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In-Game Advertising: Brands at Play

Since Sony launched its first PlayStation console in 1995, videogaming has enjoyed a rapid transition from the bedrooms of pubescent boys to that most coveted of locations; the space under the living room TV. The demographic has also changed accordingly. Those teenage boys have grown up and now sit nicely in the 18-34 bracket; their wives and girlfriends regularly join in play, particularly with social games and more….

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IGA: Predicting the Future of In-Game Advertising

Now that you’ve read about how brands can take advantage of various in-game advertising opportunities, it’s time to explore how current technologies, media spending trends and consumer habits and attitudes will shape the in-game media landscape in the next few years and beyond. Play and buy: One of the most applicable extensions of in-game advertising — and one that also closes the loop between above-the-line awareness….

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Pixar Studio Tour and WALL*E Screening

The road to Pixar curves through a range of neighborhoods, a metaphor not lost on those familiar with the Animation Studio itself. After taking the highway off-ramp, visitors to Pixar’s Emeryville, California, headquarters pass into a sleepy part of town, an area where a black Chevy with 14 stuffed animals wedged between its cab and bed seems right at home outside the local market. A place where the 30-something woman walking in bedazzled….

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