BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC “There is no such thing as bad publicity.” – A Public Relations analysis behind the success of Grand Theft Auto. Josephine Yang Nielsen May 2010 1 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC ABSTRACT This paper attempts to answer the thesis statement surrounding the validity of the claim that controversy can be a factor in a company’s success. The important thing to note here is that the paper is purely theoretical, and from an external observer viewpoint. As a point of reference, the case of the Grand Theft Auto games by Rockstar Games will be used to help in identifying the pertinent arguments. Following an introduction to the concept and its relation to the field of PR, there will be a brief description on the paper’s methodology, and the relevant PR and branding theories that will aid in leading an analysis. Before the theoretical discussion ensues, a product/brand profile will provide the necessary background details to clarify the case. The profile will include information about the company/product history, the controversy of GTA, the company reaction towards media outrage, and the possible PR tactics employed. The profile will be crucial in understanding the application of the relevant theories that are needed in order to answer the central question. The theoretical framework will cover the topics of press agentry, the public, media relations, and the appropriate topics from the integrated marketing communications discipline. These theories will be applied from a PR perspective and be used in accordance to the pertinent features of the GTA case. These features will include the brand personality of Rockstar Games and their product, GTA, as well as the relationships between Rockstar Games’ marketing/PR team, the media, and the general public. Finally, a conclusion will be made based on the deduction of evidence and applied theory. The major arguments will be reiterated to round off the paper and provide a clear position to the reader. 2 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC TABLE OF CONTENTS 1. Introduction 1.1 Thesis Statement 1.2 Theoretical Structure 1.3 Methodology 1.4 Delimitations 2. Grand Theft Auto Profile 2.1 Overview 2.2 Background 2.2.1 The Controversy 2.2.2 Rockstar’s Reaction 2.2.3 PR Strategy 2.2.4 GTA Success 3. Theoretical Framework 3.1 Press Agentry & The Public 3.2 Media Relations 3.2.1 Critical Theory & Liberal Pluralism 3.2.2 Principles & Techniques 3.2.3 Public Relations Democracy 3.3 Integrated Marketing Communications 3.3.1 The AIDA Model 3.3.2 Brand Identity & Personality 3.3.3 The PR Perspective 4. Analysis 5. Conclusion 6. Literature 7. Appendices 4 5 5 6 6 7 7 8 9 10 11 13 13 13 14 15 16 17 18 18 19 21 23 26 28 31 Word Count: 54.050 characters (excluding spaces) 3 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC INTRODUCTION The saying goes that ‘There is no such thing as bad publicity, *except your own obituary+’, originally quoted by Irish poet, Brendan Behan. From a public relations perspective, the concept is an interesting one. It suggests that despite an entity or product being depicted by the media as immoral, incorrect, offensive, or corrupting the youth of today, the end result is still increased attention, recognition, and inevitably consumption1. ‘Moral guardians’ draw even more attention to their respective objects of hate, resulting in such quantities of free publicity that would otherwise have been expensive to support. As Oscar Wilde famously supposed, ‘the only thing worse than being talked about is not being talked about’, aptly suggesting that anything is better than being existentially absent. The phenomenon is sometimes referred to as ‘succès de scandale’2, which literally means ‘success from scandal’. It may seem paradoxical to suggest that success can be derived from scandal however, as was alluded to earlier, scandal attracts interest and in some cases this attention leads to notoriety and success. The phenomenon has gained prevalence in our contemporary culture, and is indicative of the extent to which modern PR management has evolved. With the rapid spread of the Internet, information is exchanged faster than ever and PR management has adapted to keep up in increasingly innovative ways. One example of a product that became one of the best-selling game franchises in the industry despite negative press and controversial content is the Grand Theft Auto game franchise, produced by Rockstar Games. The GTA franchise caters to the developing ‘gamer’ society present amongst consumers of all ages. Officially, GTA is targeted to gamers above the age of 18 due to rating regulations required by governments. Unofficially GTA has an even broader target group, and reaches to comprise of young teens and adolescents as well. The games contain violence, sexual explicitness, alcohol, drugs, foul language, and general disregard for the law and moral standards. Some assert it to be a “glorification of criminal activity”3and that it stimulates ‘copycat’ behaviour. It has therefore been the subject of multiple lawsuits and aversions by the media, public figures, and interest groups. Yet despite all the antagonism, up until the release of GTA IV in 2008 the franchise has sold a staggering total of 70m copies. 1 ’No Such Thing As Bad Publicity’ – TVTropes.org ‘Succès de scandale’ – Wikipedia.org 3 ’The Big Question: What is Grand Theft Auto, and why does it cause such controversy?’ – Rebecca Armstrong (The Independent) 2 4 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC It will be exciting to explore further into PR management practices and gain an understanding into the theoretical aspects behind the phenomenon, while using the GTA game franchise as a case study. A better understanding of the phenomenon will provide an angle of insight to the complex nature of modern PR, and inevitably into the various tools available to give any brand, such as GTA, an edge. The ability of GTA to set itself apart from the rest revolutionised the modern video game industry, and it will be interesting to see to what extent their public relations activities prevented a flop. 1.1 Thesis Statement The thesis aims to gain an understanding of the possible link between public relations tactics, and the launches and subsequent successes of the GTA games. The games are, in short, officially rated as of violent and morally questionable natures that are now available for not only PlayStation consoles, but also Xbox and PC. The franchise has been a success despite efforts by certain publics and medias to suppress it. Therefore, based on a theoretical discussion of relevant communications concepts and theories, did the publicity generated by the Grand Theft Auto controversy potentially contribute to the game franchise’s success? Gaining a clearer understanding of the link between the role of PR and the success of GTA would contribute further to our knowledge of aspects to be considered when planning a PR strategy in order to promote a brand that would set itself apart in our increasingly competitive modern environment. 1.2 Theoretical Structure In order to best answer the question, theoretical knowledge will be applied to the GTA case with focus on public relations and IMC/branding concepts and theories. To begin with, various concepts of PR will be used to define and support the methods pertaining to GTA’s strategy, including media relations from Tench & Yeoman’s Exploring Public Relations (2006). The book provides a good overview to the general concepts and theories used, and is therefore a crucial contribution to the thesis. Further insight will be drawn from Pickton & Broderick’s Integrated Marketing Communications (2005) to offer an IMC perspective to the PR discipline. These concepts will be supported by a brief exploration into branding, and the link to how the relevant PR/marketing methods can influence consumers. Finally, data will be gathered from various databases, e-journals, and news articles available to support and expand on the knowledge provided by these books. The concepts and theories from the books will serve as a foundation to these supplementary sources found within the context of the analysis, and deepen theoretical discussion. 5 BA Thesis 2010 Supervisor: Eva Aas Søndergaard 1.3 Josephine Yang Nielsen BAMMC Methodology The thesis begins with an examination of the GTA phenomenon – its development as a game franchise, and the controversies it generated, as well as continuing on to identify the various apparent tactics employed by Rockstar Games in reaction to the controversies and lawsuits. The final chapter to the GTA profile will briefly discuss the success of the game franchise. To achieve this, numerous news articles and editorials found from sources on the Internet are used to provide such information. These would include online newspapers, and various online magazines, blogs, and forums. The profile for GTA is necessary to establish the context of the thesis. The profile for GTA is necessary to establish the context of the thesis, and once a foundation has been established, a theoretical framework will be constructed to provide the tools necessary to investigate the issue. This theoretical framework will include concepts and theories from PR, IMC, and branding pertaining to the areas under discussion. Finally, an analysis of the concepts and theories applied to the case study will instigate a discussion of the relationship between PR and the case, and whether or not the claim that success can be derived from scandal is valid enough for further consideration and investigation. In relation to how this paper intends to operate will be along the lines of the faculty of deduction; a concept from theory of scientific methods. The reasoning is that to answer the thesis statement below, this paper attempts to analyse and argue points based on evidence found; the evidence being communication materials that are available to the general public. From the analysis a conclusion will be drawn, answering the thesis statement, by way of deductive reasoning. 