PL EN


Preferencje help
Widoczny [Schowaj] Abstrakt
Liczba wyników
2021 | 29 | nr 1 | 61--87
Tytuł artykułu

Brand-Related User-Generated Content in Simulation Video Games : Qualitative Research Among Polish Players

Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Purpose: The article sought to answer research questions regarding investigated branded content generated by players in simulation video games. How does the process work in video games? What are the characteristics of branded user-generated content in video games? To what extent players are willing to participate in branded content creation?

Methodology: I conducted 20 in-depth interviews among Polish players, with the application of snowball sampling. The study participants were adult users of chosen simulation video games: The Sims, Second Life, and Euro Truck Simulator 2.

Findings: We can distinguish content based on game mechanism, official add-ons, or game modding. Players frequently check some brands from a set offered by game developers and create content (e.g. in The Sims users can design house interiors with IKEA furniture). Some players are not satisfied by what a game offers and generate content based on modding (e.g. DHL trucks or McDonald's restaurants inside the Euro Truck Simulator 2). In this respect, the article refers to Smith's, Fischer's, and Yongjian's content dimensions. Branded game modifications described by respondents are characterized by a high level of similarity towards real brands and positive brand sentiment (valence). I noted no statement about player and marketer (brand) communication in gathered material. The biggest challenge for practitioners in the field of UGC in video games is how to manage brand messages. Practical Implications: Brand-related user-generated content is an important phenomenon in terms of the brand-building process and its impact on brand reception, which all require marketers' attention. For game developers, such a content is a source of information about customer expectations. Players show their personal expectations by game modding.

