Suggest two or three non-entertainment brands


New media marketing discussion

1:Choose a social game to play. For guidance on the top social games and in-game advertising- Social games are all the rage. Here are some interesting picks. https://www.appdata.com//?utm_source=ISG&utm_medium=chart&utm_content=editorial-game-analysis&utm_campaign=adp Immerse yourself in the how-tos of in-game advertising with this white paper from IAB. https://www.iab.net/media/file/games-reportv4.pdf 1. As you interact with the game, keep a record of your experience. In particular, note the advertising and branded components and your reactions to them. How does your experience affect your attitude towards the brand? 2. What makes a game social? Explain the characteristics of social games? 3. Explain the differences between pre-roll, post-roll, and interlevel in game advertising? 4. How is brand integration and immersive in-game advertising different from other forms of branding in social games? (No more than 300 words)

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I did not pick up a game from the given website. I chose a very old social game, and I will analyze it. The name of the game I chose is "Super Mario". "Super Mario Bros.[a] is a 1985 platform video game internally developed by Nintendo R&D4 and published by Nintendo as a pseudo-sequel to the 1983 game Mario Bros. It was originally released in Japan for the Family Computer on September 13, 1985, and later that year for the Nintendo Entertainment System in North America and Europe on May 15, 1987, and Australia later in 1987.[5] It is the first of the Super Mario series of games. In Super Mario Bros., the player controls Mario and in a two-player game, a second player controls Mario's brother Luigi as he travels through the Mushroom Kingdom in order to rescue Princess Toadstool from the antagonist Bowser. In 2005, IGN's poll named the "pioneering" and "highly influential" title as the "greatest game of all time", considering it to have aided in resurrecting the crashed American video game market of the 1980s.[6] The game's mid-1980s release served to further popularize the side-scrolling subgenre of the already popular platform video game genre of the early 1980s. In addition to its definitive features, the game has also sold enormously well, and was the best-selling game of all time for a single platform for approximately three decades at over 40 million units, until Nintendo's Wii Sports took that title. The commercial success of Super Mario Bros. has caused it to be ported to almost every one of Nintendo's major gaming consoles. Nintendo released special red variants of the Wii and Nintendo DSi XL consoles in re-packaged, Mario-themed, limited edition bundles in late 2010 as part of the 25th anniversary of the game's release." From my point of view, one of the most aspect social of the game is the Mario was actually became a brand, it has own game, toys, books and so on. I think the charateristics of social games are connect with the game and our real life to marketing its products even products. For me, I had a lot of experience in this game since I start to play it when I was a primary student. I think the game is pretty good since it has lots of different factors of games and lead to people be interested in it. When I had lots of experience in the game, everytime when I saw the related products, I felt want to buy them since I had experience in the game and very familiar with it.

2:Visit unifiction.com or argn.com or any other site you may be familiar with to see what ARGs are playing now. Explore one of the current games. Address the following questions:
1. What is the name of the game you are exploring.

2. Is this game associated with a brand or is it a dark play ARG with the brand yet to be identified.

3, Suggest two or three non-entertainment brands that could use an ARG to tell their story and immerse their brand fans. Why did you select these brands? (no more than 300 words)

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The name of the game that I am exploring is called "Quotidian," an interactive story told by Jane Marco and filmed by her friend Sam Chambers. It begins when Jane gets messages from a potential stalker asking Jane to reveal her hidden past. The game does not seem to be associated with a brand, making it a dark play ARG.

Non-entertainment brands can use ARGs to immerse their brand fans. I think that story oriented products would benefit the most from using ARGs since ARGs are a story based promotional tool. I would suggest that sports drinks such as Gatorade or Red Bull could use ARGs. Sport video games are already super popular, so sports drinks could incorporate the athletic community as well as famous athletes to immerse fans in a simulated experience. Other brands that could benefit from the creation of an ARG include various health organizations such as the American Heart Association. The American Heart Association could make an ARG with the underlying purpose to get players more physically active, ultimately promoting heart and overall health. Another example of brands that could benefit from an ARG include car companies. Car companies could use ARGs to promote new vehicle models. For example, a high end brand such as BMW, could take users on adventures and explore lifestyles associated with the brand's image.

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Marketing Management: Suggest two or three non-entertainment brands
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