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Critical Game Analysis - Assignment 3 Advergaming: Buckle In For a New Era Rick Davidson - GD02 [email protected] Critical Game Analysis Assignment 3 13 August 2005 Advergaming - Rick Davidson 1. Introduction Let us commence by indulging in a spot of philosophical fantasizing (whilst no one is watching). For the sake of edutainment, let’s say that as of today you have been awarded the newly created position of Emperor of all Game Designers. This is more than a token position as it comes with the responsibility of making decisions about issues that are debated within the development community and instructing your followers on the right way to advance the gaming industry. Tomorrow you will be asked to proclaim a number of personal stances. One such stance will relate to your opinion on how, if at all, the relationship between product advertising and game development – an area you know as Advergaming – should work. This topic must be concluded by tomorrow as you are booked solid all next week for Grand Theft Auto-related discussions. Priding yourself on being a well-informed and considered Emperor you will listen to the input of a number of your advisors. Perhaps you will be persuaded by those amongst your disciples who argue that games must remain pure, that they are entertainment first and foremost and shall not be tainted by the greedy marketer’s advertising budget. They would tell you that advertising does not belong in games. Conversely you may be swayed by other factions that press upon you how Advergaming represents great opportunities to bolster your treasury. Others may attract your attention with their complaints that Advergaming to date has mostly been implemented in a crude and inappropriate manner, ruining an opportunity before it gets started. Before declaring your opinion and recommendations you will ask your minions to document the thoughts of leading intellectuals, to outline the situation as it stands today and to theorize over the way in which the game development industry can effectively use Advergaming for good and not evil. As Emperor you would have access to the information presented in the following pages. 2 of 24 Advergaming - Rick Davidson 2. What Is Advergaming? At its broadest, Advergaming refers to the practice of using games, particularly video games, to advertise or promote a product, organization or viewpoint1. At first glance one might be forgiven for thinking that Advergaming is no more than in-game product placement or cheesy Flash games with some token logos slapped on. There is more to Advergaming, however, than this account represents. A number of industry professionals have categorized the various stypes of Advergaming in different ways. In an interview in Mobile Entertainment magazine, Ashu Mathura, the MD of Overload Games outlined three methods for implementing Advergaming in a mobile context: • Games which create awareness for a brand; • Games which introduce a new product or service that consumers can interact directly with; and • Games which allow a product to be placed inside an existing game. A different form of categorization is given by Patrick Gardner2 when considering Advergaming effort and creativeness in a PC context. In his Gamasutra article, Gardner said that games intended to market something fall into two camps – giveaways and integral games. Giveaways, he posits, are the interactive equivalent of the oldfashioned yo-yo with a company logo on it. He suggests that up to 99% of all “marketing games” are giveaways. The more stimulating of the two game types, integral games, are built around the premise of the dual objectives of being both fun and delivering a targeted and effective marketing message. In many cases, the message is the game. 1 2 Absolute Astronomy Encyclopedia Games with a Day Job, Gamasutra. June 2001. 3 of 24 Advergaming - Rick Davidson Gardner gives the example of Ericsson’s Ground Zero game as an example of a well executed “integral” game. In Ground Zero, the player uses an Ericsson mobile telephone loaded with mobile Internet tools to compete in a futuristic citywide scavenger hunt. With only their phone to help them they must follow three clues to learn the secret location of Ground Zero. The game integrates the purpose of the game with the product in a way that is natural and logical – the definition of successful Advergame development. In a Gamasutra article by Nich Maragos, Ian Bogost from the Watercooler Games site outlines four ways in which a company can make a connection between its brand and a video game3. Each of these options will come with a different price tag, timeline, creative input and effort required on the part of the product’s marketing team. 1. Standard main-stream video games as a platform for advertising or product placement (eg. The Sims, Tony Hawk, SSX3, Pikmin 2, Super Monkey Ball). Big titles bring high levels of exposure for products. 3 This information comes via Nick Maragos’ August 2005 Gamasutra article but is also reiterated in part at www.watercoolergames.com. 4 of 24 Advergaming - Rick Davidson 2. Games that are part of a larger cross-media strategy (eg. Spiderman 2); More than just a licensed product, the release of the Spiderman 2 game was part of a cross-media campaign. 