Originality/Value: Brand-related content generated by users is frequently associated with social media. The scholarship shows a lack of knowledge of branded user-generated content in video games. (original abstract)
Rocznik
Tom
29
Numer
Strony
61--87
Opis fizyczny
Twórcy
  • University of Economics in Katowice, Poland
Bibliografia
  • Babbie, E. (2003). Badania społeczne w praktyce. Warszawa: Wydawnictwo Naukowe PWN.
  • Babin, J., and Hulland, J. (2019). Exploring online consumer curation as user-generated content. Spanish Journal of Marketing-ESIC. https://doi.org/10.1108/SJME-07-2019-0053.
  • Behr, K.M., Huskey, R., and Weber, R. (2015). Creative interactivity: customizing and creating game content. In Video Games and Creativity (pp. 285-299). Academic Press. https://doi.org/10.1016/B978-0-12-801462-2.00014-X.
  • Brunt, C.S., King, A.S., and King, J.T. (2020). The influence of user-generated content on video game demand. Journal of Cultural Economics, 44(1), 35-56. https://doi.org/10.1007/s10824-019-09349-0.
  • Cauberghe, V., and De Pelsmacker, P. (2007). Advergames: the impact of brand prominence and repetition on brand responses. In Society for Consumer Psychology Winter Conference. Las Vegas.
  • Çeltek, E. (2010). Mobile advergames in tourism marketing. Journal of Vacation Marketing, 16(4), 267-281. https://doi.org/10.1177/1356766710380882.
  • Christodoulides, G., Jevons, C., and Bonhomme, J. (2012). Memo to marketers: Quantitative evidence for change: How user-generated content really affects brands. Journal of Advertising Research, 52(1), 53-64. https://doi.org/10.2501/JAR-52-1-053-064.
  • Crespo, Á.H., Gutiérrez, H.S.M., and Mogollón, J.H. (2015). Perceived influence on behavior of user- -generated content on social network sites: An empirical application in the hotel sector. Revista Española de Investigación de Marketing ESIC, 19(1), 12-23. https://doi.org/10.1016/j.reimke.2014.09.001.
  • Crowston, K., and Fagnot, I. (2018). Stages of motivation for contributing user-generated content: A theory and empirical test. International Journal of Human-Computer Studies, 109, 89-101. https://doi.org/10.1016/j.ijhcs.2017.08.005.
  • Czakon, W. (2011). Metodyka systematycznego przeglądu literatury. Przegląd Organizacji, 3, 57-61. bwmeta1.element.ekon-element-000169454321.
  • Dens, N., De Pelsmacker, P., and Verhellen, Y. (2018). Better together? Harnessing the power of brand placement through program sponsorship messages. Journal of Business Research, 83, 151-159. https://doi.org/10.1016/j.jbusres.2017.10.036.
  • Ding, Y., Phang, C.W., Lu, X., Tan, C.H., and Sutanto, J. (2014, January). The role of marketer-and user-generated content in sustaining the growth of a social media brand community. In: 2014 47th Hawaii International Conference on System Sciences (pp. 1785-1792). IEEE. https://doi.org/10.1109/HICSS.2014.226.
  • El-Nasr, M.S., and Smith, B.K. (2006). Learning through game modding. Computers in Entertainment (CIE), 4(1), 7-es. https://doi.org/10.1145/1111293.1111301.
  • Etikan, I., Alkassim, R., and Abubakar, S. (2016). Comparision of snowball sampling and sequential sampling technique. Biometrics and Biostatistics International Journal, 3(1), 55. https://doi.org/10.15406/bbij.2015.03.00055.
  • Fergie, G., Hunt, K., and Hilton, S. (2016). Social media as a space for support: young adults' perspectives on producing and consuming user-generated content about diabetes and mental health. Social Science & Medicine, 170, 46-54. https://doi.org/10.1016/j.socscimed.2016.10.006.
  • Gabisch, J.A. (2011). Virtual world brand experience and its impact on real world purchasing behavior. Journal of Brand Management, 19(1), 18-32. https://doi.org/10.1057/bm.2011.29.
  • Herman, A., Coombe, R.J., and Kaye, L. (2006). Your Second Life? Goodwill and the performativity of intellectual property in online digital gaming. Cultural Studies, 20(2-3), 184-210. https://doi.org/10.1080/09502380500495684.
  • Hesmondhalgh, D. (2010). User-generated content, free labour and the cultural industries. Ephemera, 10(3/4), 267-284.
  • Hofman-Kohlmeyer, M. (2019). Reception of Brand Placement in Computer Games - Literature Review. Przedsiębiorczość i Zarządzanie, 20(6.2), 155-169.
  • Jemielniak, D. (2012). Badania jakościowe. Podejścia i teorie, 1, Warszawa: Wydawnictwo Naukowe PWN.
  • Kelly, B., Vandevijvere, S., Freeman, B., and Jenkin, G. (2015). New media but same old tricks: food marketing to children in the digital age. Current Obesity Reports, 4(1), 37-45 https://doi.org/10.1007/s13679-014-0128-5.
  • Kim, M., and Lee, M. (2017). Brand-related user-generated content on social media: the roles of source and sponsorship. Internet Research, 27(5), 1085-1103. https://doi.org/10.1108/IntR-07-2016-0206.
  • Koch, S., and Bierbamer, M. (2016). Opening your product: impact of user innovations and their distribution platform on video game success. Electronic Markets, 26(4), 357-368. https://doi.org/10.1007/s12525-016-0230-5.
