from the site :
 
Gamasutra
 
 
 
Turning the Tables on In-Game Ad Design 
By Ian Bogost  
Monopoly has a long, complex, and generally unknown history. Perhaps  the 
most surprising historical curiosity about this classic game about being a  
real estate tycoon is that it was originally created with an entirely 
different  set of values in mind.  
In 1903, thirty years before the initial release of Monopoly as we  know 
it, Elizabeth Magie Phillips designed The Landlord’s Game, a board  game that 
aimed to teach and promote Georgism, an economic philosophy that  claims 
land cannot be owned, but belongs to everyone equally. Henry George,  after 
whom the philosophy is named, was a 19th century political economist who  
argued that industrial and real estate monopolists profit unjustly from both  
land appreciation and rising rents. To remedy this problem, he proposed a  “
single tax” on landowners.  
The Landlord’s Game was intended to demonstrate how easy it is for  
property owners to inflict financial ruin on tenants. As a learning game and a  
game with a message, the title begins to look a lot like a serious game. Even 
if  Monopoly was created to celebrate rather than lament land monopolies,  
the game does demonstrate the landlord’s power, for better or worse._1_ 
(http://gamasutra.com/features/20070403/bogost_01.shtml#_ftn1)   
 

FIGURE 1: Original 1903 game board for The Landlord’s  Game 

Monopoly: Updated for Consumer Culture
But recently this famous game has associated itself with another side of  
industrial capitalism: advertising. In 2006 Hasbro released a version of  
Monopoly called _Monopoly Here  & Now_ 
(http://www.hasbro.com/monopoly/default.cfm?page=HNViewBoard) . This edition 
updates a number of things about the 
classic  1930s version of the game, including changing the properties to more 
widely  recognizable ones: Boardwalk becomes Times Square, Park Place 
becomes Fenway  Park._2_ 
(http://gamasutra.com/features/20070403/bogost_01.shtml#_ftn2)  Instead of 
paying luxury tax, the player shells  out for credit card 
debt. Cell phone services depose the electric company.  Airports replace 
railways. And in Here & Now, you collect $2 million for  passing Go. Times have 
changed.  
 

FIGURE 2: Monopoly Here & Now game  board 

Renaming properties on a Monopoly board is certainly nothing new;  dozens 
of official and unofficial “affinity” editions of the game have been  
created, one for every city, town, college, TV show, and pastime imaginable  
(there
’s even a NASCAR Monopoly). But Here & Now also  replaces the classic game 
tokens with new, branded tokens. No more  thimble, no more car to argue 
over. Now you have a Toyota Prius, McDonald's  French Fries, a New Balance 
Running Shoe, a Starbucks Coffee mug, and a Motorla  Razr phone. In addition, 
there's a generic unbranded laptop, airplane and dog.  
 

FIGURE 3: Monopoly’s new branded game  tokens 

In his recent book Monopoly: The World’s Most Famous Game, Philip  
Orbanesdetails multiple versions of the game’s early retail edition._3_ 
(http://gamasutra.com/features/20070403/bogost_01.shtml#_ftn3)  The game’s 
familiar 
metal tokens had been modeled  after charm bracelets, but they added to the 
game’
s cost. During the depression  entertainment was a luxury, and Parker Bros. 
also offered a less fancy version  that left out the tokens to lower the 
product's cost. Players provided their own  game tokens, often scrounging for 
objects of the right size and heft to use on  the board. The game pieces we 
take for granted thus represent important aspects  both of the game's 
historical origin (charm bracelets of the 1930s) and of its  history (the 
financial pressures that motivated the lower-cost edition).  
Normally we might dismiss Hasbro's move as deliberately opportunistic and  
destructive. After all, Monopoly's branded tokens seem very similar to 
static  in-game advertising (like the Honda Element that on the snowboard 
courses 
in  SSX3). In a New York Times article about the new edition, the executive 
 director of a consumer nonprofit did just that, calling the new edition “a 
giant  advertisement” and criticizing Hasbro for taking “this low road.”
_4_ (http://gamasutra.com/features/20070403/bogost_01.shtml#_ftn4)   
But perhaps the historical relationship between the tokens and the game’s  
cultural origins should dampen our reaction to the little metal fries and 
hybrid  cars. None of the brands solicited the advertising nor paid a 
placement fee for  it. Instead, Hasbro itself solicited those particular brands 
to 
appear in the  game. Hasbro Senior Vice President Mark Blecher claimed that 
the branded tokens  offer “a representation of America in the 21st century.” 
The company, argues  Blecher, brings the “iconography” of commercial 
products to the game of  Monopoly.  
Blecher is a marketing executive, so we should think twice before  
understanding his justifications as wholesome design values. Certainly other  
advertising-free design choices would have been possible. The game’s original  
tokens were similar in size and shape to bracelet charms—perhaps a more  
appropriate contemporary update of small tokens would have been SD memory cards 
 
or Bluetooth earpieces.  
But Blecher has a point: for better or worse, branded products hold  
tremendous cultural currency. They are the trifles, the collectibles that most  
of 
the contemporary populace uses to accessorize their lives. Here & Now uses 
branded tokens to define its game world as that of contemporary  corporate 
culture, in contrast to the developer baron world of the original  game.  
 (http://gamasutra.com/features/20070403/bogost_01.shtml#_ftnref1) 1. Katie 
Salen and Eric Zimmerman also discuss the differences  between the two 
games in their text on game design, Rules of Play (MIT  Press: 2004)  
 
 
 (http://gamasutra.com/features/20070403/bogost_01.shtml#_ftnref2) 2. The 
new properties were decided by popular vote of the general  public; according 
to Hasbro, over 3 million online votes were tallied. 
 