1.4 Delimitations As it is not possible to obtain documents describing the actual PR strategy that was implemented by Rockstar Games, it is important to keep in mind that this thesis will only focus on information available to the public. This would include interviews, official websites, fan sites, game magazines, press releases, PR swags, editorials, and information presented in news articles. Note that as data is obtained from external sources, it is a study of the relationship between the game franchise and the public/media. Take into account as well that despite its ability of posing as a gateway to related topics and more indepth analyses, this thesis will attempt to restrict analysis and discussion within the constraints of the surface subject; the relationship between GTA and the public. 6 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC Another delimitation that presented itself during the writing of this paper was the limited availability of sources. The discussion of some theories was based on sources that were not the original source, but from sources that were written later making reference to the original sources. The original sources were, at the time, unavailable. 2 GRAND THEFT AUTO PROFILE 2.1 Overview4 The Grand Theft Auto series began in 1997, and has nine individual games with two expansions each to the original version, GTA, and the latest version, GTA IV. The name is in reference to the American legal term for ‘motor vehicle theft’. As the series gained popularity, well-known film actors such as Michael Madsen and Dennis Hopper have contributed their voices to the major characters of various game installments. The games involve players taking on the role of a criminal in a big city, and through missions they will rise through the ranks of organized crime. These missions include assassination, taxi driving, pimping, street racing, and flying helicopters. The series belongs to a genre of games called ‘sandbox’ games, which means that players have more freedom to decide what to do and how to do it. In this way, the games have assumed a more complex structure with a lateral approach to gameplay. The original GTA game, set in Liberty City, San Andreas, and Vice City, was released for Windows and PlayStation in 1997 and 1998 respectively. The second game, GTA 2, developed for Windows and Dreamcast was released in 1999. It was GTA III released in October 2001, however, that served as the breakthrough product; the advanced graphics and improved gameplay helped contribute to sales amounting to five times that of the previous two releases combined. GTA IV was released on 29 April 2008; six months after the promised release date. The year 2009 saw multiple spin off releases from Rockstar games: The Lost and the Damned, The Ballad of Gay Tony, Episodes From Liberty City, and Chinatown Wars. Their latest project, GTA: Liberty City Mafia, began production in 2010, and is rumoured to be released later the same year. 4 Grand Theft Auto (series) – Wikipedia.org 7 BA Thesis 2010 Supervisor: Eva Aas Søndergaard 2.2 Josephine Yang Nielsen BAMMC Background5 Rockstar Games, the company behind Grand Theft Auto, was founded by Dan and Sam Houser, and their childhood classmate Terry Donovan. All three were born into media families, and idolized rappers and DJs from the New York music scene, so from an early age they dreamed of rock stardom. To achieve their dreams of breaking into the music industry, all three took jobs at BMG Music in London. In 1993, an interactive division was launched, and BMG Interactive got its big break from a developer in Scotland for a game called Race and Chase, which was later renamed Grand Theft Auto. In 1998, the division was bought by Take Two Interactive – a young publisher in New York founded in 1993 by 21 year old Ryan Brant. When they launched GTA 2 in 1999, only around 2 million copies were sold. So for GTA III, Sam ‘micromanaged’ production, encouraging developers to attempt what no other games developer had ever attempted before. It was to be the first 3D game from the company, and after its release in October 2001 it sold five times as well as its two predecessors. It was also to be the most violent of the series so far, but Sam Houser (in answer to concerns about the violence) explained that there was a moral system ‘hard-coded’ into it. The more violent and immoral the player’s decisions became, the more “wanted” the player’s character became. In anticipation of the success of GTA III, Take Two’s stock went from $7 to $20 in the space of 3 months. While NASDAQ halted the company’s stock trades for three weeks following the jump in share price, the Securities and Exchange Commission launched an investigation into Take Two’s accounting department. Allegedly, the company was involved in a few “parking transactions” in 2000 and 2001, and Brant was later charged for backdating option grants, while awarding several executives shares, between 1997 and 2003. In June 2005, Take Two settled and paid $7.5 million in penalties. Meanwhile, to depict their dedication to quality, the Houser brothers were determined to maintain the style, mood, and setting of their next game, Vice City (2003). They sent their developers to Miami to soak up as much information as they could to use towards creating the game. The release of San Andreas in 2004 saw 5 million copies sold within two months. Eight months later, Rockstar became embroiled in a scandal involving a sex mini-game that became known as ‘Hot Coffee’ (refer to 2.2.1) – resulting in numerous lawsuits. 5 ’The Road to Ruin: How Grand Theft Auto Hit the Skids’ – David Kushner (Wired Magazine) 8 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC In October 2006, Ryan Brant resigned and later agreed to pay an additional $7.3 million after pleading guilty to falsifying business records. He also accepted a lifelong ban from serving in any management position in any public company. In light of all these headaches, the irony is apparent. Rockstar Games was the company to define virtual criminality, and somehow they got embroiled in the real thing. Along the way, Rockstar’s founders built up the stardom they had dreamed of – while earning their company over a billion dollars in revenue. ‘Rockstar wouldn’t just sell games – it would sell a lifestyle’6. 2.2.1 The Controversy The games have sparked so much controversy that in 2008 and 2009, The Guinness World Records Gamer’s Edition declared GTA the most controversial game series in history7. It has generated over 4000 articles8, and has been blamed for the glamorization of violence, corruption of youth, and serving as inspiration to real life crimes. Journalist Katherine Kersten of the Star Tribune wrote, ‘Games like GTA IV stimulate and glamorize our dark impulses. They create a taste for the psychological thrill that can come from dominating and degrading others. They encourage us to strip our fellow human beings of their dignity, and view them merely as objects of violence or sexual desire’9. Jack Thompson10 was one of the most outspoken opponents of sexually explicit and violent video games. He worked alongside other public figures (eg. Hillary Clinton) and parent groups (eg. MADD) for the cause. He sent hundreds of letters, made dozens of media appearances, and filed several law suits against Take Two. The lawsuits were filed after real life crimes were committed, and the families of the victims blamed the incidents on the influence the games had on the perpetrators or victims. He also filed against the ‘Hot Coffee’ controversy, which will be discussed at the end of this chapter. The games have instigated accusations of promoting violence, illegal activities, discrimination against Haiti, drunk driving, full frontal nudity, and an exploitative and violent attitude towards women11. For example, the main character could pick up a prostitute to boost their health, and then kill her to get his money back. After GTA III was released, the US representative Joe Baca introduced the Protect Children from Video Game Sex and Violence Act of 2002. The bill was never passed, and the lawsuit seeking $246 million in damages filed in 2003 claiming that the game encouraged two teens from Tennessee to 6 ’The Road to Ruin: How Grand Theft Auto Hit the Skids’ – David Kushner (Wired Magazine) ’Grand Theft Auto (series)’ – Wikipedia.org 8 ibid 9 ’Grand Theft Auto’s heist of the American character’ – Katherine Kersten (Star Tribune) 10 ’Welcome to JackThompson.org – an open source project’ – JackThompson.org 11 ’Grand Theft Auto (series)’ – Wikipedia.org 7 9 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC shoot passerby, killing one and wounding another, failed. However, the controversy generated boosted sales of GTA III12. The controversy escalated when a Dutch fan, Patrick Wildenborg, blogged that he had unlocked a hidden code in the San Andreas game in which he could actually watch and have sex with his in-game girlfriend, and then he released the mod on the internet13. The discovery resulted in a class action lawsuit and led the ESRB to elevate its rating for the game from M (mature) to an AO (adults only) rating, meaning that sales would plummet as most retailers are not willing to supply AO rated games. The scandal became known as ‘Hot Coffee’ in reference to the game’s term for sex which, until the mod was discovered, occurred only behind closed doors. According to Wildenborg, the game’s script code contained the scene, but it had been hidden so that it couldn’t be normally accessed on the final release. Many speculate towards the reason why the code had been there in the first place. Some say that it had been added as a gag and had just been forgotten to be removed. Others say that it had been added as an act of sabotage, while many maintain that it had been a deliberate ‘mistake’ in line with Rockstar’s increasingly daring efforts to push the limits and spark controversy. Take Two was forced to modify their game and re-release it in order to keep their M rating. 2.2.2 Rockstar’s Reaction In response to the controversy that the games generated, Rockstar seemed to prefer to keep a low profile. Instead of creating games that were more child-friendly, they maintained their game content in line with what they had become notorious for and merely strived to keep their M rating. To steer some focus away from accusations of encouraging the mistreatment of women, they created the new dimension of dating in their San Andreas game. And while they maintained their low profile, they put out press releases about issues such as the SEC investigation to inform the public before things turned nasty. In reply to the civil lawsuits filed against them, they maintained that their games could not be responsible for the actions of their consumers. In one article14, they argued that the parents are responsible for their children’s activities and are the gatekeepers for their sources of entertainment. They also stated that in opposition of age concerns, statistics show that the average gamer is between the ages of 29 and 32. Gathered from further interviews with co-founder Sam Houser15, there is a built in morality system in the games, and that popular opinion amongst gamers is that the GTA games provide an outlet for criminal and violent behaviour, and not inspiration. He maintains that GTA players 12 ’The Road to Ruin: How Grand Theft Auto Hit the Skids’ – David Kushner (Wired Magazine) ’Sex controversy over GTA game’ – BBC News 14 ‘Grand Theft Auto’s heist of the American character’ – Katherine Kersten (Star Tribune) 15 ‘The Road to Ruin: How Grand Theft Auto Hit the Skids’ – David Kushner (Wired Magazine) 13 10 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC can decide which missions they want to complete, and develop their relationships with other characters based on their choices. When the ‘Hot Coffee’ scandal broke they hired crisis expert, Rodney Walker, to do spin control – unfortunately for Rockstar, the press release that they put out did not correspond with the mounting evidence that the coding was hidden in the original game, and not constructed by determined hackers16. He maintained that while the coding may have been hidden in the game, it could only have been enabled by modders and thereby post the mod-patch on the Internet for the general public to use – stating that hackers are the problem, and not the game. After receiving the new AO rating, Rockstar recalled their stock from retailer shelves, began working on a version of the game without the scene, and re-released the game with the M rating at a total cost of $25 million. According to Corey Wade, a former senior product manager at Rockstar, “Blaming it on hackers was a colossal PR screwup”. Since the incident, Rockstar has been unwilling to comment. Rockstar’s reaction was generally very unnatural for a company that embodied everything that the conservative media was against, and even Doug Lowenstein of the ESA (Entertainment Software Association) stated, “If you want to be controversial, that’s great. But then don’t duck and cover when the shit hits the fan. Stand up and defend what you make” 17. 2.2.3 PR Strategy It is not possible to define what Rockstar’s planned PR strategy was without being privy to confidential information from the PR team. However, as an external observer it is possible to draw on various methods that may have been employed. GTA has built up a truly global and loyal fan base, prompting the eruption of GTA related media online and on paper print. For example, the fan website for GTA IV, gta4.net, keeps fans up to date with launches, rumours, and press releases while providing a medium for fans to discuss their shared passion. In one post (May 2, 2008), there was a discussion about the MADD (Mothers Against Drunk Driving) protest against GTA. Other examples are rockstargames.com and rockstarwatch.net, illustrating just a few of the many websites dedicated to Rockstar Games and GTA. Not only has Rockstar built up their fan base that by themselves promote the brand, they have kept the media saturated with press releases and launches, ensuring that the public knows as much as 16 17 ’GTA sex scandal changing how industry looks at modders’ – Stephen Totilo (MTV) ’The Road to Ruin: How Grand Theft Auto Hit the Skids’ – David Kushner (Wired Magazine) 11 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC they are warranted to know about the company. Dan and Sam Houser have both given interviews such as the one Dan Houser gave to USA Today18 in anticipation of the release of their Gay Tony game. It is important for Rockstar to feed journalists from magazines (especially those specializing in games), newspapers, and bloggers information about their games, in a way controlling what is being released to the public. In this way, they are also able to reply to accusations of promoting mindless violence, profanity, and lawlessness – maintaining that the games are for sheer entertainment value with in-built moral systems, and what players choose to do in the games is purely individual. This method of information feeding is something that is very much discussed in an article published by online magazine, Gamasutra19. The article claims that game publishers such as Rockstar Games control ‘what you get, when you get it, and who you get it from’. ‘The folks with their hands on the valve – the ones who tell games journalists about upcoming games (or don’t), set up interviews with the game’s developers (or don’t), and eventually send out early review copies of that game (or don’t) – are the publicists, or in the insider lingo, PR reps’ essentially sums up what the article assumes about the role of PR in the game media industry. For Rockstar Games, journalists for magazines can write about GTA, and save them a lot of money in advertising fees; that is of course assuming the story is favourable. According to former publicist Todd Zuniga, Rockstar Games focused a lot of attention towards journalists and ‘emphasized person-to-person contact between publicist and editors, which included transcontinental flights to hand-deliver new games for review’. He also claimed that if the house of GTA got one bad review, they would retaliate – succinctly embodying the hardcore nature of the games they produce. Further illustrating their brazen image, to promote GTA 2 in 1999 Rockstar Games threw a series of parties20 with a GTA theme – for example, to gain entry the partygoer must call a number, leave their contact info, and they would be contacted again with questions such as “What has been the best moment in your life so far?”. Rockstar Games made sure that their image was raw and outlaw burnished – instead of advertising GTA through standard the channels they plastered their logo all over the city as if they were a band, and sent a barbed-wire garrote to the reviewers of another game they released, Manhunt. Combined with the questionability of the ‘Hot Coffee’ incident amongst others, it leads us to ponder the idea that perhaps controversy was the ultimate PR strategy. As Brian Baglow, a leading video games 18 ’The rest of the story: ’GTA: The Ballad of Gay Tony’’ – Mike Snider (USA Today) ’PR and the Game Media: How PR shapes what you think about games’ – Robert Ashley and Shawn Elliott (Gamasutra) 20 ’The Road to Ruin: How Grand Theft Auto Hit the Skids’ – David Kushner (Wired Magazine) 19 12 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC expert, said: “Rockstar is a one-company cultural revolution, a true global force. From the very beginning they have been pushing back the boundaries of acceptability and science as far as they can stretch them and with every move, they’ve carved a massive reputation of doing the things that other companies don’t have the guts to do”21. 