In a loud and busy world, competition for our attention continues to grow. The challenge of engaging potential consumers has never been more important—or exciting.

I think it’s safe to say that we know a thing or two about online engagement here at Spil Games. Playing a game online represents the ultimate engaging web experience. Recent IAB research confirmed that gaming is twice as engaging as any other media channel—but for the most part, that conversation has focused on using games as an interactive promotion to motivate consumers. There’s another fruitful role that games can play in the brand-consumer relationship: a tool for insight.

Everything from basic data capture to online behavior profiles can be measured through gaming. Theoretically, a brand could even use games as a Research & Development tool in product testing, using virtual design prototypes in a game environment and monitoring player interaction.

At a basic level, insight is often at its best when it’s uncovered by asking the right questions. But even with the best survey in the world, how do you persuade enough people to take part? Surveys can be seen as an interruption. Those that have prizes for completion can seem biased, while those without can seem like a boring waste of time.

This brings us back to the question of engagement. Our different gaming platforms at Spil Games are, almost by definition, engaging environments. Our players enter a world built around their chosen diversion, and a relationship of trust between the player and the platform is created.

This is reflected in the click through rates (CTR) that the sites are achieving for advertisers. The average CTR for skinned pre-rolls stands at 4.7%, with specific websites such as GirlsgoGames registering CTRs in the UK as high as 15.75% for exceptionally well-targeted campaigns, and as high as 12.24% on the US site. Completion rates are even more impressive, with GirlsgoGames registering around 85-90% compared to an industry benchmark of 70% (Source: YuMe 2011 Video Advertising Metrics Report).

A combined global audience of 180 million monthly active users trust Spil Games’ platforms, which include GirlsgoGames andA10, as reliable sources of safe, age-relevant fun. Not only does this trust mean that we can create excellent brand campaign opportunities, it also means we can use our position to discover more about our different player audiences.

Case study: Engaging with tween girls

Spil Games wanted to discover more about the eating habits of young girls in the US and Europe. We created a short multiple-choice survey asking questions about snacks, family mealtime habits, home cooking, and school meals. The survey was advertised in an ad-unit on different localized versions of the GirlsgoGames platform in the US, UK, and France for a weekend in November 2012.

In just two days the survey generated 34,000 responses, allowing Spil Games to publish a detailed report about the eating habits and attitudes to food of tween girls.

Attitudes towards school were measured in the GirlsgoGames “Back to School” survey in 2012. Respondents were asked about their feelings about returning to school after the holidays, issues surrounding uniform, and questions about favorite subjects and school lunches. More than 100,000 girls responded to the survey.

Valentine’s Day is another popular survey opportunity for the GirlsgoGames platform. A 2012 survey examined schoolgirl crushes and ranked the top celebrity heartthrobs according to the GirlsgoGames community. This survey was answered by an astonishing 213,000 respondents.

Why this is good for brands

The potential for brands to learn more about their target audience using this kind of information is one of the advantages of using a gaming environment to engage with online consumers. In the case of Spil Games, surveys can serve as a powerful research resource, providing quick and easy-to-access information about a brand’s target audience.

Much has been made of the case of brands using gaming as content—but for those that want to learn more about their consumers, it’s still worthwhile making a visit to the arcade.

 

Sarah, PR Manager, Spil Games

 

Originally posted: Spil Games, 04 April 2013