Abstract
The 1990s marked a pivotal decade in the convergence of gaming and marketing, as corporations increasingly recognised the potential of videogames as tools for brand promotion and consumer engagement (Tullenken, 2019; Lal, 2021; Gibson, 2024). This paper explores the rise of advergames – commercial videogames developed specifically to market products or brands (Cole and Quilliam, 2009: 361–362; Thomson, 2010; Terlutter and Capella, 2013) – and how these early experiments laid the groundwork for modern digital marketing strategies. Focusing exclusively on corporate-sponsored games from the 1990s, the study traces how playful interactivity became a vehicle for advertising, generating new modes of consumer-brand interaction.
Through a series of case studies, this paper examines how brands integrated their messaging into game design to create immersive marketing experiences (Thomson, 2010). Chex Quest (1996), an innocent re-skin of Doom (1993), was distributed in cereal boxes and became a cult classic, blending gameplay with product placement in a novel and engaging way. McDonald’s Treasure Land Adventure (1993) used Sega Genesis platform mechanics to showcase McDonald’s characters and iconography, reinforcing brand familiarity among younger audiences (Kartsios, 2022: 163). Meanwhile, Cool Spot (1993), featuring the 7-Up mascot, and Chester Cheetah: Too Cool to Fool (1992), starring the Cheetos mascot, further demonstrated how character-driven narratives could personify brands and increase their cultural footprint.
This study also considers less widely known titles such as Avoid the Noid (1989, with continued popularity in the 1990s), which gamified pizza delivery for Domino’s, and Pepsiman (1999), a Japan-exclusive title in which players embodied a soda-themed superhero (López, Romero, and Moreno, 2024). These examples reveal a growing sophistication in brand storytelling, combining humour, ludic challenges, and visual identity to create memorable experiences tied directly to consumption.
By analysing these games within the broader socio-technological context of 1990s digital culture, this paper highlights how corporations began to adopt key gamification principles – reward systems, brand mascots as avatars, and narrative progression – to influence consumer behaviour. These strategies anticipated modern digital advertising techniques, including mobile advergames (also known as “junk-food games;” Pereira, 2004), branded apps, and loyalty-based gaming platforms (Adamou, 2019; Santos, Dias, and Bairrada, 2024; Banwait and Powell, 2025). In that sense, the 1990s represented a formative period in which games were not just played for entertainment but strategically deployed to sell, persuade, and embed brands in everyday digital life.
This paper thus directly contributes to research on 1990s game development by foregrounding advergames as a key intersection of technological experimentation and commercial strategy (Gross, 2010). It thereby explores how corporate-sponsored games reflected the global-local tensions of the era and shaped gaming as a cross-media phenomenon. By situating brand-driven titles within broader trends in gamification and digital consumerism, the study considers production contexts, distribution, and the cultural politics of play while uncovering how advertising reshaped game design and contributed to the medium’s evolving social role.
References
Adamou, B. (2019) Games and Gamification in Marketing Research: Increasing Consumer Engagement in Research for Business Success. London: Kogan Page.
Banwait, K., and Powell, T. (2025) Gamification in marketing research, in A. Lawson and C. Hancok (eds.), Doing Marketing Research: Alternative Methods for Market Sensing, 2nd ed., Oxon: Routledge, 75–88.
Blue Sky Software (1989) Avoid the Noid [game], USA: ShareData.
Cole, R.T., and Quilliam, E.T. (2009) Online games as powerful food advertising to children, in Ferdig, R.E. (ed.), Handbook of Research on Effective Electronic Gaming in Education, Hershey: Information Science Reference, 358–369.
Digital Café (1996) Chex Quest [game], USA: General Mills.
Gibson, D. (2024) Advergaming: How brands have powered up through video games, Creative Salon, 26 August. Available at https://creative.salon/articles/features/brand-based-computer-games, accessed 15 April 2025.
Gross, M.L. (2010) Advergames and the effects of game-product congruity, Computers in Human Behaviour, 26(6): 1259–1265. https://doi.org/10.1016/j.chb.2010.03.034
id Software (1993) Doom [game], USA: id Software.