2.2.4 GTA Success22 The GTA series started out with sales figures of approximately 1m copies sold. The second era saw total sales of about 2m copies. As mentioned previously, it was the third era of games that served as Rockstar’s breakthrough product with total era sales amounting to around 93.1m copies. The games from the third era all achieved platinum labels and the success continued with the fourth generation of games – totalling GTA series sales of over 120m copies. GTA IV sold around 15m copies alone, and beat previous sales records in the industry by selling around 6m copies within the first week23. 3 THEORETICAL FRAMEWORK Public relations practices come in many forms depending on what the intended effect(s) is/are. As a guideline ‘PR can be defined differently as a ‘concept’ (‘communications management by an organization with its publics’), as a practice (‘mostly dealing with the media’) and in terms of its effects on society (‘a category of persuasive communications done through the mass media or through private lobbying by groups to advance their material or ideological interests’) (Moloney (2000: 6))24. For the purposes of the GTA case, this paper will focus primarily on the areas within PR concerning media relations and marketing management. That is to say, that since GTA is well known for being both controversial and successful, it is critical to understand the influence Rockstar Games has on the media, and the influence the media has on Rockstar’s end consumers. 3.1 Press Agentry & The Public According to Grunig’s ‘excellent’ approach to public relations, its role is to ‘use communication to build relations with the strategic public that shape and constrain the mission of the organisation’25. Together with systems theorist, Todd Hunt, he presented four models of PR in 1984 based on observations they made of PR practices in the US: press agentry/publicity, public information, two-way asymmetric, and 21 ’Making A Killing’ – Iain S. Bruce (Herald Scotland) ’Grand Theft Auto (series)’ – Wikipedia.org 23 ’’Grand Theft IV’ smashes sales records’ – Chris Nuttal (Financial Times) 24 ’Exploring Public Relations’ – Tench & Yeoman (p. 5) 25 ‘Models of Public Relations in an International Setting’ – Grunig; Grunig; Sriramesh; Huang; and Lyra (p. 164) 22 13 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC two-way symmetric26. They represent the values, goals, and behaviours of practicing organizations, and further conceptualization by Grunig and Grunig in 1992 placed these models on two continua: the craft PR continuum (propaganda vs. journalism) and the professional continuum (persuasion vs. collaboration)27. Press agentry was placed on the ‘propaganda’ end of the craft PR continuum in accordance with its defining features. The craft PR continuum represents the one way models of practice that generally see practitioners give information to publics, but do not seek information from publics. Grunig further suggests that practitioners of press agentry intend to persuade or manipulate their respective publics. The aim is to distribute the propagandistic point of view (which may or may not be truthful) of the sender through the media and other channels, while seeking media attention by any means possible28. The model tends to not be based on research or strategic planning, usually creates conflict with the media, and focuses on information favourable to the organisation29. Further research by Grunig and Grunig also showed that organizations tend to incorporate several models in practice, although press agentry seems to be the most popular. This supports the idea that press agentry is the most pertinent model in this particular case. Grunig goes on to discuss the differences in active and passive publics, and how they are significant to public relations practitioners. The three independent variables of his situational theory of publics intend to distinguish between the two types: problem recognition, level of involvement, and constraint recognition30. Active publics recognize a problem, feel they are personally involved, and are unconstrained to do something about it. Passive publics, on the other hand, are less involved but this does not go to say they are apathetic. While they do not actively seek information or feel the need to involve themselves in the issue, they are still able to absorb information and be somehow influenced. This is important in the realm of press agentry since it involves the sending of messages to passive receivers that are easily persuaded or manipulated31. It is also important to recognize the distinctions when discussing the media flare-up over the GTA controversy. 3.2 Media Relations Media relations are important for PR practitioners to the extent that media endorsement has immense influence in the world of business. There is therefore a crucial difference between advertising and 26 ibid (p. 169) ibid (p. 170) 28 ibid (p. 169) 29 ‘Theory and Practice of Interactive Media Relations’ – James E. Grunig (p. 21) 30 ibid (p. 19) 31 ‘Public Relations: Critical Debates and Contemporary Practice’ – L’Etang & Pieczka (p. 10) 27 14 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC public relations; the former involving payment for media attention, while the latter is essentially free, and hopefully favourable, media attention32. The defining concept that advertising therefore lacks is credibility, since media endorsements are theoretically impartial. Consumers are more readily convinced by the media, rather than by advertising where organisations can easily pay a sum of money and be guaranteed ad space to say or show whatever they please. One study has shown that 52% of TV viewers switch channels at commercial breaks33. The problem lies in the fact that, ultimately, media endorsements are not guaranteed, and the power of PR is uncontrollable. Maintaining good media relations is therefore important for PR practitioners, and involves good communication and cooperation between both parties. Its relevance to the case is evident in the analysis of the transference of information from the Rockstar Games PR team to the media. As a general outline, the media relations topics that will be included here are the following: media theory, principles and techniques, and PR democracy. 3.2.1 Critical Theory & Liberal Pluralism The four main theoretical perspectives of media theory are namely political economy, critical theory/neo-Marxism, feminism, and liberal pluralism. The two perspectives in focus here will be critical theory and liberal pluralism. Critical theorists have an interestingly insightful approach to normative PR models. Stemming from Marxist views, they argue that the practice of PR is biased by nature and can only benefit the entities behind planned communications34. With the rise of the mass media, it is becoming increasingly more facile for practitioners to communicate their ideas to their audiences, and by ever more diverse means. It has brought some critical theorists to question the legitimacy of the information available since the public could only be receiving objective information from PR practitioners, and can therefore only be acting in accordance to that information35. Can PR ultimately have the ability to manipulate public opinion, and spread propagandistic public discourse? Since PR professionals in certain fields such as the entertainment industry can control what journalists are told and thus the public about their clients, it is interesting to consider whether or not the current media environment may be partially servicing and partially managing public opinion. It questions the extent to which ‘media professionals knowingly (or 32 ’Exploring Public Relations’ – Tench & Yeoman (p. 312-313) ’More bang for your PR buck’ – Julien Speed (Admap Magazine) 34 ibid (p. 168) 35 ’Critical Perspectives in Public Relations’ – L’Etang & Pieczka (p. 47) 33 15 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC otherwise) engage in the production of dominant ideology in support of the ruling class or other dominant social groups’36. Liberal pluralists, however, argue that media professionals decide for themselves what information to distribute, and do not conform to the demands of dominant social groups37. They recognize that media professionals have a degree of creative freedom and agency. As another point, with the proliferation of the mass and social medias, discussion and persuasion of different public opinions is even more accessible to the greater public. With this in mind, it is important for PR practitioners to maintain good relationships with their media distributors from the liberal pluralist perspective. To some extent, it is possible to say that the two perspectives can overlap. Despite the fact that PR practitioners can be the ones controlling the flow of information to journalists (from the critical perspective), it is up to the journalists whether or not they wish to distribute, alter, embellish, or degrade that information (from the liberal pluralist perspective). 