Fernando Chamis – Webcore Games Empresas
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Launch! Advertising and Promotion in Real Time
Launch! Advertising and Promotion in Real Time Saylor.org This text was adapted by The Saylor Foundation under a Creative Commons Attribution-NonCommercial-Share-Alike 3.0 License without attribution as requested by the work’s original creator or licensee. Saylor URL: http://www.saylor.org/books Saylor.org 1 Chapter 1 Meet SS+K: A Real Agency Pitches a Real Client Figure 1.1 Fourteen Months to Launch! Saylor URL: http://www.saylor.org/books Saylor.org 2 1.1 Why Launch!? LEARNING OBJECTIVE After studying this section, students should be able to do the following: 1. Recognize the bold new approach for delivering information to today’s college students (aka digital natives). Knowledge Is a Flat World The textbook publishing industry is undergoing staggering change as many traditional business models and practices quickly lose relevance. Peer-to-peer textbook trading networks, online used-book sellers, and a gray market that allows low-priced international editions to displace expensive U.S. texts push publishers to reconsider outmoded ways of delivering content. Likewise, the digital natives who make up our university student bodies (that’s you!) inspire educators to think about the transfer of knowledge in exciting new ways. How do we best communicate the most current thinking in our disciplines to students who expect up-to- the-minute information at a keystroke and who view educational materials as community—indeed, world—resources that can and should be freely shared and interactively constructed? We’ve created a new kind of text—one premised on the idea that college course material can wield wider influence and be of greatest public benefit as it becomes easily and inexpensively available to anyone with a desire to learn. -
Challenges for Game Designers Brenda Brathwaite And
CHALLENGES FOR GAME DESIGNERS BRENDA BRATHWAITE AND IAN SCHREIBER Charles River Media A part of Course Technology, Cengage Learning Australia, Brazil, Japan, Korea, Mexico, Singapore, Spain, United Kingdom, United States Challenges for Game Designers © 2009 Course Technology, a part of Cengage Learning. ALL RIGHTS RESERVED. No part of this work covered by the copyright Brenda Brathwaite and Ian Schreiber herein may be reproduced, transmitted, stored, or used in any form or by any means graphic, electronic, or mechanical, including but not limited to photocopying, recording, scanning, digitizing, taping, Web distribution, Publisher and General Manager, information networks, or information storage and retrieval systems, except Course Technology PTR: as permitted under Section 107 or 108 of the 1976 United States Copyright Stacy L. Hiquet Act, without the prior written permission of the publisher. Associate Director of Marketing: For product information and technology assistance, contact us at Sarah Panella Cengage Learning Customer & Sales Support, 1-800-354-9706 For permission to use material from this text or product, Content Project Manager: submit all requests online at cengage.com/permissions Jessica McNavich Further permissions questions can be emailed to [email protected] Marketing Manager: Jordan Casey All trademarks are the property of their respective owners. Acquisitions Editor: Heather Hurley Library of Congress Control Number: 2008929225 Project and Copy Editor: Marta Justak ISBN-13: 978-1-58450-580-8 ISBN-10: 1-58450-580-X CRM Editorial Services Coordinator: Jen Blaney eISBN-10: 1-58450-623-7 Course Technology Interior Layout: Jill Flores 25 Thomson Place Boston, MA 02210 USA Cover Designer: Tyler Creative Services Cengage Learning is a leading provider of customized learning solutions with office locations around the globe, including Singapore, the United Kingdom, Indexer: Sharon Hilgenberg Australia, Mexico, Brazil, and Japan. -
Assessing the Effectiveness of Advertising in Video Games
Assessing the Effectiveness of Advertising in Video Games By Allison Wheeley A thesis presented to the Honors College of Middle Tennessee State University in partial fulfillment of the requirements for graduation from the University Honors College Fall 2019 Assessing the Effectiveness of Advertising in Video Games By Allison Wheeley APPROVED: ____________________________ Dr. Tricia M. Farwell Associate Professor School of Journalism and Strategic Media ____________________________ Dr. Gregory Pitts Director School of Journalism and Strategic Media ___________________________ Dr. Philip E. Phillips Associate Dean University Honors College iii Abstract Video games are fairly new media that advertisers have attempted to take advantage of. But how effective are these in-game advertisements? This thesis seeks to see how effective current in-game advertisements are by delving to the topic of advertising in video game and allowing participants to report their own experiences with the various kind of advertisements that appear video games. The results indicated that current in-game advertisements are only somewhat effective and revealed some possible ways for companies to improve upon the current tactics used by companies. iv Table of Contents Abstract…………………………………………………………………………...iii Introduction………………………………………………………………………..1 What are the prominent types of advertising in video games?..............................13 When the product outshines the game: Advergames………………………….....17 Methodology...…………………………………………………………………...20 Results……………………………………………………………………………22 -
