基于游戏的广告:Uludag柠檬水和立顿冰茶的例子

Sinem EYİCE BASEV
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引用次数: 0

摘要

消费者行为受到技术进步和社会经济变化的影响。消费者已经厌倦了传统的广告渠道。尤其是Z世代,他们强烈希望避开传统广告。因此,这种变化对市场营销产生了影响,并在广告策略中表现出来。为了引起消费者的注意,商家开始在许多媒介上做广告。数字游戏就是其中一种媒介。数字游戏不仅吸引儿童和年轻人,也吸引成年人,因为它们提供了一个有趣的时间。除了娱乐之外,游戏的虚拟世界还提供了一个自我发展和逃避现实世界责任的机会。在玩这些类型多样的游戏的过程中,玩家可以在一个有趣和积极的环境中获得关于品牌的信息,也可以见证企业的互动广告信息。本研究的目的是根据数字广告、数字广告市场和数字游戏市场的概念框架,研究广告是如何在数字游戏中使用和分类的,以及游戏广告对消费者的影响,如《uludazu Lemonade World of Flavor》和《Lipton Ice Tea Pointing Sneijder》。这项研究是一项回顾性研究,我们通过两个基于游戏的商业样本对调查对象的第一手和二手资料进行了评估和推断。这项汇编研究预计将有助于评估当前潜力,为基于游戏的市场营销和相关应用范围内的新研究提供线索。
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Game-Based Advertisement: Uludag Lemonade and Lipton Ice Tea Example
Consumer behavior is influenced by technological advancements and socioeconomic changes. Consumers have become tired of traditional advertising channels. Those in the Z generation, in particular, have a strong desire to avoid traditional advertising. As a result, this change has an impact on marketing and shows itself in advertising strategies. Businesses have begun to advertise in many mediums in order to get the attention of consumers. Digital games are one of these mediums. Digital games attract not only children and young people, but also adults, as they provide a fun time. In addition to amusement, the virtual world of gaming provides an opportunity for self-development and escape from the responsibilities of the real world. While playing these games, which have many different types, the gamers can get the information about the brand in their minds in a fun and positive environment, and they also witness the interactive advertising messages of the business. The aim of this study is to look at how advertising is used and classified in digital games in light of the conceptual framework of digital advertising, the digital advertising market, and the digital game market, as well as the effects of game advertising on consumers in the games “Uludağ Lemonade World of Flavor” and “ Lipton Ice Tea Pointing Sneijder”. The research is a review study, and the material gathered from primary and secondary sources for the subject under investigation was evaluated and inferences drawn using two game-based commercial samples. This compilation research is expected to contribute to the assessment of present potential by throwing light on new studies to be conducted within the scope of game-based marketing and associated applications.
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