3.2.2 Principles & Techniques To further illustrate the importance of media relations in the PR field, Grunig38 presents the notion that PR practitioners intentionally manipulate the media agenda, and hence create unnecessary conflict. He maintains that one-way communication methods are ways to release information that is only beneficial to their clients, and in so doing manipulating what journalists write instead of allowing journalists to write what they perceive to be of value. The irony in it is, however, that practitioners who acknowledge the importance of good two-way communication with their media counterparts strategically develop better relations with the media and key publics, and communicate about problems before they become hot issues for the media. Grunig and Hunt (1984) developed two models of media relations: the publicity model and the relationships model39. According to these models, organisations tend to lean to one or the other with respect to their relationships with the media. For the purpose of this paper, the publicity model presents characteristics pertinent to the case. The publicity model is short term and one way in nature, with little focus on the relationship or research of the public. It is a popular model in the industries of sports, entertainment, and product promotion – there is no need for feedback, just a need to get the right information to the receivers. It would seem, therefore, that journalists are constantly bombarded 36 ’Understanding the Media’ – Devereux (p. 124) Ibid (p. 126) 38 ’Theory and Practice of Interactive Media Relations’ – James E. Grunig (p. 23) 39 ’Exploring Public Relations’ – Tench & Yeoman (p. 316) 37 16 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC with information from numerous sources. Together with the proliferation of media outlets, the industry has seen an abundance of sources who attempt to use these outlets40, and at the end of the day, it is the media who decide what is published and what isn’t. PR practitioners become seemingly insignificant in the publishing process, and must compete with other agents to deliver a story that is news-worthy. If relations are bad, a journalist may be suspicious of the information’s credibility or interest factor, or may just decide they do not wish to gratify the PR source. On the other hand, the development of the Internet allowing information to travel faster than before has led to increased competition between media professionals, and diminishing time frames to produce stories. ‘(…) increased competition, rising stress levels, and a decline in thorough, let alone investigative, journalism is indeed common among journalists (...)’41. Our modern fast-paced society has led journalists to progressively rely on PR sources for stories. The publicity model easily allows for practitioners to take advantage of the situation and feed information to the media. Modern practice has called for PR agents to maintain a media list with contacts that they have already established working relationships with, and when a story needs to be published, the appropriate contacts are chosen42. More importantly, since journalists likely receive countless emails and calls from other sources, a professional must ensure that they do not waste the journalist’s time or become a nuisance. Ultimately, the PR practitioner must know how to woo their media target. 3.2.3 Public Relations Democracy The discussion has led to therefore question the influence PR has on the media agenda, and to what extent. Through the use of the publicity model, it has become difficult to determine what is PR instigated and what is journalism43. Not only is information constantly being fed from numerous PR sources (some hidden via third-party presentation), but PR sources tend to only present favourable information and keep out the negative stories. ‘Perhaps the most significant obstacle to defining where public relations ends and journalism begins is the fact that the two have become inextricably linked in a relationship that is largely invisible. Media and PR practices are most successful and appear most legitimate when the process of interaction between the two remains undeclared’44. 40 ‘Public Relations Democracy: Public Relations, Politics and the Mass Media in Britain’ – Aeron Davis (p. 31) ibid (p. 36) 42 ’Exploring Public Relations’ – Tench & Yeoman (p. 328) 43 ’Public Relations Democracy: Public Relations, Politics and the Mass Media in Britain’ – Aeron Davis (p. 25) 44 ibid (p. 27) 41 17 BA Thesis 2010 Supervisor: Eva Aas Søndergaard 3.3 Josephine Yang Nielsen BAMMC Integrated Marketing Communications Integrated marketing communications can be defined as a concept that involves the integration and coordination of the numerous communications methods to deliver the necessary message from organisation/product(s) to consumers45. A brief understanding of certain aspects of the process will help in structuring the discussion about the PR/marketing relationship between the case and their publics. The topics that will be covered are the AIDA model, brand identity/personality, and finally the PR perspective of the IMC mix. 3.3.1 The AIDA Model The AIDA model, introduced by Elmo Lewis in the 19th century, describes a simple hierarchy of effects in the buying process46. It proposes that buyers move from a state of awareness, to interest, to desire, and finally to action in the process of consumption. When observing the IMC promotional mix, the AIDA model illustrates on a basic level the roles played by various communication methods; PR/publicity and advertising found primarily in the stages between awareness and interest47, enhancing brand development. There has, however, been much discussion over the validity of the AIDA model in describing modern communications as the process of brand communication is much more complex than is claimed by the model. As one researcher, Chris Barnham, pointed out – ‘The brand is now construed as also sending emotional, and therefore more complex, messages to the consumer, and we have recognised, as a result, that the business of brand experience is more subtle than the rationality of AIDA once suggested. The fundamental structures of the AIDA model remain, however, firmly in place, albeit with new terminology’48. Furthermore, the AIDA model assumes a Cartesian model of perception indicating that consumers perceive an object or an event through their retina, and rationalise that which they have perceived – thoroughly exemplifying the process as merely a transmission form from sender to receiver49. Discussion led by Robert Heath on Damasio’s (1994) Descartes’ Error, asserts that as beings that evolved from primitive organic life, we still utilise to great extent our primal instincts, and that we are therefore ‘physically incapable of making decisions based on pure logic’50. The problem lies, 45 ’Integrated Marketing Communications’ – Pickton & Broderick (p. 3) ibid (p. 86) 47 ibid (p. 598) 48 ’Instantiation: Reframing brand communication’ – Chris Barnham (p. 203) 49 ibid (p. 204) 50 ‘Low involvement processing – a new model of brand communication’ – Robert Heath (p. 29) 46 18 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC therefore, in that the model suggests consumers interpret and act only upon the rational messages they receive. Barnham’s rejection of the concept recognises that emotional values as well as rational ones are equally, if not more, important in the buying process. He further mentions that Heath (2001) has shown consumers process meaning at more profound levels than was previously assumed, and ‘the very process of brand experience works implicitly and in a manner that is both passive and non-conscious’51. Therefore, preserving the remit of the AIDA model as the fundamental platform, it is clear that consumers are becoming more familiar with the marketing process and are able to interpret messages beyond their face value. Building on the model, the brand owner is no longer the ‘sender’ but the ‘author, and the brand itself becomes the ‘message’ – consumers experience the brand instead of interpreting the message being sent about the brand (Appendix a)52. In this way, the AIDA model helps illustrate the rational and emotional values of the buying process, and how ultimately, it’s about selling the brand. 