Social Media and the Burger King Brand
Case #6-0025 Social Media and the Burger King Brand Russ Klein took the position of President of Global Marketing, Strategy, and Innovation at Burger King Corporation (―BKC‖) in 2003. It was a difficult time for the company. Sales and profits were down. Franchisees were unhappy. The BURGER KING®* brand had lost its edge; the vast majority of consumers were aware of the Burger King brand but no longer found it interesting or compelling. BKC as a company needed a turnaround, and had just been purchased by a private equity group. Klein‘s mission was to rejuvenate the Burger King brand and rebuild relevance to the consumer as part of a major revitalization of the company. What followed was a series of strategic decisions and innovative, risky marketing campaigns that would breathe life back into the brand and win awards for BKC and its agency Crispin Porter and Bogusky (CP+B). Many of the innovative marketing tactics used by BKC relied on interactive, digital media channels. The most talked about of these initiatives was a website called ―The Subservient Chicken.‖ This website, launched for very little money and with little fanfare, became an internet phenomenon, attracting hundreds of millions of visitors and winning various awards for its ingenuity as a viral marketing campaign. BKC went on to establish highly trafficked Burger King branded MySpace pages, special programs where users could create their own Burger King ads online, and other non-traditional marketing programs. By early 2006, BKC was known as an innovator in content driven marketing and the creative use of social media. -
Clio X Burger King Student Integrated Campaign
LEVEL UP CHALLENGE Entries in this challenge should utilize a medium* in a new, unique, or especially creative manner. (*This includes, but is not limited to: Audio, Branded Entertainment & Content, Design, Digital/Mobile, Direct, Experience/Activation, Film, Out of Home, Partnerships & Collaborations, Print, Public Relations and Social Media. Background TV advertising plays a critical role in the way advertisers reach consumers. However, as media consumption habits evolve with the ever-changing technology landscape, one specific demographic is getting harder and harder to reach via television. Only 1/3 of Gen Z watches TV and just over half of millennials have a cable or satellite TV subscription. And as expected Gen Zers and millennials are using a streaming service to consume television vs. a traditional cable/satellite subscription. So how are advertisers staying engaged and communicating with these two important demographics? Video Games. Globally, there are over 2.4 billion gamers in 2020 and this number is expected to grow to 2.7 billion by 2021. And the numbers are only growing: League of Legends boasts 99.6 million viewers for their “finals TOURNAMENT” Fortnite has over 250 million players Twitch experienced 2.3 billion hours watched in Q4 of 2019 which is more than double YouTube’s Gaming Gaming is not slowing down. In Q2 of 2020, the Call of Duty franchise broke all records with the timely launch of the multi- player feature. Call of Duty: Warzone has made a breakthrough into a Battle Royale genre. It has been the fastest-growing non-mobile game in the world. On launch day alone, there were 6 million gamers and within the first 10 days, CoD: Warzone had collected 30 million gamers. -
Microsoft Xbox
Microsoft Xbox Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments 007: Agent Under Fire Electronic Arts 007: Agent Under Fire: Platinum Hits Electronic Arts 007: Everything or Nothing Electronic Arts 007: Everything or Nothing: Platinum Hits Electronic Arts 007: NightFire Electronic Arts 007: NightFire: Platinum Hits Electronic Arts 187 Ride or Die Ubisoft 2002 FIFA World Cup Electronic Arts 2006 FIFA World Cup Electronic Arts 25 to Life Eidos 25 to Life: Bonus CD Eidos 4x4 EVO 2 GodGames 50 Cent: Bulletproof Vivendi Universal Games 50 Cent: Bulletproof: Platinum Hits Vivendi Universal Games Advent Rising Majesco Aeon Flux Majesco Aggressive Inline Acclaim Airforce Delta Storm Konami Alias Acclaim Aliens Versus Predator: Extinction Electronic Arts All-Star Baseball 2003 Acclaim All-Star Baseball 2004 Acclaim All-Star Baseball 2005 Acclaim Alter Echo THQ America's Army: Rise of a Soldier: Special Edition Ubisoft America's Army: Rise of a Soldier Ubisoft American Chopper Activision American Chopper 2: Full Throttle Activision American McGee Presents Scrapland Enlight Interactive AMF Bowling 2004 Mud Duck Productions AMF Xtreme Bowling Mud Duck Productions Amped 2 Microsoft Amped: Freestyle Snowboarding Microsoft Game Studios Amped: Freestyle Snowboarding: Platinum Hits Microsoft Amped: Freestyle Snowboarding: Limited Edition Microsoft Amped: Freestyle Snowboarding: Not for Resale Microsoft Game Studios AND 1 Streetball UbiSoft Antz Extreme Racing Empire Interactive / Light... APEX Atari Aquaman: Battle For Atlantis TDK -
