The many faces of in-game advertising

The eighties were riddled with adver-games, and that trickled out into the nineties too. Pepsi Invaders was quickly followed by similarly heavy handed promotional video games that featured the likes of Johnson & Johnson's Tooth Protector and Kool-Aid's human pitcher of juice, the Kool-Aid Man.

That was followed by 7 Up's Cool Spot on the Mega Drive and Cheetos' Chester Cheetah: Too Cool to Fool on SNES.

FIFA

An early example of this kind of advertising can be found in 1992's FIFA International Soccer, a game that featured a football field decorated with Adidas banners.

Similarly, 2005's Splinter Cell: Chaos Theory slid in an enormous, glowing neon AXE billboard into the New York mission. Players, controlling Sam Fisher, had to zap the AXE sign with their EMP pistol to get to a strategically placed zipline undetected, which led on to an adjacent building.

Splinter cell

Both of these were static in-game advertisements insofar as they were put into the game and could not be changed on the fly. But dynamic ads let developers and ad agencies create advertisements that could be modified at any time, allowing campaigns to be promoted depending on their relevance at the time.

If a film needed promoting for a November release date then it could be done, and it could be pulled a month later when its promotion was no longer necessary.

In-game ad networks, such as Massive, IGA and Extent made dealing with in-game ads almost as apple-pie simple as churning out a web banner for your website by including a string of code in the upcoming title that let networks stream ads from their servers when the game was released.

In-game adverts

The upside to this for the networks and game developers has been that they have avoided hard-coding an advert into a game for a single product that might not be relevant in six months' time and, in theory, offer a supply of relevant and up to date ads.