3.3.2 Brand Identity & Personality David Aaker introduced the Brand Identity Planning Model (Appendix b) to aid organisations in developing a brand that would define itself from other competing brands. His dimensions within the brand identity system suggested that a brand should be considered as a product, an organisation, a symbol, and a person53. As a product54, it is important that the brand is associated with a product class so that brand recall is achieved when a product class is mentioned. Another factor to take into account are the productrelated attributes which offer functional and, at times, emotional benefits to the consumer. As an organisation55, the focus is oriented about the attributes of the organisation; such as innovation, CSR, quality, culture, and values to name a few. It is especially crucial in that organisational attributes have the ability of being difficult to duplicate by competitors, and contribute to a value proposition as well as providing the credibility for a product. The brand as a symbol 56can provide cohesion and structure to an identity, and is highlighted in the forms of visual imagery, metaphors, and the brand heritage. The 51 ’Instantiation: Reframing brand communication’ – Chris Barnham (p. 205) ibid (p. 208) 53 ‘Building Strong Brands’ – David Aaker (p. 79) 54 ibid (p. 78-82) 55 ibid (p. 82-83) 56 ibid (p. 84-85) 52 19 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC significance of a symbol can be found in that a strong one is able to quickly provide links between the organisation, the product, and how they are perceived by consumers. Finally, the brand as a person57 offers a perspective of identity that enriches and rounds off the brand. The brand is figuratively an actual person, with personality traits and characteristics like a person. A brand can be used as the vehicle for the consumer to express their own personality, essentially strengthening the brand through the self-expressive benefit; effectively providing a basis for a consumer-brand relationship. Aaker presented the Brand Personality Scale (BPS)58 in his book as a set of traits designed to measure and structure a brand’s personality: Sincerity, Excitement, Competence, Sophistication, and Ruggedness. These traits had then been divided into facets within the trait to offer varied texture and depth as descriptors (Appendix c). Also like a person, a brand can easily span across the five primary traits – illustrating the complex nature of a brand personality and the intricate task of developing a personality. How it is created can be simply clarified through the observance of brand personality drivers59. These drivers include: product category, package, price, attributes, user imagery, sponsorships, symbol, age, ad style, origin, company image, CEO, and celebrity endorsers. According to a paper written by Anuja Pandey on ‘Understanding Consumer Perception of Brand Personality’, the construct has gained significance by offering a distinctive set of associations in consumer memory, thereby building and boosting brand equity. The consumer is able to relate to the brand on a personal level, and choices made are based on preference, trust, and loyalty60 – aspects that companies strive to attain and retain for their products. She further expands Aaker’s original BPS by adding the Psychological Five Factors of openness (or intellect), conscientiousness, extraversion, agreeableness, and neuroticism (or emotional stability)61 (Appendix d). A paper written on the congruence between brand and human personality further suggested that consumers tend to regard their possessions as part of themselves, and build their own personal identities in part using their possessions62. Brands have the ability of exemplifying social meaning, and this is exuded in our selection of brand usage. Referring to Levy (1959), Belk (1988), and Sirgy (1982), they further discuss this congruence by suggesting that ‘the products a consumer buys have personal and social meaning and they reinforce the way the consumer thinks about himself. Brands act as social 57 ibid (p. 83-84) ibid (p. 144) 59 ibid (p. 146) 60 ‘Understanding Consumer Perception of Brand Personality’ – Anuja Pandey (p. 28) 61 ibid (p. 29) 62 ‘On congruence between brand and human personalities’ – Natlia Maehle & Rotem Shneor (p. 45) 58 20 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC signals with congruity between brand and user self-image, which is regarded as a key motivational factor in consumer choice’63. The same relationship is discussed on the self-confirmatory action between self-image and brand preference by reinforcing consumer self-concept. They inevitably conclude that consumers with varying personalities tend to prefer brands that match their own personalities64. 3.3.3 The PR Perspective To help understand the link between PR and marketing efforts, a quote reported in Kitchen (1999) 65 summarises, ‘Working in support of marketing, PR has a primary function to promote. It also has to protect and project. This requires PR thinking across the full spectrum of an organisation’s operations, or a series of irreconcilable differences and conflicts will invariably arise’. Kotler and Mindak (1978) identified five models relating PR and marketing, and the most effective from the IMC perspective integrates marketing and PR as overlapping functions: Marketing Public Relations (MPR)66. The significant feature of MPR is that it does not have to lead to direct purchase, but it can attempt to affect the attitudes, opinions, and satisfaction of consumers, and aid in effective mediation of crisis situations67. The tools of MPR therefore involve a combination of PR and marketing activities: media releases, media conferences, media contact and entertainment, publicity events and ‘stunts’, lobbying, promotional materials, advertising, sponsorship and donations, product placement, advertorials, corporate identity materials, company website, magazines, exclusive, interviews and presentations, and facility visits68. An extended outlook of MPR can be seen as a form of behind the scenes PR management, perpetuating viral/buzz marketing, online communities, websites, and word-of-mouth as mechanisms for consumers to communicate and spread brand awareness and interest. Viral marketing is another dimension of the word-of-mouth concept, while buzz marketing can also have a major effect on moulding opinions and attitudes as it ‘generates excitement, creates publicity, and conveys new relevant brand-related information through unexpected or even outrageous means’69. Buzz marketing is one angle to generate awareness and sales in the form of, for example, controversy in the media, amongst interest groups and throughout target publics. 63 ibid ibid (p. 51) 65 ‘Integrated Marketing Communications’ – Pickton & Broderick (p. 552) 66 ‘Integrated Marketing Communications’ – Pickton & Broderick (p. 554) 67 ibid (p. 555) 68 ibid (p. 560-565) 69 ‘Marketing Management’ – Kotler & Keller (p. 586) 64 21 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC Greg Metz Thomas Jr, explores the concept of buzz marketing in his article ‘Building the buzz in the hive mind’, and begins in stating that ‘innovations tend to follow an adoption cycle’. This means that the ‘innovators’ are the first to adopt a new product in the consumer market, and are then followed by others. Therefore, when a business intends to create some ‘buzz’ about their product, they must identify the innovators to set off the trend. According to Thomas, there are two types of buzz, codified and uncodified. Uncodified buzz occurs when consumers who have experienced a product communicate about the product through various forms of channels (eg. e-mail, blogs, list serves, personal websites, chat groups and consumer rating sites), and with the proliferation of the Internet, the possibilities are numerous70. One must also consider that while uncodified buzz is great, companies can also encourage and develop buzz instead of relying solely on the chance that buzz will be prompted. The means for codified buzz71 are just as numerous, and these include: observability, referrals, reviews, ratings, customer communities, and embedded customers (popular with gamers – embedded customers augment, change or add to an offer). The theoretical discussion so far has led to the culmination of the significance of the word-of-mouth, or WOM, concept. In an article presenting a study of WOM, their point of departure was based on earlier studies that had suggested WOM is ‘nine times as effective as traditional advertising in converting unfavourable or neutral predispositions into positive attitudes’72. The logic is that WOM provides a credible means of persuasion as the communicator is assumed to not have a vested interest in selling the product. For the purposes of this discussion, the same definition as the one used in the article will prevail: ‘WOM is generally agreed to be the informal communication between private parties in which products or services are evaluated’73. It is also generally assumed to be very positive/negative, vivid, memorable, may/may not involve an active recommendation, and may include some complaining, rumour instigation, and/or product denigration. The study concluded that WOM embodied the themes of valence, richness of message content, and strength of advocacy. Communicators tended to be very descriptive, evocative, and engaging; supporting Herr et al.’s (1991) argument that WOM is much more appealing than print information74. Strength of advocacy is important to note as well, since this aspect can vary according to the communicators conviction, and in so doing affecting the influential capability 70 ‘Building the buzz in the hive mind’ – Greg Metz Thomas, Jr. (p. 64) ‘Building the buzz in the hive mind’ – Greg Metz Thomas, Jr. (p. 66-69) 72 ‘Conceptualizing word-of-mouth activity, triggers and conditions: an exploratory study’ – Mazzarol; Sweeney; and Soutar (p. 1476) 73 ibid (p. 1477) 74 ibid (p. 1482) 71 22 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC of WOM75. Finally, the triggers of WOM have a predisposition to come in the form of a leading question, word association, or promotion (which can include news stories)76, from where communicators will recount their ideas and experiences. 