Advertising E Brand Placement Nei Videogame Sportivi

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Advertising E Brand Placement Nei Videogame Sportivi Corso di Laurea magistrale in Marketing e Comunicazione Dipartimento di Management Tesi di Laurea magistrale Advertising e Brand Placement nei Videogame Sportivi Relatore Prof. Andrea Ellero Laureando Francesco Zane Matricola 829721 Anno Accademico 2014 / 2015 Indice Introduzione ......................................................................................................................... 3 Capitolo 1 – Pubblicità, Sponsorizzazioni e Videogiochi 1.1 - L’importanza e le caratteristiche generali del brand placement ................................... 6 1.2 - Sponsorizzazioni e brand placement negli eventi sportivi ........................................... 9 1.3 - Oltre il semplice gioco: i videogame come canale per l’advertising .......................... 14 Capitolo 2 – Advertising e Videogame Sportivi 2.1 - Sports Video Games: storia, caratteristiche e mercato ................................................ 20 2.2 - Tipologie di advertising e posizionamento nei videogame sportivi ............................ 24 2.3 - L’impatto del brand placement sui giocatori .............................................................. 26 2.4 - Sports Video Games e bambini: un target particolare ................................................ 33 2.5 - Regolamentazione ed etica per l’advertising nei videogame ..................................... 35 2.5.1 - Il punto di vista del legislatore ...................................................................................... 35 2.5.2 - Le esigenze avvertite dagli utenti e le linee guida IAB ....................................................... 38 Capitolo 3 – Il Lato Social dei Videogame Sportivi 3.1 - Modalità multiplayer, In-Game Advertising online ed il fenomeno dell’eSports ...... 41 3.2 - I social media come strumento di aggregazione per i giocatori ................................. 45 3.3 - Mobile gaming e mobile advertising .......................................................................... 51 Capitolo 4 – Casi Concreti di Advertising e Brand Placement nei Videogame Sportivi 4.1 - L’In–Game Advertising all’inizio del nuovo millennio: il caso di FIFA 2000 .......... 58 4.2 - L’ In–Game Advertising in PES 2015 per Sony PlayStation 4 ……………………... 63 4.3 - Il brand placement in NBA 2K14 per Windows ......................................................... 76 4.4 - Gran Turismo 5: un esempio di product placement nei racing games ........................ 84 4.5 - L’In-Game Advertising nei videogame sportivi per smartphone e tablet:……………… Real Basketball, Ultimate Tennis e Rally Racer Dirt ……………………………... 96 1 4.5.1 - Real Basketball …………………………………………………………………….. 97 4.5.2 - Ultimate Tennis ………………………………………………………………….... 100 4.5.3 - Rally Racer Dirt ....................................................................................................... 103 4.6 - Osservazioni e considerazioni sui casi esaminati ..................................................... 105 Conclusioni ....................................................................................................................... 115 Bibliografia ....................................................................................................................... 118 2 Introduzione Grazie al progresso tecnologico, i giochi digitali si sono diffusi ed evoluti in uno strumento di massa che coinvolge milioni di persone: secondo le previsioni di Redwood Capital (2013) nel 2017 il mercato globale dei videogame ammonterà a 87 miliardi di dollari. Nonostante siano generalmente indirizzati verso i più giovani, specialmente gli adolescenti, per i videogiochi si possono individuare utenti di tutte le età: giocare con i videogame non è più un’abitudine solamente limitata agli uomini, inoltre si può parlare di fenomeno sociale dato che circa due terzi dei giocatori si sfidano tra loro, sia di persona che online (ESA, 2015). Nelson (2002) descrive i videogame come ambienti virtuali basati sull’interattività con il giocatore, stimoli sensoriali, alti livelli di immedesimazione e intensità. A partire dalla fine degli anni ‘70, l’advertising è apparso nei videogame fino ad essere considerato un importante strumento di comunicazione tra advertiser e utente (Terlutter e Capella, 2013): essendo i videogame associati al divertimento e al coinvolgimento, la pubblicità all’interno del videogioco viene spesso accettata favorevolmente dai giocatori che la considerano appropriata e non intrusiva, soprattutto perché fornisce al contesto virtuale maggiore realismo specialmente nei videogiochi di genere sportivo in cui l’inserimento di pratiche pubblicitarie risulta molto frequente, aumentandone così l’analogia con gli eventi sportivi reali (Nelson, 2002). Obiettivo di