3. Custom-built Advergames (eg. America’s Army, McDonald’s delivery, White House Joust); and Custom-built Advergames are used for a range of purposes from promoting products, recruiting new cadets and delivery political commentary. 5 of 24 Advergaming - Rick Davidson 4. Games that participate in advertising but don’t really participate (eg. Pepsi-branded Nintendo DS). Logically, “brought to you by…” sponsorship would fall into the final category. In this case a more traditional style of advertising such as pre- or post-game credits, banner advertising or “a word from our sponsors” style advertisements help fund the game but have no relevance or impact upon the game experience itself. Also falling into the final category is the Pizza Hut – EverQuest II example. Sony recently struck a deal which allows EverQuest II role-playing gamers to order from Pizza Hut by simply typing “/pizza”4. This drives the EverQuest engine to open up a browser window where gamers can order their favorite snack. This relationship may be an indicator of a future which contains not just product placement but interactive product purchasing and delivery. Out-of-game sponsorship is an easy way for marketers to link their brand with a game. Bogost further differentiates games used for advertising by stating that they can have one of two types of relationship with the game itself – demonstrative or associative. 4 From “R-U-Game” by Joyce Schwarz, March, 2005. 6 of 24 Advergaming - Rick Davidson Demonstrative relationships are those in which the game provides direct information and reveals the use of a product or service. Associative games provide indirect information and correlate the product with an activity or lifestyle. The latter, he argues, represent a major trap in which the logical relation between product and game is not considered as fully as it should be with an unappealing game being the result. 7 of 24 Advergaming - Rick Davidson 3. Why Advergaming? Why Advertising? The purpose of the current discussion is not to expound the merits and virtues of advertising. The fact that advertising is a good thing for a product shall be considered a given. The reason for advertising, however, is potentially misunderstood by many outside of the advertising and marketing industries. To the layperson the purpose of advertising is to sell more product. This is mostly correct but it over-simplifies and under-represents the purpose of advertising. To fully appreciate Advergaming it is useful to consider the benefits of advertising. It is quite logical that creating awareness for a brand or product will help sway a consumer when he or she is at the point of purchase (LeClaire, 2002). If a person has recently seen a bus stop with a large picture of a particular chocolate bar they are more likely to select that particular product as a snack. On top of this, they are more likely to choose a chocolate bar over a bag of chips and even more likely to stop for a chocolate bar than heading home and waiting for dinner. The value of brand building is less understood than awareness-purchase association. Many critiques of Advergaming identify problems in this area. The problem is that game designers don’t understand brand management and at the same time brand managers don’t understand game design5. Designers of Advergames who do understand both worlds are creating well executed games whilst those who do not, one can argue, are making a mess (for example, the questionable BlizzardBlast game found on the Pepsi website which uses the “get the Pepsi to get points” approach)6. 5 6 Maragos, 2005. http://pepsi.com/pepsi_cafe/games/blizzard.php 8 of 24 Advergaming - Rick Davidson Pepsi BlizzardBlast – not much fun for anyone over the age of 5. The true value in Advergaming is its ability to create greater brand equity because of the intensity of the relationship between consumer (gamer) and brand. Brand equity refers to how much your “brand” is worth, not in the value of sales but in the pulling power of your brand’s symbols, name, imagery and associations (Temporal, 2002). The concept of brand equity is easily summed up by considering the ability of something as simple as the Nike swoosh to influence the thoughts, opinions and behaviors of consumers because of its long legacy and associations. Paul Temporal (2002)7 touches on a number of the intangible aspects associated with a brand’s equity including: 7 • Price premium – the willingness to pay more for your brand; • Satisfaction and loyalty – continuing to purchase over time; From his book Advanced Brand Management. 