  • Konecki, K. (2000). Studia z metodologii badań jakościowych. Teoria ugruntowana. Warszawa: Wydawnictwo Naukowe PWN.
  • Kordyaka, B., and Hribersek, S. (2019, January). Crafting Identity in League of Legends-Purchases as a Tool to Achieve Desired Impressions. Proceedings of the 52nd Hawaii International Conference on System Sciences. https://doi.org/10.24251/HICSS.2019.182.
  • Leino, O.T. (2018, August). Escape from CD Road: On the value of boredom in Euro Truck Simulator 2 multiplayer. In 12th International Conference on the Philosophy of Computer Games (POCG 2018): Value in Games. Copenhagen. Lee, H., and Cho, C.H. (2017), An application of brand personality to advergames: The effect of company attributes on advergame personality. Computers in Human Behavior, 69, 235-245. https://doi.org/10.1016/j.chb.2016.12.035.
  • Lee, M., and Faber, R.J. (2007). Effects of product placement in on-line games on brand memory: A perspective of the limited-capacity model of attention. Journal of Advertising, 36(4), 75-90. https://doi.org/10.2753/JOA0091-3367360406.
  • Lin, D., Bezemer, C.P., Zou, Y., and Hassan, A.E. (2019). An empirical study of game reviews on the Steam platform. Empirical Software Engineering, 24(1), 170-207.
  • Liu, X., Burns, A.C., and Hou, Y. (2017). An investigation of brand-related user-generated content on Twitter. Journal of Advertising, 46(2), 236-247. https://doi.org/10.1080/00913367.2017.1297273.
  • Martí-Parreño, J., Aldás-Manzano, J., Currás-Pérez, R., and Sánchez-García, I. (2013), Factors contributing brand attitude in advergames: Entertainment and irritation. Journal of Brand Management, 20(5), 374-388. https://doi.org/10.1057/bm.2012.22.
  • Martí-Parreño J., Bermejo-Berros J., and Aldás-Manzano, J. (2017). Product Placement in Video Games: The Effect of Brand Familiarity and Repetition on Consumers' Memory, Journal of Interactive Marketing, 38. https://doi.org/10.1016/j.intmar.2016.12.001.
  • Mayrhofer, M., Matthes, J., Einwiller, S., and Naderer, B. (2020). User generated content presenting brands on social media increases young adults' purchase intention. International Journal of Advertising, 39(1), 166-186. https://doi.org/10.1080/02650487.2019.1596447.
  • Mitręga, M., and Hofman-Kohlmeyer, M. (2017). Komunikacja marketingowa w grach komputerowych - przyrost wiedzy, kierunki badań. Marketing i Rynek, 12, 83-90.
  • Mittal, B. (2006). I, me, and mine - how products become consumers' extended selves. Journal of Consumer Behaviour: An International Research Review, 5(6), 550-562. https://doi.org/10.1002/cb.202.
  • Miles, M.B., and Huberman M.A. (2000). Analiza danych jakościowych, przeł. Stanisław Zabielski. Białystok: Trans Humana.
  • Muntinga, D.G., Moorman, M. and Smit, E.G. (2011). Introducing COBRAs: Exploring motivations for brand-related social media use. International Journal of Advertising, 30(1), 13-46. https://doi.org/10.2501/IJA-30-1-013-046.
  • Nelson, M.R. (2002). Recall of brand placements in computer/video games. Journal of Advertising Research, 42(2), 80-92. https://doi.org/10.2501/JAR-42-2-80-92.
  • Nelson, M.R. (2005). Exploring consumer response to "advergaming." Online consumer psychology: Understanding and influencing consumer behavior in the virtual world, 156-182.
  • Nielsen, D. (2019). Modders in the Digital Game Industry - A study on modders' perceptions on corporate commodification of free labor. http://muep.mau.se/handle/2043/29330.
  • Nobre, H., and Ferreira, A. (2017). Gamification as a platform for brand co-creation experiences. Journal of Brand Management, 24(4), 349-361. https://doi.org/10.1057/s41262-017-0055-3.
  • Organisation for Economic Co-operation and Development. Participative Web and User-Created Content: Web 2.0, Wikis and Social Networking (2007). OECD Information Technologies.
  • Partala, T. (2011). Psychological needs and virtual worlds: Case Second Life. International Journal of Human-Computer Studies, 69(12), 787-800. https://doi.org/10.1016/j.ijhcs.2011.07.004.
  • Peters, S. and Leshner, G. (2013). Get in the game: The effects of game-product congruity and product placement proximity on game players' processing of brands embedded in advergames. Journal of Advertising, 42(2-3), 113-130. https://doi.org/10.1080/00913367.2013.774584.
  • Poch, R., and Martin, B. (2015). Effects of intrinsic and extrinsic motivation on user-generated content. Journal of Strategic Marketing, 23(4), 305-317. https://doi.org/10.1080/0965254X.2014.926966.
  • Poor, N. (2014). Computer game modders' motivations and sense of community: A mixed-methods approach. New Media & Society, 16(8), 1249-1267. https://doi.org/10.1177/1461444813504266.
  • Postigo, H. (2007). Of mods and modders: Chasing down the value of fan-based digital `1game modifications. Games and Culture, 2(4), 300-313. https://doi.org/10.1177/1555412007307955.
  • Ranalli, J. (2008). Learning English with The Sims: exploiting authentic simulation video games for L2 learning. Computer Assisted Language Learning, 21(5), 441-455. https://doi.org/10.1080/09588220802447859.
