Computerspiele Als Werbeträger

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Computerspiele Als Werbeträger Computerspiele als Werbeträger Erscheinungsformen, Wirkungen und Einsatzmöglichkeiten von In-Game Advertising in der Marktkommunikation Hausarbeit zur Erlangung des akademischen Grades Diplom-Medienwirt vorgelegt dem Fachbereich Sozialwissenschaften, Medien und Sport der Johannes Gutenberg-Universität Mainz von cand. rer. oec. Marc Ziegele Raiffeisenstraße 17 55124 Mainz [email protected] 8. Fachsemester Medienmanagement Matrikel-Nummer: 2625262 Mainz, 14. Oktober 2009 Erstgutachter: Professor Dr. Christoph Klimmt Zweitgutachter: Professor Dr. Heinz-Werner Nienstedt Abstract I Abstract Die Marktkommunikation werbungtreibender Unternehmen gestaltet sich zunehmend komplexer. Neben einer steigenden Zahl an Kommunikationskanälen und -möglichkeiten verlieren klassische Medien in spezifischen Zielgruppen fortwährend an Reichweite. In dieser Situation gewinnen Computerspiele als Werbeträger an Attraktivität. Sie nehmen in der Medienlandschaft eine immer bedeutsamere Position ein, waren jedoch bislang ein weitgehend werbefreier Raum. In der nachfolgenden Arbeit sollen daher die Potenziale des so genannten In-Game Advertising kritisch erschlossen werden. Die zentralen For- schungsfragen sind dabei, wie Unternehmen In-Game Advertising in ihrem Kommunika- tions-Mix berücksichtigen können und welche Kommunikationsziele sich damit erreichen lassen. Um hierüber Aussagen zu treffen, werden Herausforderungen der Kommunikation werbungtreibender Unternehmen in einem zunehmend dynamischen und digitalen Markt- und Medienumfeld erörtert. Im Anschluss systematisiert die Arbeit Erscheinungsformen von In-Game Advertising und ermittelt deren spezifische Stärken und Schwächen sowohl aus der Perspektive der Werbewirkungsforschung als auch im intermedialen Vergleich mit anderen Kommunikationsinstrumenten. Eine synoptische SWOT-Analyse dient als Ausganspunkt für die Entwicklung von konzeptionellen Strategien, die In-Game Adverti- sing in den Kommunikations-Mix werbungtreibender Unternehmen integrieren. Die Untersuchung zeigt, dass sich In-Game Advertising durch vielfältige Erscheinungs- formen und Wirkungspotenziale auszeichnet, seine Einordnung in die Marktkommunika- tion jedoch vorrangig als komplementäres Kommunikationsinstrument findet, das andere Kommunikationsaktivitäten nicht substituiert. Ein Vergleich mit Werbemaßnahmen in der Werbeträgergattung Fernsehen legt offen, dass die Stärken von In-Game Advertising vor allem im Bereich der Kontaktqualität, den Interaktionsmöglichkeiten und der Beeinflus- sung affektiver Werbewirkungsdimensionen liegen. Zudem wird deutlich, dass Compu- terspiele ein potenziell geeigneter Werbeträger sind, der jedoch aus der Perspektive der Mediaplanung nur unzureichend über seine Medialeistung informiert, weswegen Werbe- aktivitäten in Computerspielen aktuell noch stark experimentellen und explorativen Cha- rakter aufweisen. Auf Basis der SWOT-Analyse wird werbungtreibenden Unternehmen dennoch ein „In-Game“-Engagement empfohlen. Kriterien für die aus dieser Betrachtung konzipierten vier Kommunikationsstrategien sind u.a. Risikobereitschaft des Unterneh- mens und Integrationspotenzial der Strategie in den bestehenden Kommunikations-Mix. Inhaltsverzeichnis II Inhaltsverzeichnis Abstract ............................................................................................................................ I Inhaltsverzeichnis .......................................................................................................... II Abbildungsverzeichnis ................................................................................................... V Tabellenverzeichnis ........................................................................................................ V Abkürzungsverzeichnis ................................................................................................ VI 1 In-Game Advertising - Die Erschließung eines neuen Kommunikationskanals für werbungtreibende Unternehmen .......................................................................... 1 2 Gegenstand: Marktkommunikation und In-Game Advertising .............................. 4 2.1 Integriert statt zersplittert: Marktkommunikation im digitalen Zeitalter .................... 4 2.1.1 Abgrenzung und Definition ............................................................................ 4 2.1.2 Der Prozess der Marktkommunikation ........................................................... 5 2.1.3 Aktuelle und zukünftige Herausforderungen der Marktkommunikation ....... 9 2.2 Dimensionen und werberelevante Eigenschaften von Computerspielen .................. 11 2.2.1 Computerspiele als Unterhaltungsangebote ................................................. 