Ads in Play Immersing Brands in and Around Social Games
10 Ads in Play Immersing Brands in and around Social Games At least once a week, 89% of Americans watch prime-time television. It is the ubiquity of television in American lives, along with its media rich- ness, that has made it the core of media plans for virtually all types of brands, decade after decade. When marketers think of video games, it is unlikely that they consider game media to have the potential for reach we attribute to other mainstream media. Yet, 58% of Americans play some kind of video game every week, and 63% have played at least one video game in the past year.1 With worldwide revenues estimated at about $25 billion in hardware and software sales, video games are a powerful entertainment medium. Revenues for games surpass (individually) box office revenues for mov- ies, movie rentals, book sales, and music sales. Industry revenues in United States alone reached nearly $18 billion in 2007.2 As an advertising medium, games offer much to advertisers looking for new access to con- sumers, particularly in places where there is limited clutter, little multi- tasking, and high levels of engagement. Game-related advertising is not new. Early Sega games for the Atari 2600 console featured Marlboro cigarette ads on the raceway. So why the recent 142 Advertising 2.0 surge in games and game advertising? The medium’s growth in recent yearsisassociatedwithadvancesenabledbyWeb2.0.Inareportfrom eMarketer, Paul Verna estimates that game advertising is already valued at over $1 billion in annual expenditures.3 He anticipates spending will grow at a compound annual growth rate of 23%, reaching nearly $2 billion by 2011. -
Buzz Marketing with Blogs for Dummies.Pdf
01_58457x ffirs.qxd 2/23/05 1:21 PM Page i Buzz Marketing with Blogs FOR DUMmIES‰ 01_58457x ffirs.qxd 2/23/05 1:21 PM Page ii 01_58457x ffirs.qxd 2/23/05 1:21 PM Page iii Buzz Marketing with Blogs FOR DUMmIES‰ by Susannah Gardner 01_58457x ffirs.qxd 2/23/05 1:21 PM Page iv Buzz Marketing with Blogs For Dummies® Published by Wiley Publishing, Inc. 111 River Street Hoboken, NJ 07030-5774 www.wiley.com Copyright © 2005 by Wiley Publishing, Inc., Indianapolis, Indiana Published by Wiley Publishing, Inc., Indianapolis, Indiana Published simultaneously in Canada No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permis- sion of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Legal Department, Wiley Publishing, Inc., 10475 Crosspoint Blvd., Indianapolis, IN 46256, (317) 572-3447, fax (317) 572-4355, or online at http://www.wiley. com/go/permissions. Trademarks: Wiley, the Wiley Publishing logo, For Dummies, the Dummies Man logo, A Reference for the Rest of Us!, The Dummies Way, Dummies Daily, The Fun and Easy Way, Dummies.com, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. -
The Case of Chipotle's Scarecrow
PETS International Marketing April 2015 Successfully using games as a marketing tool The case of Chipotle’s Scarecrow By: Joost Rietveld In the December 2014 issue of PETS International, I provided demographic statistics of video game players as well as some examples of virtual pet games. In this article, I delve into the use of video games for advertising purposes, or ‘advergames’. Advergames can be used at various levels of intensity to promote products, organisations and viewpoints. Taking Chipotle’s Scarecrow as an example, I outline the value, use, and some success metrics for games as a marketing tool. Chipotle’s Scarecrow campaign for its burritos and tacos went against the Chipotle’s Scarecrow was released on In September 2013, restaurant chain grain with promoting its corporate ethos to September 12, 2013 for Apple’s iOS platform Chipotle Mexican Grill set out to promote its the outside world. Instead of opting for a (iPhone and iPad). After five days, the new corporate initiative ‘Food With Integrity’ traditional marketing campaign, Chipotle adventure game had already accumulated (FWI). The FWI initiative was meant to draw contracted digital production agency 300,000 downloads and stormed Apple’s US attention to Chipotle’s emphasis on sourcing Moonbot for the development of a mobile game charts. At the same time, the animated sustainably (i.e. local and organic) grown video game accompanied by an animated short film got over 5 million views on food. The low-cost restaurant chain known digital short film, both titled ‘The Scarecrow’. YouTube, fuelled by coverage by The New York Times and numerous other publications applauding the campaign. -
Platform Status Report GAME ADVERTISING