9 of 24 Advergaming - Rick Davidson • Perceived brand personality – for example, owning a personality trait such as “refreshing” can be critical to a beverage’s success; • Mental associations – perceptions of trust and reliability are better than perceptions of cheapness; • Brand recognition – how easily you can remind consumers of your brand. McDonald’s is an excellent example of a product with very strong brand equity. Upon seeing the golden arches many consumers are reminded of happy experiences, reliability and generally positive imagery. Far fewer individuals would have this same reaction upon seeing a local café whilst out for a stroll. The trap that many fall into is attempting to quantify brand equity in monetary terms. It is difficult to put a number against the Nike swoosh and compare that to the number for the Adidas stripes. It should be clear, though, that each is powerful and worth an enormous amount of money. Ashu Mathura in his role of mobile phone game developer argues that the strength of Advergaming over contemporary advertising methods (for example, radio, television, and the internet) is the level of interaction between player and product. A viewer watching television is passive; however when playing a gamer the player is active. This active behavior creates stronger ownership over the brand by the consumers. In addition, Mathura states that Advergames (in the mobile context) pull in consumers as opposed to mass marketing, which is pushed and force-fed onto the consumer. During a recent Advertising in Games conference8, Yankee Group representative Michael Goodman cited Radio Shack’s Zip Zap game as an example of the power of Advergaming in influencing consumer sentiment. The game, as cited by Jim Ostroff (2004), cost around $300,000 to develop three iterations and reached the same number of customers that would have required a television budget of several million dollars. Of 8 Eric-Jon Rössel Waugh in his August 2005 Gamasutra article. 10 of 24 Advergaming - Rick Davidson those who played the game, the conversion ratio was drastically larger than a television campaign, resulting in a fifty-percent purchase rate for those who played the game with more than a quarter of all buyers citing the game as a significant influence on their purchasing decisions9. Zip Zap helped Radio Shack sell their remote control cars. The Zip Zap game10 involves players racing representations of a real remote control car and successfully creates the feeling that the real-life experience of racing the cars would be even more enjoyable. The relationship between player and product in this instance is strong and positive. 9 These figures are from Jim Ostroff’s Kiplinger Business Forecasts article. The Zip Zap game can be found at http://www.funnygames.nl/spelletjes/2012.html. 10 11 of 24 Advergaming - Rick Davidson Although the focus of the current discussion is predominantly on advertising of products, Advergaming is also finding momentum as a vehicle for social debate and political satire. Kewl Games11 has developed a funny political game which uses the mechanic of Joust to allow the player to control either George Bush or John Kerry. Because of the level of interaction the potential to leave a lasting political or social message is quite strong. White House Joust – a good example of interactive political satire. 11 http://www.kewlbox.com/. 12 of 24 Advergaming - Rick Davidson Market Value / Statistics The previous section helps support marketers in the decision to use games as an advertising vehicle, but what is the motivation for game developers to enter the realm of Advergaming? The most obvious answer is money. By transferring the responsibility of payment from the consumer to the company developers have the ability to tap into new and exciting revenue streams. In an article this month discussing the marketing giant Coca Cola12, Ian Bogost states that the annual spend for Coke on its advertising and marketing is upwards of 1.5 billion dollars. This same level of spending would be comparable to many of the global FMCG (Fast Moving Consumer Goods) leaders and helps paint the picture of an extraordinarily large pie from which Advergaming can cut a slice. Eric-Jon Rössel Waugh13 cites some interesting and up-to-date statistics garnered from industry professionals. Amongst these numbers is the prediction that video game marketing would increase from last year’s $118 million to $1.05 billion within five years. Other statistics challenge these predictions but all agree that the growth will be large and rapid. One can be quite confident that if progressive multi-national companies such as McDonald’s, Adidas and Suzuki are using Advergames as a key element of their campaigns then trend-followers will not be far behind. An example of a trend-setter, and an encouraging sign that Advergaming is not just for the advertising juggernauts, is that of The Boiler Game, developed for UK energy company Powergen14. Gonzalo Frasca15 lists The Boiler Game (a simple 2D platformer with a similar feel to that of an early Mario title) as an example of a brand recognition creation tool that is simple, fun and a good example of the potential of Advergames. 12 Sugar Water Games, August 2005. Waugh’s articles is discussing points raised by speakers at the Advertising in Games conference, August 2005. 14 The Boiler Game can be played at http://www.oldestboiler.co.uk/game/game.htm. 15 Gonzalo Frasco is one of the contributors at the Watercooler Games website. 