Kartsios, G. (2022) Das Nerd-ABC: Das ABS der Videospiele Level 2, Hamburg: Lappan.
KID (1999) Pepsiman [game], Japan: KID.
Lal, A.K. (2021) A brief history of in-game advertising, TechSpot, 12 November, available at https://www.techspot.com/article/2355-about-in-game-advertising/, accessed 15 April 2025.
López, A.M., Romero, J.P., and de Casas Moreno, P. (2024) Advergaming in advertising communication: Case study Pepsiman and ts brand awareness strategy, Rotura, 4(2): 102–115. https://doi.org/10.34623/js5a-a356
Pereira, J. (2004) Junk-food games, The Wall Street Journal, 3 May, available at https://www.wsj.com/articles/SB108353781815999756, accessed 15 April 2025.
Santos, P.M., Dias, J.M., and Bairrada, C.M. (2024) Gamification in marketing: Insights on current and future research directions based on a bibliometric and theories, contexts, characteristics and methodologies analysis. Heliyon, 10(11): https://doi.org/10.1016/j.heliyon.2024.e32047
System Vision (1992) Chester Cheetah: Too Cool to Fool [game], Japan: Kaneko.
Terlutter, R., and Capella, M.L. (2013). The gamification of advertising: Analysis and research directions of in-game advertising, advergames, and advertising in social network games. Journal of Advertising, 42(2/3), 95–112. http://www.jstor.org/stable/24749877
Thomson, D. (2010) Marshmallow power and frooty treasures: Disciplining the child consumer through online cereal advertgaming, Critical Studies in Media Communication, 27(5): 438–454.
Tullenken, H. (2019) Four decades of advergames, Game Developer, 12 June, available at https://www.gamedeveloper.com/business/four-decades-of-advergames?utm_source=chatgpt.com, accessed 15 April 2025.
Treasure (1993) McDonald’s Treasure Land Adventure [game], Japan: Sega.
Virgin Games, NMS Software (1993) Cool Spot [game], USA: Virgin Games.
Through a series of case studies, this paper examines how brands integrated their messaging into game design to create immersive marketing experiences (Thomson, 2010). Chex Quest (1996), an innocent re-skin of Doom (1993), was distributed in cereal boxes and became a cult classic, blending gameplay with product placement in a novel and engaging way. McDonald’s Treasure Land Adventure (1993) used Sega Genesis platform mechanics to showcase McDonald’s characters and iconography, reinforcing brand familiarity among younger audiences (Kartsios, 2022: 163). Meanwhile, Cool Spot (1993), featuring the 7-Up mascot, and Chester Cheetah: Too Cool to Fool (1992), starring the Cheetos mascot, further demonstrated how character-driven narratives could personify brands and increase their cultural footprint.
This study also considers less widely known titles such as Avoid the Noid (1989, with continued popularity in the 1990s), which gamified pizza delivery for Domino’s, and Pepsiman (1999), a Japan-exclusive title in which players embodied a soda-themed superhero (López, Romero, and Moreno, 2024). These examples reveal a growing sophistication in brand storytelling, combining humour, ludic challenges, and visual identity to create memorable experiences tied directly to consumption.
By analysing these games within the broader socio-technological context of 1990s digital culture, this paper highlights how corporations began to adopt key gamification principles – reward systems, brand mascots as avatars, and narrative progression – to influence consumer behaviour. These strategies anticipated modern digital advertising techniques, including mobile advergames (also known as “junk-food games;” Pereira, 2004), branded apps, and loyalty-based gaming platforms (Adamou, 2019; Santos, Dias, and Bairrada, 2024; Banwait and Powell, 2025). In that sense, the 1990s represented a formative period in which games were not just played for entertainment but strategically deployed to sell, persuade, and embed brands in everyday digital life.
