Toadthemushroom
Member
In the latest from game design as a business science, The Register reports a few interesting tidbits from a talk at Virus Bulletin titled Exploring the Virtual Worlds of Advergaming, given by Chris Boyd at Malwarebytes:
Video games used to be an escape. Now not even they are safe from ads
On how advertising in mobile service games affects game design itself:
The piece also mentions that 27 of the top 30 games on Google Play include adverts (and in app purchases, of course), and that a survey from Unity finds that 62% of players (I presume, on mobile), would regularly interact with adverts in games for an in-game reward.
On analytics to serve personalised adverts, we have this statement, which forms the thread title. Emphasis mine, and I presume it's referring to theTetris games on iOS and Android - those are the only mobile Tetris titles I can think of.
What do you make of all of this? Do you think it might become a box to check for AAA publishers next year, following on from the more prevalent adoption of loot boxes or gacha mechanics? Or is this something that just wouldn't work on consoles, or on the console market, right now?
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Video games used to be an escape. Now not even they are safe from ads
On how advertising in mobile service games affects game design itself:
Developers are making use of heat maps to calculate the best location for placements. Game level design sits hand in glove with exposure to branding. For example, in first-person shooters, narrow checkpoints will be covered in posters. Overturned vending machines that offer the sole source of cover in exposed areas may be festooned with advertising. Players are obliged to stand up to shoot before crouching down to cover behind a branded logo multiple times in order to complete a level
The piece also mentions that 27 of the top 30 games on Google Play include adverts (and in app purchases, of course), and that a survey from Unity finds that 62% of players (I presume, on mobile), would regularly interact with adverts in games for an in-game reward.
On analytics to serve personalised adverts, we have this statement, which forms the thread title. Emphasis mine, and I presume it's referring to theTetris games on iOS and Android - those are the only mobile Tetris titles I can think of.
Terms-of-use policies for mobile games can be absurdly long. The linked privacy policies for Tetris run to 407,000 words, compared to 450,000 words for the entire Lord of the Rings trilogy. The Tetris count would be even higher but for the 30 per cent of pages that were unobtainable. "This is a truly astonishing number of words to attempt to read, in order to play a simple mobile game," Boyd commented.
And if ad-blocking or filtering moves into augmented reality, something that wants to add digital elements to the real world – and developers are trying – there could be serious health issues with tracking, analytics and privacy.
What do you make of all of this? Do you think it might become a box to check for AAA publishers next year, following on from the more prevalent adoption of loot boxes or gacha mechanics? Or is this something that just wouldn't work on consoles, or on the console market, right now?
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hi, occasional neogaf poster and the researcher who did the talk.
to have a full idea of where your data goes, who it is used by (and how), and if they have opt outs which you may want to make use of, you need to visit the main privacy policy hub page which links to all of the third party services that provide ads or do analytics behind the scenes.
that would be this: http://tos.ea.com/legalapp/WEBPRIVACYAPPENDIX/US/en/PC/
in 2012, the page contained 53 separate links to companies offering a privacy policy of some form with associated content.
from 2016 onward, the page contains 212, spread across 4 sections. at time of research, they don't make it clear if only the mobile ad / analytics counts for mobile games, or all 212 (which is fairly common for mobile titles as many of the companies share data between themselves or are spin offs from the main org). this caveat was given in the talk, and in longer talks exclusively about privacy policies.
even if you only include the mobile section, that's still something like 75 policy links. of those, only roughly 19 worked and provided an opt out. of the rest, about 24 were DOA (404, redirects, popups / spam etc) and the ones left over gave no opt out.
many of those privacy policies are provided by hub advertisers, which requires you to read additional policies often hosted elsewhere. this research only includes policies linked as part of the 212, or i'd still be counting words up now.
i don't have the full stats to hand, but off top of my head, the policies from online advertising ran to roughly 230k words, with the other 3 ranging from about 40k to 80k. in total there are 406k words, because i visited each of the 212 linked policies and counted them out over a period of weeks.
406k words is a conservative final tally because of the 212 linked privacy policies, only 110 were actually functional. sixty six of those linked sites were 404 / broke / redirects, and 36 of them gave you no way to opt out from their advertising / analytics.
to have that many policies be linked, and send your data to that many places, yet have only just half of them working and readable, and roughly 30% of them be broken, with the other 17% or so having no opt out, is pretty bad.
if the sixty six broken pages worked, you'd easily be looking at adding on anywhere from roughly 400 to a few thousand words for each of those awol 66 privacy policies. most policies and EULAs i run into weigh in around a few thousand words each - even if you say each of the 66 were only 1,000 long, that's still an extra 66 thousand words of legalese to wade through.
the linked talk is a 25 minute whistle-stop tour of some of the more peculiar gaming marketing / privacy practices, and as a result the article doesn't cover the length of time spent working on, or nuances of, specific portions of the talk. meanwhile there are 40+ minute talks i've given elsewhere specifically about (say) the above and nothing else.