13 13 of 24 Advergaming - Rick Davidson The rise of Advergaming coincides directly with the decline of television viewing and the associated ineffectiveness of television advertising. It is popular sentiment that video games are replacing television as the leisure activity of choice for today’s youth16. Citing Nielsen ratings, at the end of last year Jim Ostroff17 stated that TV viewership amongst 18- to 24-year old males dropped by 7%, which was attributed to an increase in video game playing. Considering that an individual will play a game for many hours with full concentration you can see why advertisers are considering moving part of the budget to explore Advergaming. The need has arisen to quantify the benefit of in-game advertising so that developers and publishers can charge accordingly. AC Nielsen is in the process of developing a ratings system similar to that of its television viewing ratings. The rationale behind the ratings is to convert the time that a gamer plays a title (and therefore has opportunities to see advertising) into an hour points value. Whilst the rating system promises to be incredibly valuable for developers, the industry is still lacking hard data on the impact on brand equity and imagery of playing a game compared with watching an advertisement. If examples such as Radio Shack’s Zip Zap game are to believed, game developers are in a position to charge advertisers more per viewing than television because of the high conversion rate and stronger opportunity for relationship building with consumers. At the same time, however, advertisers will need to see that Advergaming is a safe alternative to the tried and tested media they are accustomed to using. A number of companies are beginning to emerge with the mission of facilitating the relationship between developers / publishers and marketers (a few examples include WildTangent, Massive and IGN). The Massive Network makes the claim to publishers and developers on its website that: 16 Amongst many others to make this claim, Alex St. John of WildTangent recently made this point at the Casual Games Conference as quoted by Gamespot. 17 As part of Kiplinger Business Forecasts, December 2004. 14 of 24 Advergaming - Rick Davidson “By aggregating the largest audience of gamers and providing real time delivery of advertising across top-selling video games, we can provide publishers and developers $1–$2 profit per unit shipped for their titles.” For very little extra effort on the part of developers and publishers this represents a tangible and valuable addition to revenue. The well known game site, IGN.com provides a similar service to advertisers and publishers as well as the additional benefit of providing backend technology (built on the GameSpy infrastructure) which tracks impressions, time spent viewing items and type of each interaction in order to provide feedback on the efficacy of product placement18. Because of the infancy of this line of revenue many publishers still only see it as the cream on top as opposed to a mechanism for offsetting development costs19. If popular sentiment is to be believed this attitude may change as the value of advertising contributions increases – development funding may come less from publishers and more from advertisers. In many regards this is a good thing for independent game developers. Negative consumer sentiment, however, is already starting to bubble. By placing advertising within games (not just in-game product placement but actual in-game advertising) Massive has ruffled many feathers20. Although gamers are not yet revolting in the streets it is only a matter of time before someone oversteps the mark and causes a wide scale boycott of a game. For many people the philosophy is: if you pay for it, you shouldn’t have to be exposed to advertising. 18 From an article by Kevin Hawkins, posted on GameDev.net, April 2005. In his XXX 2005 Gamasutra article, BBBB writes that Julie Shumaker of EA states that in-game advertising revenues for EA are currently around $30 million. This she comments does not represent an amount that is sizeable enough to offset development costs but instead is purely seen as profit generating. 20 Ian Bogost of the Watercooler Games web site is one commentator who has questioned Massive’s lack of subtlety. 19 15 of 24 Advergaming - Rick Davidson 4. Design Issues, Problems and Rules As with most new fields of marketing and communication consumers will be drawn to efforts by companies simply out of curiosity. Eric-Jon Rössel Waugh (2005) cites an example of in-game advertising within Anarchy Online organized by placement specialists Massive in which players have been observed loitering around and discussing the advertising. Overwhelming anecdotal sentiment indicates that all the low hanging fruit has already been well and truly picked with gamers becoming more skeptical about advertising trickery. A scan through the debate on Advergaming-related websites shows many postings by gamers who claim that they would “never play a game which had in-game advertisements”. The most common complaint within the industry is how the relationship between brand and game is completely ignored with generic, sloppy and boring games created