4 ANALYSIS Drawing from the concepts presented in the theoretical framework, it is now possible to observe their application to the GTA case. As a point of departure, it is clear that Rockstar Games developed their corporate identity in order to help illustrate the personalities behind the games they produce; essentially creating a brand personality that consumers can base some form of relationship upon, resulting in fierce loyalty and passion for the brand (in this case, the brand being GTA). Despite their own turbulent past with real life criminal charges (which adds a certain real life edge to the company), Rockstar Games embraces their eccentricity as a company that revolutionised the video game industry. Their unconventional behaviour is further seen in other PR stunts/marketing ploys such as throwing their own unique parties, striving for the M rating, and exploiting alternative methods to communicate with their media counterparts to name a few. By refusing to be traditionally diplomatic in certain areas of behaviour, they have developed a rebellious and ‘rockstar’ image – an image that their target audience is drawn to. On the BPS scale, it is reasonable to suggest that Rockstar Games as an organisation embodies the dimensions of excitement, competence, and ruggedness, with facets of daring, up-to-date, intelligent, successful, and tough; qualities that are easily recognisable in their GTA games. By offering personality traits to their brand, it is understandable why certain consumers feel drawn to their games – consumers are able to express their own daring and edginess. From the AIDA model perspective, the emotional aspect of the buying process is not lost on them. To some extent, it seems that consumers feel they can relate to GTA purely for its entertainment value whilst enjoying some form of emotional benefit. The GTA games are clearly not shopping, convenience, or unsought77 purchases, and it is evident that their strive to promote GTA as a brand that is raw and distinctive stimulates emotions that pique consumers’ interest, leading to eventual purchase as a specialty good. There are numerous tactics a company can employ to inspire purchase. From the MPR perspective discussed earlier, WOM and buzz marketing are just two concepts evident when observing some of GTA’s communication material. Despite the fact that in the long run, WOM and buzz could not be controlled entirely by Rockstar Games, it is very possible that part of the PR strategy was to instigate 75 ibid (p. 1483) ibid (p. 1484) 77 ‘Marketing Management’ – Kotler & Keller (p. 360) 76 23 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC and nurture these particular forms of PR. GTA has a very loyal following of fans comprised from online communities (eg. Social Club78 - which is actually mediated by Rockstar Games), fan websites (eg. gta4.net), and social medias (eg. a GTA group on Facebook.com79) to name a few mediums. These examples illustrate how consumers can easily spread the word amongst themselves about GTA, without direct marketing ploys from Rockstar – creating a scenario where information and opinions exchanged are outwardly impartial, whether they actually are or not. Social medias such as Facebook and Myspace can have vast influences on the opinions and attitudes of existing and potential consumers. Fan websites and online communities instigated and maintained by a shared knowledge of the brand80 have similar effects. WOM allows for consumers to objectively talk about the game, and influence each other’s attitudes and opinions. The buzz, therefore, that arose throughout the media and the internet on the subject of the games’ questionable moral nature only fuelled WOM. Media attention surrounding lawsuits that were sparked by the games served to boost the hype. Once more publics became aware of the game, more opinions were exchanged, and more information was available. Whether the buzz was negative or not, it generated the necessary excitement or hype to justify even more publicity; resulting in both codified (eg. ratings, reviews, and observability) and uncodified (eg. chat groups, fan sites, and social medias) buzz. Another attraction of GTA worth mentioning is codified in their age suitability rating. The effect is similar to that of rated R movies. Once a game or a movie has been rated unsuitable for consumers under the age of 18, for example, interest rises amongst teenagers because it now seems almost taboo. Marketers are intentionally blunt about the reasons behind the high ratings, and these reasons have a tendency to increase the hype; ‘Indeed, once the movie was embraced by high school juniors and seniors, it was hard to stop interest from spreading to younger kids (…) *American Pie+ is probably the most talked-about movie today’81. WOM and buzz marketing are the result of PR management, which brings the discussion to GTA’s relationship with their media/public. As Grunig mentioned in his article about media relations, it is just good PR to communicate about problems and relationships with media counterparts and key publics. The strategy is pre-emptive; communicate before issues become hot topics. On this note, Rockstar Games ensured that their key publics were informed about the company, products, and other pertinent issues. This is evident in, for example, interviews that were given, press releases, review materials, and stories fed to journalists. The interviews that were conducted were a way for Rockstar Games to defend 78 http://socialclub.rockstargames.com/ http://www.facebook.com/home.php?ref=home#!/pages/Grand-TheftAuto/11075126698?ref=search&sid=1678680028.2955837152..1 80 ‘Marketing Management’ – Kotler & Keller (p. 585) 81 ‘It’s Rated R – and under-age kids are lining up’ – Bruce Orwall (Wall Street Journal) 79 24 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC their product, and build credibility. Journalistic material and information resulted in ratings, reviews, and exclusives. Admittedly, there were cases where Rockstar did not seem prepared. The ‘Hot Coffee’ scandal resulted in clearly pointing out that Rockstar could have handled the situation a lot better than they did, leading to question the extent to which Rockstar were aware of the issue before it flared up. It is clear, however, that being part of an industry where hype is important for sales, Rockstar maintained close working relationships with the media. According to the liberal pluralist perspective, the media controls what is published and therefore are not subject to direct influences. The critical theory perspective, however, implies that the media is influenced by the information they are given and therefore their sources have some control over what is published. Combining both perspectives rationalises the view that good media relations results in good publicity. Reviews and exclusives are very important in building hype, and the only way reviews and exclusives exist are if the journalists are kept informed. The article ‘PR and the Game Media: How PR Shapes What You Think About Games’82 suitably supports the assumption that the PR team supplies the necessary information and material to journalists. Furthermore, based on comments made by former PR rep Todd Zuniga in the same article, Rockstar Games seemed to have a rocky relationship with the media; ‘Our bosses tried to intimidate us into doing everything we could—it was total mental warfare. The big guys knew in their hearts that we couldn't change a journalist's mind, but they still pushed hard for us to try, just in case we could (…) Retaliation against the press was common practice at the house that Grand Theft Auto built. “That's all we ever did at Rockstar,” says Zuniga. “Even the lamest line of text that didn't praise the game would be viewed as a sleight. If a preview read 99.9% positive, they'd labor over how to 'fix' that .1%. It was ridiculous and frustrating. 'Ban IGN, let's go with 1up! Wait, 1up said something .2% bad—ban 1up! GameSpot's already banned—what now?' It just felt like the blind leading the blind.”’83. Apparently, if they could not control the media, they did not communicate with the media. To some extent, this behaviour indicates the blunt and raw nature of the company’s corporate personality, and also illustrates how Rockstar Games was very concerned about media control. Clearly Rockstar Games had some influence on the media agenda, which begs the question of to what extent? As a former PR rep for the company, Brian Baglow84 admitted that he wasn’t sure he believed the whole controversial show wasn’t just a part of the entire PR strategy. He is quoted as saying, ‘Then the publishers hired Max Clifford and it all kicked off. I’m still trying to work out whether he came to fight 82 ’PR and the Game Media: How PR shapes what you think about games’ – Robert Ashley and Shawn Elliott (Gamasutra) 83 ibid 84 ‘Making a Killing’ – Iain S. Bruce (Herald Scotland) 25 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC the firestorm or to start it’. The article, ‘Making A Killing’ by Iain S. Bruce, goes on to say that according to marketing experts Golley Slater there are very few accidents in marketing and that if a pedigreed company like Rockstar Games started generating controversy, it was on purpose. With their long history as a publishing firm, Rockstar Games, has in modern times become known as a company that can turn controversy into sales, and has done very well doing so. The marketing experts further state that ‘The Manhunt 2 debate has generated a level of publicity it would cost millions to buy, and I’d be amazed if this wasn’t part of a carefully planned long-term strategy’. An article85 discussing the history of GTA further implies that marketers and publicist Max Clifford had orchestrated the media outburst with the intention of targeting young males. It would appear that Rockstar Games’ strategy has been to throw a blanket of controversy over their games, as the GTA series has generated just as much if not more publicity as its sister series, Manhunt. The company personality they have built seems to serve as an umbrella brand to represent their products. 