13 2.2.2 Computerspiele als Werbeträger .................................................................. 14 2.3 In-Game Advertising: Definition und Einordnung in die Marktkommunikation ..... 18 2.4 Systematisierung der In-Game Advertising-Erscheinungsformen ........................... 19 2.5 Akteure in der In-Game Advertising-Branche .......................................................... 22 2.6 Regulierungen und rechtliche Rahmenbedingungen für die Anwendung von In- Game Advertising .................................................................................................... 23 3 Wirkungspotenziale von In-Game Advertising auf den Rezipienten .................... 25 3.1 Wirkungsrelevante Eigenschaften und Besonderheiten des Werbeträgers Computerspiele ........................................................................................................ 25 3.2 Wirkungspotenziale von In-Game Advertising im Rahmen ökonomischer Kommunikationsziele .............................................................................................. 28 3.3 Wirkungspotenziale von In-Game Advertising im Rahmen psychologischer Kommunikationsziele .............................................................................................. 30 3.3.1 Kognitiv-orientierte Kommunikationsziele .................................................. 31 3.3.2 Affektiv-orientierte Kommunikationsziele................................................... 34 Inhaltsverzeichnis III 3.3.3 Konativ-orientierte Kommunikationsziele ................................................... 39 3.4 Übergreifende Bewertung der Wirkungspotenziale der In-Game Advertising- Erscheinungsformen ................................................................................................ 40 4 Implikationen für das Management integrierter In-Game Advertising- Strategien ..................................................................................................................... 43 4.1 SWOT-Analyse zur Ableitung handlungsrelevanter Strategien ............................... 43 4.1.1 Chancen und Bedrohungen der Marktkommunikation ................................ 44 4.1.2 Stärken und Schwächen von In-Game Advertising ...................................... 44 4.1.3 SWOT-Matrix ............................................................................................... 51 4.2 „Extended Media Approach“: In-Game Advertising als zusätzlicher Kommunikationskanal im Rahmen der Mediawerbung .......................................... 53 4.2.1 Kommunikationsziele ................................................................................... 54 4.2.2 Kommunikationsstrategie ............................................................................. 54 4.2.3 Mediaselektion ............................................................................................. 56 4.2.4 Gestaltung der Werbemittel .......................................................................... 57 4.2.5 Erfolgskontrolle und Erfolgsfaktoren ........................................................... 59 4.3 „Virtual Asset“: In-Game Advertising als wertschaffendes und nutzenstiftendes Kommunikationsinstrument ..................................................................................... 60 4.3.1 Kommunikationsziele ................................................................................... 60 4.3.2 Kommunikationsstrategie ............................................................................. 61 4.3.3 Mediaselektion ............................................................................................. 64 4.3.4 Gestaltung der Werbemittel .......................................................................... 65 4.3.5 Erfolgskontrolle und Erfolgsfaktoren ........................................................... 66 4.4 „Come-get-Some“: Dimensionen von indirektem In-Game Advertising ................. 68 4.4.1 Kommunikationsziele ................................................................................... 68 4.4.2 Kommunikationsstrategie ............................................................................. 69 4.4.3 Mediaselektion ............................................................................................. 71 4.4.4 Gestaltung der Werbemittel .......................................................................... 72 4.4.5 Erfolgskontrolle und Erfolgsfaktoren ........................................................... 74 4.5 „No-One-Way-Street“: Qualitative Marktforschung und Reverse Product Placement mit In-Game Advertising ....................................................................... 75 5 Schlussbetrachtung: In-Game Advertising - mehr als nur ein temporäres Phänomen der Marktkommunikation .....................................................................
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