How do video game producers market their products to
audiences?
Refer to Minecraft to support your answer.
Task 1 - Read the example response and then:
- Use the markscheme to give it a grade /15
- Decide what (if anything) you think was particularly good.
- Decide what could be done to improve it.
Introduction
Video gaming is a young industry and many of its marketing
strategies are reminiscent of the older and more established practises of the
film industry. However, its comparative youth brings novelty. As a result, the
video gaming industry, more than any other, has capitalised on the innovation
made available by new technologies.
Mainstream marketing techniques
High budget games often employ similar marketing strategies
to high budget films. Print advertising (posters and magazines), T.V. and Film
teasers/trailers, publicity stunts, etc. are all employed to generate
anticipation for the release of a new game. However, the nature of consumption
in gaming is quite different to film, and so fans of a game may choose to
purchase a game on pre-release. This is obviously financially beneficial to the
revenue stream of games retailers and so it may be encouraged by offering
in-game extras to advanced customers. Over the last ten years, as games retail
has shifted away from stores and more into the realm of online purchasing, this
process has become more prevalent.
Video game companies also engage in covert promotional
tactics. Deliberate leaks of information about the game, often distributed via
online gaming forums or platforms like Twitter.com, are used to encourage a
sense of connection between fans and the game. While some film marketing may
employ similar tactics (The Matrix quite famously employed just such
techniques) it is clear to see why this strategy has more resounding success
for the gaming industry; advertisers can be 100% sure that their intended
audience engage with technology/Internet etc.
A good example of these covert promotional tactics was the marketing
campaign for Grand Theft Auto 5, which even created accounts on twitter that
came from the fictional world inside the game. The same campaign also invited
fans to the New York launch of the game as a way to generate increased interest
on gaming forums. This process is analogous to 'word of mouth' marketing and
has the same effect of creating a sense of authentic interest. While this is a
particularly effective tool for games within a franchise (i.e. those with an
existing fanbase) it may be less effective for 'one off' or new games.
Independent games are less able to capitalise on traditional
(and costly) advertising methods, and so they will likely move directly toward
'word of mouth' style marketing strategies, engaging with gamers via online
messaging boards etc. Minecraft is arguably the best example of this working
successfully. Markus Persson (Notch) - the creator of Minecraft - was a
well-known and well respected member of the gaming community and had some
reason to believe his game would be popular. The first edition of Minecraft was
released in May 2009 on TIGSource, a forum for independent game developers.
Increased download speeds and the use of open source code meant that Notch was
able to engage in several rounds of beta testing, making steady improvements
and developments to the game, all the while engaging a growing audience who
became more excited for a final release and more likely to encourage other
gaming enthusiasts to purchase the game.
Prosumers
In addition to game development, the democratision of
distribution across media platforms like YouTube.com and in more recent years Twitch.com
has lead to a secondary industry growing in tandem with the gaming industry.
These platforms allow gamers to make revenue by reviewing games, offering
tutorials, or simply showing online gameplay. For example, video producer
‘Dream’ has 6 million subscribers on Twitch and 30 million YouTube subscribers.
Their content is exclusively focused on Minecraft gameplay. It is easy to see
how gaming companies might choose to target such content producers as a source
of marketing as they provide a clear link to target audiences in a way that
traditional advertising does not. So, Youtube.com will offer advertising space
at the start of videos by gaming channels, which reflect the audience for these
channels. It is likely that gaming companies will pay a premium in order to
selectively use these channels for advertising. It is even more likely that
they will enter into direct sponsorship agreements with these channels. Again,
it is clear to see that companies with large revenue streams, selling big
budget games are more likely to use such marketing strategies; however, gamers
tend to be more independently minded, so pre-release/beta versions of games may
be sent direct to these prosumers, who may respond even more favourably when
playing/reviewing independent video games than mainstream games.
While film audiences may well see a film more than once, or
indeed purchase a film for repeated viewing, the nature of the experience is
not expected to be something that customers will return to on a regular basis.
Not so with gaming, where it is clear to see how the psychographics of gameplay
(especially competition/community) encourage this repeated use and how
improvements in technology (especially in the broadening of Internet bandwidth)
have lead to the growth of interactive online play. This then opens up a very
different potential revenue stream for video games producers and retailers. It
also opens up the potential for an interesting range co-promotional marketing
strategies. For example, in April 2020, hip-hop artist Travis Scott
collaborated with Fortnite to offer players an in-game concert played out at
pre-advertised time slots. Users could find concert posters on walls within the
game or social media. Over 27.7 million users logged in for the in-game event.
Millions more streamed the event live on YouTube and Twitch or watched the
round-up events afterwards. Those who attended the virtual concert could unlock
Travis Scott skins and add-ons they would use to get real-life merchandise designed
to complement Fortnite-tie ins and new music launches.
Task 2 - Rewrite the introduction to better reflect the
content of the essay.
Task 3 - Write another paragraph to make the response more thorough.
No comments:
Post a Comment