertisers and within brands owned by the same parent company.
  • 39. • Distributors of these games, i.e. Apple and Google, should consider revising their guidance as to the age requirements for these applications, as present advice is confusing.
  • 40. • some sectors of the industry seem to view less than totally responsible approach in unregulated areas as unproblematic. Failure of the industry to ensure exemplary behaviour from its members may lead to the imposition of greater restrictions on marketing communication for all members of the industry