  • Roma, P., and Aloini, D. (2019). How does brand-related user-generated content differ across social media? Evidence reloaded. Journal of Business Research, 96, 322-339. https://doi.org/10.1016/j.jbusres.2018.11.055.
  • Rosado, R., and Agante, L. (2011). The Effectiveness of Advergames in Enhancing Children's Brand Recall Image, and Preference/a Eficácia Dos Jogos Publicitários Para Potenciar a Notoriedade, Preferência E Imagem Da Marca Nas Crianças. Revista Portuguesa de Marketing, 14(27), 34.
  • Schivinski, B., and Dabrowski, D. (2016). The effect of social media communication on consumer perceptions of brands. Journal of Marketing Communications, 22(2), 189-214. https://doi.org/10.1080/13527266.2013.871323.
  • Smith, A.N., Fischer, E., and Yongjian, C. (2012). How does brand-related user-generated content differ across YouTube, Facebook, and Twitter? Journal of Interactive Marketing, 26(2), 102-113. https://doi.org/10.1016/j.intmar.2012.01.002.
  • Song, M., Duan, Y., Huang, T., and Zhan, L. (2020). Inter-Edge and Cloud conversion accelerated user- -generated content for virtual brand community. EURASIP Journal on Wireless Communications and Networking, 2020(1), 14. https://doi.org/10.1186/s13638-019-1635-6.
  • Sotamaa, O. (2005). "Have Fun Working with Our Product!": Critical Perspectives on Computer Game Mod Competitions. DiGRA Conference.
  • Stankov, U., Lazic, L., and Dragicevic, V. (2010). The extent of use of basic Facebook user-generated content by the national tourism organizations in Europe. European Journal of Tourism Research, 3(2), 105-113.
  • Terlutter, R., and Capella, M.L. (2013). The gamification of advertising: analysis and research directions of in-game advertising, advergames, and advertising in social network games. Journal of Advertising, 42(2-3), 95-112. https://doi.org/10.1080/00913367.2013.774610.
  • Toh, C.Y., and Leng, H.K. (2014). Demographic differences in recall and recognition rates of in-game advertisements. Journal of Direct, Data and Digital Marketing Practice, 15(3), 187-196. https://doi.org/10.1057/dddmp.2013.76.
  • Vashisht, D., Mohan, H.S., and Chauhan, A. (2020). In-game advertising: the role of newness congruence and interactivity. Spanish Journal of Marketing-ESIC. https://doi.org/10.1108/SJME-02-2019-0012.
  • Van Reijmersdal, E. (2009). Brand placement prominence: good for memory! Bad for attitudes? Journal of Advertising Research, 49(2), 151-153. https://doi.org/10.2501/S0021849909090199.
  • Waiguny, M., Nelson, M.R., and Terlutter, R. (2010). Persuading playfully? The effects of persuasion knowledge and positive affect on children's attitudes, brand beliefs and behaviors. In American Academy of Advertising. Conference. Proceedings (Online) (p. 67). American Academy of Advertising.
  • Wang, Y., and Chen, H. (2019). The influence of dialogic engagement and prominence on visual product placement in virtual reality videos. Journal of Business Research, 100, 493-502. https://doi.org/10.1016/j.jbusres.2019.01.018.
  • Waiguny, M.K., Nelson, M.R., and Marko, B. (2013). How advergame content influences explicit and implicit brand attitudes: When violence spills over. Journal of Advertising, 42(2-3), 155-169. https://doi.org/10.1080/00913367.2013.774590.
  • Wallace, R. (2014). Modding: Amateur authorship and how the video game industry is actually getting it right. BYU Law Review, 1.
  • Wang, G., Sun, J., Ma, J., Xu, K., and Gu, J. (2014). Sentiment classification: The contribution of ensemble learning. Decision Support Systems, 57, 77-93. https://doi.org/10.1016/j.dss.2013.08.002.
  • Winkler, T., and Buckner, K. (2006). Receptiveness of gamers to embedded brand messages in advergames: Attitudes towards product placement. Journal of Interactive Advertising, 7(1), 3-32. https://doi.org/10.1080/15252019.2006.10722123.
  • Yang, M., Roskos-Ewoldsen, D.R., Dinu, L., and Arpan, L.M. (2006). The effectiveness of "in-game" advertising: Comparing college students' explicit and implicit memory for brand names. Journal of Advertising, 35(4), 143-152.
  • Yu, G., Carlsson, C., and Zou, D. (2014). Exploring the influence of user-generated content factors on the behavioral intentions of travel consumers. ACIS.
  • Zhou, Z., Jin, X. L., Vogel, D. R., Fang, Y., and Chen, X. (2011). Individual motivations and demographic differences in social virtual world uses: An exploratory investigation in Second Life. International Journal of Information Management, 31(3), 261-271. https://doi.org/10.1016/j.ijinfomgt.2010.07.007.
  • www.eurotrucksimulator2.com, retrieved 6.01.2019
  • www.secondlife.com/destination/dublin, retrieved 30.04.2019
  • www.secondlife.com/destination/london, retrieved 30.04.2019
Typ dokumentu
Bibliografia
Identyfikatory
Identyfikator YADDA
bwmeta1.element.ekon-element-000171622844

Zgłoszenie zostało wysłane

Zgłoszenie zostało wysłane

Musisz być zalogowany aby pisać komentarze.
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.