Reading 03

 


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Exploiting the 'video game craze': A case study of the tobacco industry’s use of video games as a marketing tool.

Authors: McDaniel, Patricia  Forsyth, Susan R

Release Date:2020/10/19

 

The purpose

The aim of the authors McDaniel, Patricia and Forsyth, Susan R was to show how the tobacco industry was and is using video games to market their product to young adults. The tobacco companies figured out that young adults who play video games are an attractive market ready to exploit as they were already using normal games like card games and bar games to promote cigarettes. They had also of incorporating video game themes into cigarette packaging and through particular corporate messages.

 

The how

The authors search through the tobacco industry’s previously undisclosed 15 million documents at first using broad term such as video game and online gaming and then narrowing there search into specific brand names they also search game brands specifically made for bars. They identify 293 documents ranging from 1980 till 2008. This shows that the tobacco industry was interested in marketing through video games. They identify that R. J. Reynolds Tobacco Company wanted to “incorporate video game imagery into pack design “as a form of marketing to young adults. R. J. Reynolds also wanted to advertise tobacco near video game arcades as they believed that’s where young smokers “hung out “. The authors state that tobacco companies turned back to the bar environment as it was smoker friendly and adding video games to their bar games would fit. A Philp Morris marketing manager said that "will draw the attention of adult smokers to come over and participate" . They also talk about how Philip Morris was interested in making a virtual reality game to advertise their products with.

The Positive

The authors go through the entire time line of the tobacco industry wanting to market through video games showing how corporations use video games to market to young adults/ children. It also shows how big corporations set up specific sites to play games on in the Tabaco industries case it was sites that could play games like bingo. The article is great as it shows that early on video game marketing tactics can still and are being used today.

 

The Negative

The article only has access to files from 1980 till 2008 and a lot has changed I the gaming industry in the last 12 years with video games really exploding as a form of entertainment and new media platforms emerging that promote video games.

 

How Are Modern Video Games Marketed?

Authors: Colin Charles Mathews Nia Wearn

Release Date: 26 July 2016

 

The purpose

The authors Colin Charles Mathews and Nia Wearn wanted to show how AAA and indie developers market there games and what similarities there are between the two marketing style. Measure the influence that family and friends have over gamers purchasing video games. Use surveys and questioners to gather this info.

 

The how

The article gets its info from surveys and questioners that where given to game design students. And the complied into graphs. The article five some statistics on the gaming industry mainly related to the United Kingdom. The article states that in “2014, the video games industry in the United Kingdom was worth £3.944bn” which is a high number and is definitely a big industry with a lot of market potential this number is a couple of years old however and the industry has defiantly grown in that time.  It also states how much different types of game companies spend in there games stating that AAA developers have multi-million budget even going up to a billion sometimes. Whereas indie developers can have a low budget but can “pursue passion projects or experiment with different ideas” which allows them to innovate. Indie developers also can get marketing and financial support from publishers.

 

 

The Positive

The article has a lot of first hand research that is sued to answer its question. It’s also good first hand research as it asks people who play video games and soon will be in the gaming industry making video games. This makes the questioners more valuable than if they went out onto the street and asked random people who are not involved in playing video games.

 

The Negative

The questioners and surveys are too broad. They only asked a select number of students with a low income which the article acknowledges this means that they do not know how people with financial income, who own multiple consoles are influenced by advertising. This is the only thing that is lacking form this article

 

 

“Product placement in computer/video games: an analysis of the impact on

customers purchasing decision”

Authors: Angelina Chernikova, Murilo Branco

Release:  Thursday, 12 September 2019

 

The purpose

The purpose of the paper was to see at the impact of product placement has on gamers in video games and see how they respond to product placement in video games. The authors state that compared to traditional forms of advertising in video games that product place meant is generally perceived well by gamers as to a lot of gamers it add realism to the game. Its purpose is also to help managers to find the best way to reach customers.

 

The how

The paper uses surveys to find its information, the survey had 467 respondents. The paper states that the old way of advertising is becoming slowly obsolete especially with new generation being less susceptible to it. It also works in video games as they attract many different age groups. IT also states that this sort of advertising is very uncertain and can’t be predicted with great precision, however players do not consider the practice unethical or deceiving. The paper states that the product placement most not distract from the game. The authors also state why advertising in video games is useful as it has already surpassed the cinema industry at the time the paper was written. Some gamers seem to find advertising intrusive but for most it does noit affect the game.

The Positive

The paper has a lot of respondents that it received for the survey and that allows it to have wide range of perspectives. The paper also mentions a little history of product placement in similar industries.

The Negative

The paper realise on one survey to get tis info. It could have asked marketing managers for input on product placement on games and it only mentions two games that I know of that have product placement, it could have mentioned more games that have product placement in them to show how popular the technique is.

 

THE INFLUENCE OF INTERACTIVITY ON CONSUMER

ATTITUDE OF ADVERTISING IN VIDEO GAMES

Authors: PhD Alina SZUZ‐POP (GHIRVU)

Release:  1(19),2014

 

The purpose

The purpose of the study was to find the influence that interactive advertising has on consumers compared to older forms of advertising. The study does this by conducting a questioner with controlled group with specific characteristics.

 

The how

The study stats that the users find it more enjoyable when the users interact with he ads in the video game and that there is a positive outlook on the brand that is being advertised. The paper also states that this can change in the future and it is not guaranteed that consumers will continue to enjoy this form off advertising.

The Positive

The survey that the study sues is conducted over the period off 5 weeks giving it a lot of time, the author of the survey also has a very controlled group that has specific attributes so that the questions will be more accurate to that group.

The Negative

This studies control group is way too broad it only applies to Romanians and does not consider anyone outside the country also it realis on the questioner for all its facts which isn’t great as the group is so bread.

 

Hello today im going to talk about the reading task for this week and how I felt about doing it.

Personally the task was interesting as it allowed me to reflect on the texts I found and I learned a lot of new info on marketing in the video game world it also allowed me to become more critical of journals and how they are written and there research methods. I feel that the papers I choose where a good variety and they back each other up with their research they talk about a lot of similar things.

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