 (http://gamasutra.com/features/20070403/bogost_01.shtml#_ftnref3) 3. 
Philip Orbanes, Monopoly: The World’s Most Famous Game and  How it Got That Way 
(New York: Da Capo, 2006). 
 
 (http://gamasutra.com/features/20070403/bogost_01.shtml#_ftnref4) 4. 
_http://www.nytimes.com/2006/09/12/business/media/12adco.html_ 
(http://www.nytimes.com/2006/09/12/business/media/12adco.html?ei=5088&en=12a0d52246d23d93&ex=13
15713600&partner=rssnyt&emc=rss&pagewanted=all)    
____________________________________
  
Branding and Realism
What lessons can we learn from Monopoly Here & Now that might  apply to 
advertising in commercial videogames? Most developers are concerned  with the 
appropriateness of brands in games, and even large publishers have  shown 
their unwillingness to hock in-game space even at high premiums—EA  canceled 
their plans to sell brand placement in The Sims 2 after their  failed 
experiments with Intel and McDonald’s in The Sims Online.  
Yet some developers and players also believe that branding is appropriate  
when it enhances realism in a game. This principle is usually cited in 
reference  to urban and sports environments, which are littered with 
advertising 
in the  real world.  
In this case, realism means visual authenticity—correct appearances. But  
Monopoly Here & Now doesn’t include brands for the sake of  appearance—just 
about any icon would have looked fine. Instead, it includes the  brands to 
add contemporary social values to the game.  
In addition to promotion, in-game ads and product placements also have the  
potential to carry the cultural payload of the brands that mark them. Such  
inclusion signals a design strategy different from visual authenticity—
after  all, it doesn’t really matter much whether billboards and sports arenas 
carry  real ads or fake ones. Instead, brands might be used in the service of 
the  authenticity of practice. Brands are built around values, aspirations, 
 experiences, history, and ideas. Consumers make associations with brands 
when  both are put together in particular contexts.  
We might lament the prominence of material consumption in culture, but that 
 prominence is also undeniable. No matter one’s opinion, games have not yet 
made  much use of branding as a cultural concept.  
I tried to use branding for social commentary in Disaffected,a  videogame 
critique of the Kinko’s copy store that uses the chain’s brand  reputation 
for rotten customer service in a satirical commentary. And  Mollendistria’s 
McDonald’s Videogame uses that company’s brand  reputation for massive 
worldwide industrialization to expose the social dangers  of global fast-food. 
The branding in these games is unauthorized; the games  critique rather than 
promote these companies; I’ve suggested the name  anti-advergames for this 
type of social critique._5_ 
(http://gamasutra.com/features/20070403/bogost_02.shtml#_ftn5)   
 


FIGURE 4: Unauthorized branding in Disaffected! and The McDonald’s 
Videogame 

Of course, unauthorized brand abuse in large commercial games might not be  
possible or desirable. But brands’ cultural values can still be used as a 
bridge  between visual appearance and game mechanics. In some cases, it might 
be easier  for a player to understand the behavior of a character, 
situation, or idea when  aspects of that behavior can be offloaded from the 
simulation into a branded  product or service.  
Think of it this way: what can you infer about a person who drives a  
Mitsubishi Lancer, or wears Manolo Blahnik shoes? Arguably, this strategy used  
to be the primary way brands made their way into games. In Gran Turismo  or 
Flight Simulator, specific brands of vehicles contribute to players’  
expectations when they get behind the wheel or the yoke.  
This doesn’t apply only to “lovemarks,” the name ad executive Kevin 
Roberts  has given to brands people grow to love rather than just recognize 
(Apple,  Starbucks, LEGO are examples)._6_ 
(http://gamasutra.com/features/20070403/bogost_02.shtml#_ftn6)  It also applies 
to less desirable brands that  
still convey social values—think of Edsel, Betamax, or Pan Am. Historical 
brands 
 that have passed their prime still carry extremely complicated cultural  
currency. What comes to mind when you think of L.A. Gear, Hypercolor, or 
Ocean  Pacific?  
If we think of brands as markers for complex social behavior, we can also  
imagine recombining brands’ encapsulated social values in new contexts: the 
Yugo  stagecoach; the Preparation H-needing blood elf. These are perhaps 
silly  examples—and some developers might fear that they represent in-game  
advertising’s worst threat: advertising’s colonization of even the most  
incompatible games. But like the creators of Monopoly Here & Now,  game 
designers 
should recognize that there might be times when advertising could  actually 
enhance a design, not just take away from it.  
You can use advertising to exploit cultural preconceptions about known 
items  that then serve as a kind of shorthand for aspects of your game world. 
And that  sort of attitude turns the tables on in-game advertisers, making 
advertising a  tool in the hands of the designer, rather than one in the hands 
of the brand,  agency, or network.  
 
 
 (http://gamasutra.com/features/20070403/bogost_02.shtml#_ftnref5) 5. See 
Ian Bogost, Persuasive Games: The Expressive Power of  Videogames (Cambridge, 
MA: MIT Press, 2007). 
 
 (http://gamasutra.com/features/20070403/bogost_02.shtml#_ftnref6) 6. Kevin 
Roberts, Lovemarks: The Future Beyond Brands  (NY: Power House Books, 
2005). For a collection of lovemarks, visit Robert’s  companion website at 
_http://www.lovemarks.com_ (http://www.lovemarks.com/) . 



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