5 CONCLUSION The thesis statement questions the validity of the claim that GTA’s success was in part due to the controversy that surrounded the games. Based on the theoretical discussion and analysis, the conclusion that can be drawn is the following: The generated controversy was part of a greater PR/marketing tactic. Rockstar Games’, and GTA’s, brand personality is implicitly consistent with the observable PR/marketing strategy. The brand personality played a role in creating WOM and buzz marketing as well as relating to consumers on a personal level. Violence and explicit themes in video games can be directly compared to the popularity of action films, in which violence is the key driver of sales86. The games are targeted towards a predominately young male demographic, and with the proliferation of the Internet, peer-to-peer WOM is only natural. Combined with the fact that WOM and buzz marketing results in generating desired amounts of hype and publicity, it can be assumed that the game sells itself on a functional yet emotional level as it follows the stages of increasing awareness and recognition. WOM and buzz marketing also have the ability of shaping attitudes and opinions through the popular belief that it is objective, and can have a significant influence on end purchase. Aforementioned, WOM and buzz marketing can be to some extent managed by an intelligent PR strategy. When considering the amount of media transparency a company has (especially in the 85 86 ‘IP Profile: Grand Theft Auto’ – Develop-online.net ‘The Business of Media Violence’ – Media Awareness Network 26 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC entertainment industry), it is clear that stories leaked to the press may not necessarily be unintentionally released. In this way, a PR team like the one at Rockstar’s can easily control hype buildup, as well as company image. As Brian Baglow concluded in his statement about Rockstar, the role of Max Clifford was not to staunch the flow of controversy, but to lend a helping hand. Max Clifford is known for his eccentric methods, and he is also known for having expertise knowledge in what he does. The use of outraged parents, politicians and the right wing press as branding vehicles, saturated the media with controversy and served to increase awareness and brand recognition. The controversy generated by GTA and Rockstar Games resulted in notoriety, image/personality conception, awareness, recognition, publicity, and helped in shaping an extremely loyal fanbase. Inevitably, controversy sells. To reiterate this in the words of Oscar Wilde himself, ‘The only thing worse than being talked about is not being talked about’. 27 BA Thesis 2010 Supervisor: Eva Aas Søndergaard 6 Josephine Yang Nielsen BAMMC LITERATURE TVTropes. “No Such Thing As Bad Publicity.” TVTropes.org. N.p., n.d. Web. 16 Mar. 2010. <http://tvtropes.org/pmwiki/pmwiki.php/Main/NoSuchThingAsBadPublicity>. Armstrong, Rebecca. “The Big Question: What is Grand Theft Auto, and why does it cause such controversy?” The Independent. Independent News and Media Limited, 29 Apr. 2008. Web. 16 Mar. 2010. <http://www.independent.co.uk/life-style/gadgets-and-tech/features/the-big-question-what-isgrand-theft-auto-and-why-does-it-cause-such-controversy-817246.html>. Kushner, David. “The Road To Ruin: How Grand Theft Auto Hit the Skids.” Wired 29 Mar. 2007: n. pag. Web. 16 Mar. 2010. <http://www.wired.com/gaming/gamingreviews/news/2007/03/FF_160_rockstar?currentPage= all>. Wikipedia. “Grand Theft Auto (series).” Wikipedia.org. Wikimedia Foundation Inc, 20 Mar. 2010. Web. 20 Mar. 2010. <http://en.wikipedia.org/wiki/Grand_Theft_Auto_%28series%29>. JackThompson.org. Main page. Welcome To JackThompson.org – An Open Source Project. N.p., 2007. Web. 22 Mar. 2010. <http://www.jackthompson.org/>. Kersten, Katherine. “Grand Theft Auto’s heist of the American character.” StarTribune.com. Star Tribune, 4 May 2008. Web. 22 Mar. 2010. <http://www.startribune.com/local/18538584.html>. BBC News. “Sex controversy over GTA game.” BBC NEWS. BBC, 11 July 2005. Web. 22 Mar. 2010. <http://news.bbc.co.uk/2/hi/technology/4671429.stm>. Totilo, Stephen. “GTA sex scandal changing how industry looks at modders.” MTV News. MTV Networks, 27 July 2005. Web. 23 Mar. 2010. <http://www.mtv.com/news/articles/1506530/20050727/story.jhtml>. GTA4.net. GTA Network.com, 2009. Web. 1 Apr. 2010. <http://www.gta4.net>. Snider, Mike. “The rest of the story: GTA: The Ballad of Gay Tony” USA Today. Gannett Co. Inc., 31 Aug 2009. Web. 1 Apr. 2010. <http://content.usatoday.com/communities/gamehunters/post/2009/08/the-rest-of-thestory-gta-the-ballad-of-gay-tony/1> Bruce, Iain S. “Making A Killing” Herald Scotland. Herald & Times Group, 23 June 2007. Web. 1 Apr. 2010. <http://www.heraldscotland.com/making-a-killing-1.827686> Nuttal, Chris. “’Grand Theft IV’ smashes sales records.” FT.com. The Financial Times Ltd, 8 May 2008. Web. 8 Apr. 2010. <http://www.ft.com/cms/s/0/262d01fa-1c97-11dd-8bfc-000077b07658.html> 28 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC Pickton, David; and Amanda Broderick. Integrated Marketing Communications. 2nd ed. 2001. Essex: Pearson Education Limited, 2005. Print. Tench, Ralph; and Liz Yeomans. Exploring Public Relations. Essex: Pearson Education Limited, 2006. Print. Solomon, Michael; Bamossy, Gary; Askegaard, Søren; and Margaret K. Hogg. Consumer Behaviour: A European Perspective. 3rd ed. 1999. Essex: Pearson Education Limited, 2006. Print. Kotler, Philip; and Kevin Lane Keller. Marketing Management. 13th ed. 1997. New Jersey: Pearson Prentice Hall, 2009. Print. Devereux, Eoin. Understanding the Media. 2nd ed. 2003. London: SAGE Publications Ltd, 2007. Print. Ashley, Robert, and Shawn Elliott. “PR And The Game Media: How PR Shapes What You Think About Games.” Gamasutra 9 Aug. 2007: 5. Web. 14 Apr. 2010. <http://www.gamasutra.com/view/feature/1542/pr_and_the_game_media_how_pr_.php>. Grunig, James E., et al. “Models of Public Relations in an International Setting.” Journal of Public Relations Research 7.3 (1995): 163-186. Grunig, James E. “Theory and Practice of Interactive Media Relations.” Public Relations Quarterly (Fall 1990): 18-22. L’Etang, Jacquie, and Magda Pieczka. Public Relations: Critical Debates and Contemporary Practice. New Jersey: Lawrence Erlbaum Associates Inc, 2006. Print. L’Etang, Jacquie, and Magda Pieczka. Critical Perspectives in Public Relations. London: International Thomson Business Press, 1996. Print. Speed, Julien. “More bang for your PR buck.” ADMAP Jan. 1999: n. pag. World Advertising Research Center. Web. 15 Apr. 2010. Barnham, Chris. “Instantiation: Reframing brand communication.” International Journal of Market Research 50.2 (2008): 203-220. World Advertising Research Center. Web. 21 Apr. 2010. Heath, Robert. “Low involvement processing – a new model of brand communication.” Journal of Marketing Communications 7 (2001): 27-33. ProQuest 5000 International. Web. 21 Apr. 2010. Pandey, Anuja. “Understanding Consumer Perception of Brand Personality.” The IUP Journal of Brand Management VI.3-4 (2009): 28-49. ProQuest 5000 International. Web. 22 Apr. 2010. Maehle, Natlia, and Rotem Shneor. "On congruence betwen brand and human personalities." Journal of Product & Brand Management 19.1 (2010): 44-53. ProQuest 5000 International. Web. 22 Apr. 2010. Thomas Jr., Greg Metz. “Building the buzz in the hive mind.” Journal of Consumer Behaviour 4.1 (2004): 6472. EBSCO. Web. 23 Apr. 2010. 29 BA Thesis 2010 Supervisor: Eva Aas Søndergaard Josephine Yang Nielsen BAMMC Mazzarol, Tim; Sweeney, Jillian C.; and Geoffrey N. Soutar. “Conceptualizing word-of-mouth activity, triggers and conditions: an exploratory study.” European Journal of Marketing 41.11/12 (2007): 1475-1494. Emerald Insight. Web. 23 Apr. 2010. Wikipedia. “Succès de scandale.” Wikipedia.org. Wikimedia Foundation Inc, 16 Mar. 2010. Web. 28 Apr. 2010. < http://en.wikipedia.org/wiki/Succ%C3%A8s_de_scandale>. Orwall, Bruce. "It's Rated R - and under-age kids are lining up." Wall Street Journal [New York] 6 July 1999, Eastern ed.: A17. ProQuest 5000 International. Web. 2 May 2010. Develop-online.net. "IP Profile: Grand Theft Auto." Develop. Intent Media, 5 Mar. 2008. Web. 2 May 2010. <http://www.develop-online.net/features/142/IP-profile-Grand-Theft-Auto>. Media Awareness Network. "The Business of Media Violence." Media Awareness Network. N.p., 2010. Web. 4 May 2010. <http://www.media-awareness.ca/english/issues/violence/business_media_violence.cfm>. 30
© Copyright 2026 Paperzz