Titre : |
Marketing through video games |
Type de document : |
Mémoire |
Auteurs : |
Pierre ZAOUALI, Auteur |
Année de publication : |
2023 |
Importance : |
29p. |
Note générale : |
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Langues : |
Français (fre) Langues originales : Anglais (eng) |
Mots-clés : |
Management MARKETING DE LA DISTRIBUTION ; THEORIE DES JEUX ; CAMPAGNE PUBLICITAIRE
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Résumé : |
The idea of brand placement to increase awareness has spread all over the communication channels, including video games. Indeed, the number of players is expected to be around 3 billion users in 2027 (Statista, 2023) which would turn video games as one of the most prominent platforms with social medias.But how to interact with players for brands? It’s quite simple, pure brand placement
or sponsorship. Whenever in a game you use a Mercedes car to drive around, use Energizer batteries to power up an item, it’s brand placement and it has become ever more recurrent.But is it effective? In theory in marketing brand placements can be done in several ways, and each one has its perks and disadvantages. Whether it uses original features or a simple repetition measure, we all see brands in our surroundings every day. But in video games one might say that focusing on brands shouldn’t be the main concern as the player would be focused on playing and not its surroundings, but the contrary can also be quite true.Also, the rise of online sports, called as Esports is another foothold for non-endemic brands to present their brand to a part of the population as franchises and teams are developing and creating their own identity, to which their fans assimilate. And this includes the brand they are sponsored with.This paper aims to give functional and explicit key methods and rules to comply with the players’ expectations to produce effective and accepted ad placement and marketing campaigns through the video game industry. |
Programme : |
MSc International Marketing & Brand Management |
Permalink : |
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