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Showing posts with label digital games. Show all posts
Showing posts with label digital games. Show all posts

Defining “advergame”, “product placement in games” and “in-game advertising”

According to Cavallini (2006), the notion of advergame – a neologism formed from the juxtaposing of the words “advertise” and “game” – could be described as a strategy for marketing that uses games, mainly electronic, to advertise brands and products. That includes a large range that goes from complex games that are developed specifically for advertising purposes to common casual games. The Internet and video game consoles are great environments to use this strategy. Mobile media (smartphones and tablets) are already being tested by companies, which chose this marketing strategy too. For instance, the Brazilian branch of the soft drink brand Fanta launched in 2015 a hot site with ten advergames. Developed by Sioux Studio, the games emphasized Fantas’s branding features like happiness, friendship, radical sports and music. All the features of the brand appeared in campaigns displayed on television, magazines, movie theaters and on the Internet are present in the game; therefore, we can conclude that the game is an advertising piece like any other.



Cavallini (2006) also discusses the idea of product placement in games as a strategy that inserts a company’s product inside the gaming interface and context. The characters in the game Devil May Cry wear pants with the Diesel brand in evidence. In Tom Clancy's Splinter Cell - Pandora Tomorrow, the character uses a Sony Ericsson p900 smartphone to solve missions, so the player virtually experiences the use of the device. In Worms 3D, by SEGA Studio, the characters drink a can of Red Bull energy drink in order to jump higher. In the last released UFC game, we can see the fighters wearing shorts and gloves from famous sporting brands. It is very important to highlight that this kind of strategy, as everything in marketing, needs its context aligned with the target audience. In all previous examples, the product fits in the gaming universe and dialogues with the players.



Another fundamental keyword in this context is in-game advertising. As Herrewijn and Poels (2011) define, in-game advertising refers to the use of games as a medium for the delivery of advertisements, and the authors point out that there is one player branding experience during the gameplay. In this type of strategy, we can notice the use of banners, posters, radio spots, digital ads and billboards mixed to the game’s landscape. In Virtua Tennis 3, as an example, it is possible to see Bridgestone tires and Citizen watches billboards all around the scenario. Both brands are present, sponsoring the real tennis matches, so it is very pertinent to be in the virtual game, creating a deeper sense of immersion to the player.



In this topic, we are discussing examples developed for consoles, personal computers and mobile media. However, the advergaming strategy is not something created in the Internet age. In the beginning of the 1980s, we already could find some very interesting cases in the Atari platform (as we discussed in this old post here).

Note: this post is part of a complete paper about "games as marketing tools". Soon, I hope to share the complete content in another post.

#GoGamers



References:

CAVALLINI, Ricardo. (2006). O marketing depois de amanhã. São Paulo: Digerati Books.

HERREWIJN, Laura. & POELS, Karolien (2011). Putting Brands into Play: How Player Experiences Influence the Effectiveness of In-Game Advertising. Proceedings of the DiGRA (Digital Games Research Association), 6, 1-19. Available here.
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Horizon Chase – a Brazilian game

As a Brazilian game designer, I like to discuss and bring some Brazilian gaming examples to this blog. Today, I want to talk about Horizon Chase, one very cool game that is a tribute to classic arcade racers.

Created by Aquiris Games Studio and launched in 2015, the game won many prizes and it’s a master class on how to use mobile media to give players a good experience. Check the trailer and gameplay below:



Some important game features to highlight:

1) Horizon Chase is a causal game and its gameplay is created in a simple and intuitive way;
2) Graphics are completely adjusted to the gameplay – the roads, cars and landscapes work together in a very intuitive mechanics;
3) Freeware model for gaming distribution (the studio created this product to win prizes and acquire “symbolic currency”);
4) Horizon Chase dialogues with new and old gamers with its retro mechanics, with a cool, modern layout.

The Brazilian gaming market is coming up with great ideas every year and mobile platforms are a good possibility for many companies. We don’t have a triple A industry here, but there are other options to show the work to the world.

Click here to access the site and download it for free on Apple and Android platforms.

#GoGamers 
#GoBrazilianDevs
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Context and intertextuality in games

A game, as any media in the contemporary times, needs a context to happen. One important thing in this scenario is to understand the player as the co-author of the narrative. Different players with different motivations will experience one game in different ways, and so it is in the movies, books, theater, comics etc. It’s very naïve to suppose that one game will be interpreted and reinterpreted in an equal way for different people.

On the other hand, one powerful tool to contextualize a game for an audience (or many audiences) is the intertext. Sometimes, the using of specific references from other fields like literature, cinema or even other games could be very useful to create a dialogue with the players.

This way, if we want “to make sense of digital games, we must determine in which context they are supposed to make sense and in what way this meaning changes if they are removed from this context. For example, many games manufactured today are meant to make sense within the cultural context of Western society. Games such as America’s Army or Conflict: Desert Storm is likely to be understood differently when played by an American or an Iraqi, respectively. From the perspective of literary studies, however, it is more interesting to focus on a game’s contexts in a more literal sense, that is, the texts that the game in question refers to explicitly or implicitly. These contexts, often called intertexts, are not limited to literary texts, but might also include legal, scholarly and journalistic texts as well as films, song lyrics, urban legends and myths”. (RUTTER; BRYCE, 2006, p.105)

To talk about context and intertext, I want to present three excellent and distinct examples from different fields: one small tale, one short comics strip and one mobile game.

1) The first example comes from literature and it’s the short tale “A Woman Alone with Her Soul”* by Thomas Bailey Aldrich:

A woman is sitting alone in a house. She knows she is alone in the whole world: every other living thing is dead. The doorbell rings”.

This is an incredible exercise of imagination, context and references/intertexts. Are we talking about a nuclear holocaust? Is it a futuristic tale in a distant future or is it a story about the dead knocking on the woman’s door? The brilliant thing in this example is: there’s no right answer. Each person, with his or her references, will find one different explanation for this situation.

2) The second example is this very clever comic strip by J.C. Duffy . Starting from the same idea from “A Woman Alone with Her Soul”, Duffy presents us an absurd and comical situation where the character Jim receives a letter from someone (or something) inside his closet.



Once more, we are confronted with the exercise of context and intertext. Who sent this letter? Is it a creature? Is the closet a portal to another dimension? Is someone from the future trying to contact Jim in the present and the closet is the link between them? Every single person, with his or her knowledge, will tell a different theory for this funny situation.

3) The third example for this post is the mobile game DEVICE 6. We’ve already talked about this awesome game, but it fits perfectly in this discussion. Check the trailer below:



The game explains little or nothing about what is happening to the character you command. You wake up in a strange room full of enigmas and your mission is to solve them. But, as in Aldrich’s tale and Duffy’s comics, the player is called to use his or her imagination. Each enigma solved presents only little information and – strategically – the game authors invite the players to fill in the blanks and explore the references behind the narrative. Once again: the context will generate different experiences and some players could search for references from other fields embedded in the gaming narrative.

The intertwining of games and literary theory is a thought-provoking subject. We will discuss more about this theme in a near future.

#GoGamers 


References:

RUTTER, Jason; BRYCE, Jo. Understanding digital games. London: Sage, 2006.

*Reproduced from the entry in The Book of Fantasy, which reproduces it from Aldrich's Works, Vol. 9, which was published in 1912.

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