platform status report GAME ADVERTISING © 2010 Interactive Advertising Bureau Game Advertising Contents Executive Summary ....................................................................................... 2 What is Game Advertising & Marketing? .............................................................. 2 GAME PLATFORM & EXPERIENCES ............................................................... 3 THE COMMON THREAD .......................................................................... 5 Games Ad Unit Compendium ............................................................................ 6 AROUND GAME ADVERTISING .................................................................. 6 IN-GAME ADVERTISING .......................................................................... 8 ADVERGAMES ..................................................................................... 9 Business & Inventory Monetization Models ............................................................ 11 Challenges & Opportunities ............................................................................. 12 OPERATIONAL INEFFICIENCIES .................................................................. 12 AGENCY & MARKETER EDUCATION ............................................................ 12 Who is the IAB Games Committee? ..................................................................... 13 platform status report: GAME ADVERTISING 1 Executive Summary The Interactive Advertising Bureau, in association with the Games Committee, is pleased to release -
Una Aproximación Al Concepto De Advergaming
El videojuego como herramienta de comunicación publicitaria: una aproximación al concepto de advergaming David Selva Ruiz Universidad de Sevilla [email protected] Resumen: El gran auge del que disfrutan los videojuegos en la actualidad no ha pasado desapercibido para el sector publicitario, que ha encontrado en ellos un nuevo medio publicitario, el cual, además, supera gran parte de los problemas que afectan a la publicidad tradicional en el siglo XXI. En este contexto, han aparecido diversas fórmulas que integran contenido publicitario en videojuegos. Con una pretensión de delimitación conceptual y análisis de su aplicación, este trabajo aborda todas ellas y, muy especialmente, la que se considera más específica y original: el advergaming. Palabras clave: advergaming, videojuegos, publicidad, marketing, internet. Abstract: The great success which video games enjoy nowadays has not gone unnoticed for the advertising sector, which has found in them a new advertising medium which, in addition, overcomes a great part of the problems that concern the traditional advertising in the 21st century. In this context, several ways to integrate advertising content in video games have appeared. With a pretension of conceptual demarcation and analysis of their application, this paper approaches all of them and, very specially, the one that is considered to be more specific and original: advergaming. Key words: advergaming, video games, advertising, marketing, internet. Comunicación, Nº 7, Vol.1, año 2009, PP. 141-166. ISSN 1989-600X 141 El videojuego como herramienta de comunicación publicitaria: una aproximación al concepto de advergaming 1. Introducción El uso de los videojuegos como herramienta de comunicación publicitaria, en general, y el advergaming, en particular, son fenómenos recientes que surgen en el marco de la tendencia a la hibridación entre contenido de entretenimiento y contenido publicitario. -
Volume 42 - Issue 11 - Friday, December 8, 2006
Rose-Hulman Institute of Technology Rose-Hulman Scholar The Rose Thorn Archive Student Newspaper Winter 12-8-2006 Volume 42 - Issue 11 - Friday, December 8, 2006 Rose Thorn Staff Rose-Hulman Institute of Technology, [email protected] Follow this and additional works at: https://scholar.rose-hulman.edu/rosethorn Recommended Citation Rose Thorn Staff, "Volume 42 - Issue 11 - Friday, December 8, 2006" (2006). The Rose Thorn Archive. 193. https://scholar.rose-hulman.edu/rosethorn/193 THE MATERIAL POSTED ON THIS ROSE-HULMAN REPOSITORY IS TO BE USED FOR PRIVATE STUDY, SCHOLARSHIP, OR RESEARCH AND MAY NOT BE USED FOR ANY OTHER PURPOSE. SOME CONTENT IN THE MATERIAL POSTED ON THIS REPOSITORY MAY BE PROTECTED BY COPYRIGHT. ANYONE HAVING ACCESS TO THE MATERIAL SHOULD NOT REPRODUCE OR DISTRIBUTE BY ANY MEANS COPIES OF ANY OF THE MATERIAL OR USE THE MATERIAL FOR DIRECT OR INDIRECT COMMERCIAL ADVANTAGE WITHOUT DETERMINING THAT SUCH ACT OR ACTS WILL NOT INFRINGE THE COPYRIGHT RIGHTS OF ANY PERSON OR ENTITY. ANY REPRODUCTION OR DISTRIBUTION OF ANY MATERIAL POSTED ON THIS REPOSITORY IS AT THE SOLE RISK OF THE PARTY THAT DOES SO. This Book is brought to you for free and open access by the Student Newspaper at Rose-Hulman Scholar. It has been accepted for inclusion in The Rose Thorn Archive by an authorized administrator of Rose-Hulman Scholar. For more information, please contact [email protected]. R OSE -H ULMAN I NSTITUTE OF T ECHNOLOGY T ERRE H AUTE , I NDIANA Friday, December 8, 2006 Volume 42, Issue 11 arrives precisely News Briefs when he means to” By Kyle Kamischke “A Wizard..