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Why a Killer Video Game is the U.S. Armys
Best Recruitment Tool
By David Verklin and Bernice Kanner Authors of Watch This,
Listen up, Click Here Since the last draftee reported for duty
in December 1972, Uncle Sam has had to hustle to staff an
all-volunteer armed force. In the case of the U.S. Army, that
meant recruiting 80,000 new soldiers every year -- essentially
replacing more than the entire workforce of BellSouth every 12
months. Advertising did the trick initially. After "Todays Army
Wants to Join You" fizzled, in January 1981, "Be All You Can
Be" became the battle cry. For two decades, wrapped around ads
that made this branch look as adventurous as an Outward Bound
course, it resonated with 17-to-24-year-olds (of whom the Army
is the nations largest employer).
Then, in 2001, that was scuttled for an "Army of One."
("Even though there are 1,045,690 soldiers just like me, I am
my own force . . .") Critics scoffed that the new tin slogan
was misguided (isnt conformity more valued than individuality
in the barracks?); the Army countered that it was effective.
Then Iraq exploded. Despite adding thousands of additional
recruiters, upping the enlistment bonus and funding for
college, fattening the ad budget, and ratcheting up the
patriotic appeal, the Army could not fill its boots. So the
Army added more marketing weaponry. It hosted town hall
meetings where civilians could meet soldiers and hear about
their accomplishments. It tried product placement: Army
mechanics on the Discovery Channels Monster Garage tricked out
a Jeep. And it launched a thoroughly engaging computer video
game that quickly became a gold standard of "advergames" for
its effectiveness and realism. Gamers take such real military
roles as Intelligence (18F), Engineer (18C), Communications
(18E), and Combat Medic (18D), and fire the same weapons the
Army has. And when they fire on the run, their aim is less
accurate. Before it was released on July 4, 2002, many expected
the $7.3 million game would join the ranks of the $436 hammer
and $640 toilet seat as a study of excess.
Few predicted "Americas Army" would become the artillerys
most effective marketing tool, conveying the authentic military
experience in a voice that prospective recruits want to hear.
More than seven million users have registered (anonymously so
as to squelch any fear of recruiter harangues) with 10,000 to
50,000 new ones downloading the shoot-em-up daily. In a dozen
running and gunning missions, players advance through the
stages of soldierhood -- drilling in basic training, target
practicing with an M-16, learning about basic emergency
medicine, and, finally, diving into combat.
The game has been downloaded more than 16 million times, 20
percent of entering cadets at West Point have played it, and
between 20 and 40 percent of new Army recruits have played it
as well. "They seek it out rather than the other way around,"
noted Chris Chambers, deputy director of the Army Game Project
within the Armys Office of Economic and Manpower Analysis. At
an average cost of 10 cents per hour versus $5 to $10 per hour
for a TV commercial, it delivers immersion rather than mere
impression. "Americas Army" has proven to be such powerful
weaponry that an official game store does brisk business
selling collectible action figures, clothes, coffee mugs, and
other doodads emblazoned with the logo. The Army builds parties
and tournaments across the country around it. A wireless
version and sequels including "Americas Army: Special Forces,"
where players try to earn a Green Beret by completing Special
Forces missions, have been released. Apple created a knockoff:
Boot Camp. And the Army now even uses it extensively in
training. Uncle Sam Wants You . . . to play . . . and hes not
the only one. Everyone is getting in on the virtual action.
Some, like the Army, create a whole game that functions as a
sales brochure. Just as the Army promoted its pro-military
message through gameplay, the United Nations World Food Program
aims to educate about its mission to combat hunger worldwide.
In "Food Force," players steer a helicopter over the war-torn
island of Sheylan, (a fictional cross between Sri Lanka and
Somalia) and drop relief supplies to a population with little
shelter and less food. Or they create food rations, schedule
shipments, or take a supply truck through hostile terrain.