questa tesi è appunto quello di esplorare e analizzare le pratiche di advertising e brand placement nei videogame di genere sportivo: ci si focalizzerà in particolare sull’In– Game Advertising, che consiste nell’inserimento di brand e prodotti (sotto forma di sponsor, accessori e cartelloni pubblicitari) all’interno di videogiochi sportivi e che si differenzia dagli Advergame i quali sono dei giochi relativamente brevi e semplici costruiti attorno ad un brand o ad uno specifico prodotto (Terlutter e Capella, 2013). A differenza della maggior parte dei videogiochi, che spesso sono ambientati in un mondo immaginario, i videogame di genere sportivo sono la simulazione di eventi quotidiani e reali come partite di calcio o basket e gare automobilistiche configurandosi così come uno tra i generi di giochi virtuali che incoraggia maggiormente un confronto con il mondo reale (Adams, 2014). 3 Il primo capitolo della tesi si focalizza, oltre che su i principi e sulle tipologie di In–Game Advertising nei videogame in generale, sulle caratteristiche principali del brand placement e sulle sponsorizzazioni degli eventi sportivi reali dalle quali gli advertiser prendono spunto per inserire i propri marchi e prodotti nei videogiochi di genere sportivo. Il Brand Placement o Product Placement può sinteticamente essere definito come l’inclusione a pagamento pianificata e non intrusiva di brand e prodotti di una specifica marca all’interno di mezzi di comunicazione di massa come cinema e televisione (Kandhadai e Saxena, 2014). Nel contesto attuale caratterizzato da una mancanza di credibilità dell’advertising e proliferazione di mezzi di comunicazione è emersa l’esigenza di offrire al consumatore esperienze avvincenti comunicando il messaggio del marchio in maniera impattante, spontanea e non intrusiva attraverso canali più fluidi (Kandhadai e Saxena, 2014). Per tali ragioni la pratica del brand placement si è diffusa anche al di fuori dei media tradizionali e si configura come la tecnica più frequente per applicare l’advertising nei videogiochi sportivi e per suscitare la brand awarness nei potenziali consumatori (Walsh et al., 2008). Il secondo capitolo comincia esaminando rapidamente la storia, gli attributi ed il mercato dei videogiochi sportivi. I videogiochi non sono infatti solamente un fenomeno recente e vantano una storia di oltre 50 anni, dal primo videogame intitolato “Tennis for Two” del 1958 fino ai giochi attuali caratterizzati da una qualità grafica eccezionale offerta dalle consolle più innovative e dalle interfacce “user friendly” per i controller (Nachman, 2011). Il mercato di riferimento dei videogame sportivi è rappresentato in gran parte da uomini tra i 18 e i 34 anni (Cianfrone et al., 2008), spesso tifosi o semplici amanti dello sport (Kim et al., 2008); tuttavia non si tratta di raggiungere solamente gli “sport consumers” esistenti, ma anche di attrarre ulteriori consumatori incorporando il proprio marchio in questi giochi interattivi (Walsh et al., 2008). Il capitolo prosegue esaminando le tipologie di advertising utilizzate nello specifico nei videogame sportivi e l’impatto ottenuto sui giocatori principalmente in termini di brand awarness, e si conclude con dei cenni sulla regolamentazione dal punto di vista legislativo e sulle norme comportamentali che caratterizzano la cooperazione tra le case produttrici dei videogiochi e le aziende che vogliono attuare l’In–Game Advertising. Il terzo capitolo riguarda l’interazione tra gli utilizzatori dei videogiochi sportivi che si sviluppa non solo per mezzo delle modalità online multiplayer ma anche attraverso i social media su Internet ed il mobile gaming, vale a dire i giochi utilizzati sui moderni smartphone 4 e tablet. Altro fenomeno brevemente trattato nel capitolo è quello dell’ “eSports”, che spinge gli utenti a visionare partite e tornei di altri giocatori (attraverso appositi siti Internet o dal vivo) senza prendervi direttamente parte (Van Ditmarsch, 2013). Lo stereotipo dell’utilizzatore di videogame rinchiuso in una stanza a giocare per ore in solitudine o con pochi amici è ampiamente superato: oltre all’avvento del mobile gaming e della modalità multiplayer online che permette di superare queste limitazioni, è anche possibile reperire indicazioni e recensioni sui videogiochi in qualsiasi momento tramite forum e apposite pagine presenti sui social network in cui i fan di un particolare videogame possono comunicare e confrontarsi tra loro in tempo reale (Serge, 2015). Anche il mobile si presenta come un segmento dei giochi digitali in rapido sviluppo: le ragioni di questa crescita sono legate al numero di device mobili in costante aumento, all’affermarsi di modelli “Free to Play” (F2P) che consentono agli utenti di scaricare giochi e applicazioni gratuitamente, e ovviamente all’In–Game Advertising applicato
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