by slapping a company logo on top of an existing arcade game (Waugh, 2005). As previously mentioned, Ian Bogost separates Advergames based on whether they are demonstrative or associative. It is the associative games, he argues, which are poorly designed with the thought process going something along the lines of “we want to get young kids; young kids like sports; extreme sports are cool; let's make a snowboard game.” This, he asserts, is the reason for the glut of diluted snowboarding games. A quick spin around the internet will illustrate that the world of poorly designed, implemented or budgeted Advergames is vast. For the most part the best word to describe these games is boring! A number of games (such as the aforementioned Pepsi snowflake game) use single screen Flash games with repetitive avoidance or collection mechanics. Other games such as those by beer company Pilsner Urquell are blatant clones of tired classics such as Tetris, Space Invaders and Pacman. These games look and feel as if they cost very little money to produce. 16 of 24 Advergaming - Rick Davidson A Space Invaders clone by Pilsner Urquell. This is particularly the case when purpose-built Advergames are held up against a professionally developed multi-million dollar console game. The consumer doesn’t care about the cost of development when turning their nose up at a poorly developed Flash game. Easily the biggest complaint for Advergames is clumsy use of branding. The tactics that work for television commercials aren’t necessarily the same ones that work for games. For example, it is logical to have the star of a TV commercial drink the can of [insert product here], grow powerful and win the day. When this same tactic is used within games it looks clumsy and shallow. This is possibly due to the popular perception of each media. Most consumers would agree that the purpose of commercials is to advertise and inform, however, very few would agree that this is the purpose of a video game. Poorly conceived Advergames have the potential to make consumers cynical even before the industry has a chance to establish itself. Likewise, poorly executed campaigns have the potential to leave a bad taste in the mouth of advertisers, making 17 of 24 Advergaming - Rick Davidson them wary of future investment. The underlying message is that although marketers are new to this avenue of advertising, consumers are not new to gaming and have had many years to foster a healthy cynicism towards big businesses. The industry is taking note that rules, norms and guidelines are required to protect future opportunities with the establishment of organizations such as Interactive Advertising Bureau21. Similarly, the overflowing marketing sections of libraries and book stores could use a few no-nonsense books that outline a few of the dos and don’ts on developing an Advergame. The opportunities for budding game designers will bloom exponentially as the demand for higher quality and more strategically designed games increases. 21 Interactive Advertising Bureau can be found at www.iab.net. 18 of 24 Advergaming - Rick Davidson 5. Recipe For Success After considering what is being done poorly, all good Emperors should familiarize themselves with how to fix these problems. Below are some key suggestions for game developers and publishers who are interested in making Advergames. The list draws upon industry sentiment and published research but is mostly based upon this author’s ideas and opinion. • Make sure the relationship between brand and game is relevant. The objectives, mechanics, visuals and tone of the game should match the brand’s target imagery and user profile. • Make the branding subtle. A game, unlike a television commercial, is played by a captive audience therefore there is no need to bombard the player with constant references to the brand. • Where possible avoid working with advertising agencies and deal directly with brand managers (Maragos, 2005). • Don’t ruin it for everyone else. As the concept of Advergaming takes off the opportunity for consumers to become skeptical and annoyed will increase. It could spell doom for a game if the advertising interferes with game play or makes the player feel cheated for spending their money just to watch advertising. • Be creative and avoid the temptation to use cookie cutter approaches. Space Invaders was cool 25 years ago but not anymore (except to a handful of reminiscing retro gamers who probably wouldn’t appreciate the fizzy drink bottle shooting the hamburgers). • Employ a variety of techniques for enhancing the gaming experience such as multiplayer modes, online scoreboards, differentiated levels / modes and character advancement. • Link the game to out-of-game activities such as prizes, promotions, and traditional media. For example, make reference to the game during a television commercial, ask the player to visit the website to check their 19 of 24 Advergaming - Rick Davidson position on the scoreboard and reward the top players with productrelevant prizes. • Track the success of the game using market research. Indicators that will resonate with marketers include pre- and