In the racing game, "Volvo Drive for Life" (playable on
Microsofts Xbox), players are rewarded not for finishing first,
but for avoiding accidents. Wander in for a test drive at a
Volvo dealer and you can try it in the showroom. Dealers can
bestow game cartridges on select prospects and customers. After
its royal mascot tromped through "Fight Night Round 3" (on Xbox
360), Burger King created action games around its bizarre king
and made them available for just $3.99 to customers who bought
a value meal. (Most games sell for at least 12 times that).
Nike went beyond athletes wearing its shoes in the video game
NBA 2K6: Tournament players are given different pairs of
virtual footwear and choose which to put on from their Nike
shoe locker depending on the task. They can also personalize
the shoes with the same customization feature thats on Nikes iD
web site. In other advergames, marketers hitch a ride. In "CSI:
3 Dimensions of Murder," Visas fraud-monitoring capabilities
shine when a suspicious charge on a victims credit card
triggers investigation by a forensic-sciences team.
In Tom Clancys "Splinter Cell Chaos Theory," the
protagonist, secret agent Sam Fisher, scales a bright neon sign
for Axe deodorant and quietly enters a lunchroom inhabited by a
Diet Sprite Zero vending machine. (Axe also created Mojo
Master, an online game about picking up women.) In "Splinter
Cell: Pandora Tomorrow," Fisher retrieves a message from a Sony
Ericsson smart phone to learn who the villain is.
In "Burnout Revenge," players drive and crash a Carls Jr.
delivery-truck. And players in Activisions True Crime" titles
take a break from fighting gangs to recover stolen Puma
sneakers. Some marketers install games on corporate web sites
or designated URLs, like "Life Saver Candy Stand," or
FiletoFish.com, the web site where a division of McDonalds
posted "Shark Bait" (in English and Spanish). Players must
protect the filet-of-fish sandwich from attacking sharks. For
Wachovia, Carats Fusion recreated the tricky 17th-hole par 3 at
the Quail Hollow Club in Charlotte, North Carolina. Players
evaluate distance and wind conditions on this 217-yard hole to
pick a club: Crowd noise lets them know if theyve made a good
virtual swing. Wachovia has sponsored the annual PGA
championship since 2002: The game was fashioned to promote
that, sell tickets, and create viral buzz. H&R Blocks
"Deduct-A-Buck" game at the deductabuck.com web site is
tax-time seasonal. Players who correctly answer questions about
what they can legally write off in this
Seventies-TV-quiz-show-style game win prizes. Hollywood and
Nashville hardly launch a movie or song anymore without serving
up a side of game. And despite hefty royalty rates for movie
titles, an action hit will almost certainly be reincarnated on
a console. Turners "Witchblade" promoted the TV series, and
games built around Men in Black II, Spider-Man, and Crocodile
Hunter: Collision Course were meant to promote the new
releases.
Along with ads for Sprite, the sci-fi game "Planetside"
featured ads for the movie Deuce Bigalow: European Gigolo, and
in the free version of "Anarchy Online" a 15-second trailer for
V For Vendetta played in a continual loop. Ads for Batman
Begins in "Splinter Cell" were timed to its release in local
markets. The Da Vinci Code got its own PS2 game. Paramount
Pictures crafted a Mission: Impossible III game for cell phones
while Miami Vice had an accompanying game to play on Sonys
handheld PSP. This is about more than fun and games. Yankee
Group estimates that by 2007 a serious gamer will lurk in every
fourth home in America. Nielsen says three out of four
residences with guys under age 34 have a game system. More
people slay orcs in the medieval-style quest for virtual gold
and power, "World of Warcraft," than live in Denmark. In 2006,
gamers across the globe owned more than 100 million
PlayStation2s and 40 million Xboxes.
David Verklin is CEO, Carat Americas, and Chairman, Carat
Asia-Pacific. Carat is the worlds largest independent media
buying operation. Bernice Kanner was a marketing expert and the
author for thirteen years of New York magazines "On Madison
Avenue" column. Visit www.watchlistenclick.com for more
info.