Online Games by the Hundreds, With Tie-Ins
Brian Stelter
The New York Times
March 18, 2008
For some children, watching “Dora the Explorer” on
television is becoming passé. Now, they want to be Dora.
Tapping into this desire, media companies are
increasingly entering the marketplace for online games —
called casual games — and treating them as new
programming, not just online add-ons to their television
properties.
In addition to building brands, one of the big lures in
casual games is the opportunity to attract advertising,
including from food companies which have gradually
agreed to limit the nature and volume of television
advertisements aimed at children. But those agreements
have not always extended to the Internet.
Viacom, the parent company of Nickelodeon and MTV, may
be moving the most aggressively. On Tuesday, Nickelodeon
is expected to announce the first of 600 original and
exclusive games for its network of Web sites, as part of
a $100 million investment in game development.
“We don’t believe they have enough homework,” joked Cyma
Zarghami, the president of the MTV Networks’ Nickelodeon
Kids and Family group.
The term “casual,” used to contrast with the
action-packed console games popularized by Sony and
Microsoft, belies the fact that users devote hours to
the games. Studies show that one-third of Internet users
play online games at least once a week. Millions of
children and teenagers play games on sites like
Addicting Games, Miniclip Games and Disney.com, and
social networking sites like MySpace and Facebook are
also becoming popular platforms for gaming.
A recent study by Grunwald Associates found that
multitasking young people are often driven to online
games by television shows and frequently interact with
both media at the same time.
“Sitting and watching Dora DVDs is quite different from
playing Dora in a game,” said Michael Cai, the director
for broadband and gaming at Parks Associates, whose
3-year-old daughter is a fan of the preschool brand.
“It’s definitely more engaging — and the brand
affiliation is stronger — in an interactive setting.”
Just how important are games to Nickelodeon’s future?
Standing on stage at the Hammerstein Ballroom in
Manhattan at an annual event for advertisers last
Wednesday, Ms. Zarghami began her presentation by
gesturing to a giant overhead monitor tinted in the
channel’s signature shade of orange. A message promoted
the company’s gaming audience: “Over 25 million unique
visitors last month.”
“What video is to TV, games are to the Web,” Steve
Youngwood, the executive vice president for digital
media at Nickelodeon, said in an interview. “For us to
be relevant to our audience, that is where we need to
put our investment.”
With a series of customized sites for different age
groups (preschoolers, tweens, teenage boys, moms),
Nickelodeon calls itself the “biggest gaming network in
the country.” Movie studios, video game publishers, and
toy makers are among the top marketers on the sites. In
the online games market, its stiffest competition comes
from Yahoo Games, which had 15.5 million unique visitors
in February according to the measurement firm comScore.
With more than 12 million visitors each, Electronic Arts
and Disney.com are also leaders in the arena. (By
comparison, Microsoft’s online game network, Xbox Live,
has about 10 million members.)
The N, Nickelodeon’s teenage network, has dozens of
games for children aged 12 to 17. Slightly younger
players are directed to Nick.com, which drew an average
of 7.9 million visitors in February and is expected to
add 185 games this year. The youngest players of all are
welcome on the sites of Nick Jr. and Noggin, where games
are meant to be played by children “on the laps of their
moms,” Ms. Zarghami said.
The company also owns Neopets, a virtual pet Web site.
The investment will add scores of new games to each site
in the coming year.
Judy McGrath, the chief executive of MTV Networks, said
that many of the company’s assets are ripe for game
development. Fresh off an impromptu “Rock Band” jam
session in her Times Square office, Ms. McGrath made a
reference to “Frog Baseball,” a 16-year-old pilot
episode of the cartoon “Beavis and Butt-head.” In the
episode, the two characters play the game described in
the title.
“That would be a brilliant game,” Ms. McGrath said with
a grin.
But the revenue streams for casual games are still
experimental. Companies are exploring try-before-you-buy
models, integrated advertising and micro-transactions,
where players can purchase items and levels within
games. Advertisers have shown interest in inserting
their products into game play.
Last year on Shockwave, a gaming site acquired by MTV
Networks in 2006, players struggling with the jigsaw
puzzle game could press the “easy button” sponsored by
Staples to see a solution hint. Last year on Nick.com
Arcade, the game site for Nickelodeon viewers, a custom
game promoted “Bee Movie” for Paramount Pictures. Games
are repeatable, customizable and measurable, adding up
to “great engagement for the advertiser,” Mr. Youngwood
said.
Across the company’s gaming sites, sponsored and
pay-to-play games are always labeled as advertisement.
Still, some parents and watchdog groups worry that
children are already smothered by branding messages.
For instance, the television version of the preschool
brand Noggin is mostly commercial-free, but the
channel’s Web site displays advertising. These ads — for
Target, Circuit City, Six Flags and Orlando vacations on
a recent day — are aimed at parents, but the young faces
and bright colors probably appeal to children as well.
Some advertisers have devised their own games to pull in
children from media sites. An advertisement for Cinnamon
Toast Crunch that ran at the top of Nick.com one
afternoon last week linked to the Millsberry Arcade, a
site operated by General Mills where visitors can play
games like Reese’s Puffs Cereal Snowboard Slalom.
Margo G. Wootan, director for nutrition policy for the
Center for Science in the Public Interest, said the
games produced by food companies are of more concern
than those run by media outlets. “On food Web sites,
lots and lots of junk food is built into online gaming,”
Ms. Wootan said.
Her organization threatened to sue Viacom in 2006 over
its television advertising to children.
Some analysts, however, said that media companies and
game publishers have generally behaved responsibly in
their advertising.
“Since its inception, the online games business for kids
has been far more sensitive than the TV industry was,”
said Evan Wilson, a senior research analyst for Pacific
Crest Securities.
MTV Networks acquired three sites to strengthen its
gaming brand in 2005 and 2006. Of the three, Addicting
Games is by far the most popular, averaging 9.4 million
unique visitors in February, a 50 percent increase over
the same month last year, according to comScore.
The site houses hundreds of simple games with names like
Max Dirt Bike and Don’t Shoot the Puppy. In the latter,
users see how long they can wait before firing a giant
cannon at an animated dog. It’s no surprise then that
Addicting Games’ intended audience is teenage boys.
Cradling a laptop in his lap, Mr. Youngwood demonstrated
Pencil Racer, a simple-seeming but oddly compelling
challenge on Addicting Games that lets users create,
share and rate racetracks. It has registered 1.5 million
plays.
“Do I want to be a truck, a car or a warthog?” he asked
before choosing the animal. “Everyone loves the
warthog.”
