ABSTRACT

Approximately 450 million people are online worldwide, about one third of these in the

United States (Nielsen/Net Ratings, 2004)—they are surfers, chatters, shoppers,

information seekers, game players, and more (Fallows, 2004). Many of these online

consumer activities are investigated in other chapters within this book. This chapter

focuses on the entertainment aspect of online consumer behavior, particularly gaming,

and suggests ways that brands can be incorporated into entertainment content. The first

part of the chapter provides an overview of gaming and then describes a taxonomy of

brand usage in games, drawing on real-world examples and academic research to explore

consumer response and brand effectiveness. The second part of the chapter presents

results of primary research designed to investigate effectiveness of background ads in

racing games. Areas for future research and ethical and public policy implications are

also discussed.