post-implementation comparisons of brand awareness, reach, brand disposition as well as conversion ratios. The best way to sell the success of Advergaming is by measuring it. 20 of 24 Advergaming - Rick Davidson 6. A Final Word From Our Sponsors The potential of Advergaming is large and exciting. If you were miraculously promoted to Emperor of Game Development you would no doubt recognize that Advergaming opens new doors and new budgets for game developers and publishers. Even though there are so many examples of poorly executed Advergames today they are easily offset by the success stories (for example America’s Army’s recruitment success, Tony Hawk’s seamless product placement, Spiderman 2’s cross-media leveraging and Radio Shack’s purchase conversion rate). Industry professionals speculate that the future revenue opportunities for Advergaming range from hundreds of millions to billions. It is commonly agreed that Advergaming is on the brink of exploding in similar proportions to mobile phone ring tone downloading or online gambling. As consumers spend less time in front of the television and more time in front of their computer, consol and mobile phone the opportunities for communicating advertising or socio-political messages will shift accordingly. The rapid explosion of in-game advertising could hurt the gaming experience for players. As players becoming savvier about relevant product-game relationships so too will publishers become more choosy about the type of game they endorse. Doomsayers would have the Emperor believe that in five years time no game will be developed that does not lend itself easily to in-game advertising, sponsorship, product placement / purchasing and that this in turn will decrease the quality of games for gamers. Although it is difficult to predict the gaming experience in five or ten year’s time, it is clear that in the short term Advergaming will grow and provide additional opportunities for budding game designers. For all intents and purposes this is all the Emperor of Game Development need know when making an informed decision about Advergaming. As for what stance to take with Grand Theft Auto, that is another matter entirely. 21 of 24 Advergaming - Rick Davidson 7. References Gardner, P., 2001. “Games with a day job: Putting the power of games to work.” Gamasutra, June 1, 2001. http://www.gamasutra.com/features/20010601/ gardner_01.htm. Green, T., 2005. “Played any good Adverts?” Mobile Entertainment, April, 2005. pp. 30-31. Hawkins, K., 2005. “IGN Entertainment launches in-game advertising and marketing service.” Posted on GameDev.net, April 12, 2005. http://www.gamedev.net/ community/ forums/topic.asp?topic_id=312987. Keefe, B., 2005. “Video Game Makers Look for Ways To Profit After Sale.” Newsfactor Web site, May 19, 2005. http://www.newsfactor.com/news/Game-Makers-Look-forWays-To-Profit/story.xhtml?story_id=10300BOT2PMK. LeClaire, J., 2002. “Benefits of Advertising in Any Economy.” Signindustry.com, October 31, 2002. http://www.signindustry.com/management/articles/2002-10-31-JLAdvertInDownEconomy.php3 Maragos, N., 2005. “Serious Games Summit: Advergaming for private and public interests.” Gamasutra, March 7, 2005. http://www.gamasutra.com/gdc2005/features/ 20050307/postcard-maragos2.htm. Ostroff, J., 2004. “Direct Mail Advertising Is On A Roll”. Kiplinger Business Forecasts, Vol 5, week of Dec 24, 2004. http://www.compassweb.com/cob/kiplinger/ 200501/direct_mail_advertising.html. Palley, S., 2005. “Industry gets serious at casual games conference.” Gamespot, July 19, 2005. http://www.gamespot.com/news/2005/07/19/news_6129459.html. 22 of 24 Advergaming - Rick Davidson Reader Review. Review of Monkey Ball on GameFAQs.com. http://www.gamefaqs.com/console/gamecube/review/R31717.html. Rossignol, J. & Carless, S., 2005. “The Esoteric Beat: Quantum Gaming, Advergaming, Science Gaming.” Gamasutra, July 19, 2005. http://www.gamasutra.com/phpbin/news_index.php?story=5968. Schwartz, J., 2005. “R-U-GAME?” Mediaconnection.com, March 28, 2005. http://imediaconnection.com/content/5354.asp. Temporal, P., 2002. “Advanced brand management: From revision to valuation.” John Wiley & Sons, Singapore. Waugh, E. R., 2005. “Event wrap-up: Advertising in games west.” Gamasutra, August 1, 2005. http://www.gamasutra.com/features/20050801/waugh_01.shtml. Whalen, Z., 2003. “Product Placement and Virtual Branding in Video Games”. http://www.nwe.ufl.edu/~zwhalen/consumer/productsingames.html. 23 of 24 Advergaming - Rick Davidson 8. Websites and resources McDonald’s game can be found at: http://www.imlovinitlate.com/racetothelights/. Absolute Astronomy: http://www.absoluteastronomy.com/encyclopedia/A/Ad/ Advergaming.htm. Water Cooler Games website by Ian Bogost. http://www.watercoolergames.org/archives/cat_advergames.shtml. America’s Army website: www.americasarmy.com. The Massive Corporation Network website: http://www.massiveincorporated.com/ index.htm. WildTangent’s website: www.wildtangent.com. Kewl Games website: http://www.kewlbox.com. Gamasutra website: www.gamasutra.com. Radio Shack’s Zip Zap game can be found at: http://www.funnygames.nl/spelletjes/2012.html 24 of 24