This paper thus directly contributes to research on 1990s game development by foregrounding advergames as a key intersection of technological experimentation and commercial strategy (Gross, 2010). It thereby explores how corporate-sponsored games reflected the global-local tensions of the era and shaped gaming as a cross-media phenomenon. By situating brand-driven titles within broader trends in gamification and digital consumerism, the study considers production contexts, distribution, and the cultural politics of play while uncovering how advertising reshaped game design and contributed to the medium’s evolving social role.
References
Adamou, B. (2019) Games and Gamification in Marketing Research: Increasing Consumer Engagement in Research for Business Success. London: Kogan Page.
Banwait, K., and Powell, T. (2025) Gamification in marketing research, in A. Lawson and C. Hancok (eds.), Doing Marketing Research: Alternative Methods for Market Sensing, 2nd ed., Oxon: Routledge, 75–88.
Blue Sky Software (1989) Avoid the Noid [game], USA: ShareData.
Cole, R.T., and Quilliam, E.T. (2009) Online games as powerful food advertising to children, in Ferdig, R.E. (ed.), Handbook of Research on Effective Electronic Gaming in Education, Hershey: Information Science Reference, 358–369.
Digital Café (1996) Chex Quest [game], USA: General Mills.
Gibson, D. (2024) Advergaming: How brands have powered up through video games, Creative Salon, 26 August. Available at https://creative.salon/articles/features/brand-based-computer-games, accessed 15 April 2025.
Gross, M.L. (2010) Advergames and the effects of game-product congruity, Computers in Human Behaviour, 26(6): 1259–1265. https://doi.org/10.1016/j.chb.2010.03.034
id Software (1993) Doom [game], USA: id Software.
Kartsios, G. (2022) Das Nerd-ABC: Das ABS der Videospiele Level 2, Hamburg: Lappan.
KID (1999) Pepsiman [game], Japan: KID.
Lal, A.K. (2021) A brief history of in-game advertising, TechSpot, 12 November, available at https://www.techspot.com/article/2355-about-in-game-advertising/, accessed 15 April 2025.
López, A.M., Romero, J.P., and de Casas Moreno, P. (2024) Advergaming in advertising communication: Case study Pepsiman and ts brand awareness strategy, Rotura, 4(2): 102–115. https://doi.org/10.34623/js5a-a356
Pereira, J. (2004) Junk-food games, The Wall Street Journal, 3 May, available at https://www.wsj.com/articles/SB108353781815999756, accessed 15 April 2025.
Santos, P.M., Dias, J.M., and Bairrada, C.M. (2024) Gamification in marketing: Insights on current and future research directions based on a bibliometric and theories, contexts, characteristics and methodologies analysis. Heliyon, 10(11): https://doi.org/10.1016/j.heliyon.2024.e32047
System Vision (1992) Chester Cheetah: Too Cool to Fool [game], Japan: Kaneko.
Terlutter, R., and Capella, M.L. (2013). The gamification of advertising: Analysis and research directions of in-game advertising, advergames, and advertising in social network games. Journal of Advertising, 42(2/3), 95–112. http://www.jstor.org/stable/24749877
Thomson, D. (2010) Marshmallow power and frooty treasures: Disciplining the child consumer through online cereal advertgaming, Critical Studies in Media Communication, 27(5): 438–454.
Tullenken, H. (2019) Four decades of advergames, Game Developer, 12 June, available at https://www.gamedeveloper.com/business/four-decades-of-advergames?utm_source=chatgpt.com, accessed 15 April 2025.
Treasure (1993) McDonald’s Treasure Land Adventure [game], Japan: Sega.
Virgin Games, NMS Software (1993) Cool Spot [game], USA: Virgin Games.
| Original language | English |
|---|---|
| Publication status | Unpublished - 5 Sept 2025 |
| Event | History of Games - Jagiellonian University , Krakow, Poland Duration: 3 Sept 2025 → 5 Sept 2025 https://www.history-of-games.com/2025-krakow/ |
Conference
| Conference | History of Games |
|---|---|
| Country/Territory | Poland |
| City | Krakow |
| Period | 3/09/25 → 5/09/25 |
| Internet address |
Keywords
- advergames
- video games
- 1990s