Commercial Influence on the Video Game Industry: Symbiotic Relationships and Their Effects Thesis by Viktoriia Stepanova Submitted in Partial Fulfillment Of the Requirements of the Degree of Bachelor of Art In Communication and Mass Media University of New York in Prague Empire State College 2016 Reader: Dr. Todd Nesbitt Acknowledgements I would like to express my sincere gratitude to the following people: Dr. Todd Nesbitt, my mentor and teacher, for his lessons, advices and consultation, which helped me to complete the thesis. Professors William Pattison and Ciaran Kelly, my teachers, who opened me a new world of marketing and advertising. My parents, especially to my grandfather, who offered me an opportunity to study and finish my education. 1 Table of Contents 1. Introduction………………………………………………………………………….1 2. The interactive entertainment industry………………………………………………3 2.1 History…………………………………………………………………………..3 2.2 Defining video games…………………………………………………………..7 2.3 Types of video games …………………………………………………………..8 2.4 Genres of video games………………………………………………………….9 2.5 Motivation to play video games……………………………………………….14 3. The financial context of the video game industry………………………………….19 3.1 The growth of the industry……………………………………………………19 3.2 Demographics of video game players………………………………………...21 3.3 Traditional and new ways of funding...………………………………………..22 4. Advertising in the video game industry……………………………………………...25 4.1 History…………………………………………………………………………25 4.2 Types of advertising………………………………………………………….. 27 4.3 The aim of advertising and how it works……………………………………...30 5. Problems with advertising in the video game industry………………………………34 5.1 Influence on children…………………………………………………………...34 5.2 Influence on consumer buying behavior……………………….………………36 5.3 Ethical issues…………………………………………………………………...38 6. Regulations…………………………………………………………………………..40 5.4 Current legislations……………………………………………………………..40 5.5 Proposed ideas………………………………………………………………….41 7. Conclusion …………………………………………………………………………..43 1 Abstract This paper consists of examining the video game industry and tracing the development of advertising in video games in order to critically reflect on the nature of the financing of games. It starts with the overview of historical and financial backgrounds of the interactive-entertainment industry associated with the commercialization of video games. Advertising in video games is categorized and analyzed as a potential power that can influence consumer-buying behavior. The paper also focuses on the playing public in terms of its demographics, psychology and motivations to play. Ethical and legislative problems created by advertising in video games are examined and discussed. The paper concludes with possible solutions to these issues. 1. Introduction Marketing makes the world go round. Every-day, new theories, tools and methods are developed to push brands further to reach potential customers. It started with print, moved to radio and TV, and now is interacted in the World Wide Web. At this moment, the Internet is perhaps where most marketing takes place, and it has become a modern concern for many scholars. There are studies about privacy on social media, direct advertisement on Google and YouTube, and individualized content on many digital devices. However, according to the author of The effectiveness of “In-Game” Advertising, Moonhee Yang (2006), there is little knowledge about marketing in traditional leisure activities, such as video games, targeted at both adults and children. Therefore, it is an important topic to study because advertising in video games are a powerful marketing tools, which can influence consumer-buying behavior. Computer video games are supposed to be a leisure activity through which an individual can escape from reality. Bellman (2014) says that for marketers the best time to use their manipulative tools is when a person believes that he or she is safe and cannot be influenced by the outside world. This effect is more likely to appear while playing games. Video games perhaps cannot be considered as a pure leisure activity anymore because they have become a “gold mine” for marketers. Computer and video games have become a part of everyday life in the same way as television. However, it is a completely different type of entertainment tool. For many years, games were considered a product that could be purchased and used. Later, with the development of a new model of game play and more players, video games are no longer products but perhaps can be considered mass media themselves. There are various reasons why video games are so popular and powerful. Unlike TV, music or 1 print media, games are more engaging and require listening, watching and moving. Most of the senses are busy and the player is going deep into the virtual world. Video games have been studied from different perspectives, in particular their violent content. It is still debatable what effect video games have on children’s and adults’ behavior, criminal activity and tendency to commit violent acts. However, it is important to study how marketers turned video games into a tool to influence consumerbuying behavior. This concept is also not easy to answer due to the different methods and types of researchers who contributed to this topic. The term advergaming is designed to describe the combination of advertisement and computer or video games (Gross, 2010). In other words, advergaming is the process of including advertising messages by a brand in online or offline video games. There are three different types of advergaming: in-game advertising, advergames, and through the line advertising. This industry is based on entertainment that allows for the creation of the interactive gaming process with a designed advertising message to reach potential customers (Buckner, 2002). Both, the industry of video games and the number of players increase dramatically each year. The video game industry develops and creates new platforms, means, ways to play and gains more users and potential customers. Since 2009, spending in worldwide video games advertising increased from 1.42 billion U.S dollars to 4.92 in 2016 (PwC, 2014). The purpose of this paper is to analyze the role of advertising in contemporary video games in order to understand the symbiotic nature among the marketing industry, game creators and the game playing public. This will be done through examining the financial context of the industry, the playing public and historical background of video games. 2 2. The interactive entertainment industry The influence of advertising in video games cannot be discussed without providing an overview of the interactive entertainment industry’s main characteristics. This chapter will specify the historical background of video games by tracing the beginning of the commercialization of games. It will also define video games and their main elements. Lastly, a classification of video games will be presented to specify genres for further analysis from a marketing perspective. 2.1 History The interactive entertainment industry, also referred to as the video game industry, originated in the early 1950’s. The creation of early games is associated with the development of the computer industry as that was the fundamental platform for development. As Ceruzzi, a historian in computing and aerospace claims, that after the Second World War researchers were able to program computers with the ability to process different tasks, which influenced big companies like IBM and Ferranti to sell computers to households, universities, organizations and corporations (Ceruzzi, 2004, p.14-47). Because of the spread of early computers, the interactive entertainment industry started to develop and create new types of games. However, early computer games were different to present ones because developers did not create them only for entertainment purposes (Smith, 2014). Most of the early computer games carried an educational role in the form of trainings, instructions, research applications and programs. The aim of video games was to make information more enjoyable and easy to receive. Computers were created to solve problems and help industries process tasks faster; therefore, scientists did not see them as a “fun” tool. 3 Moreover, computers were expensive machines with limited memory and slow working speed. These obstacles influenced the early game developers to concentrate on useful aspects of a game rather than the leisure aspect. In the history of the computer game industry, the earliest and perhaps the most influential game is called Spacewar! (Graetz, 1981). According to Graets, who was in the team of Spacewar! developers, the creation of this game is due to university students who were allowed to create not science related tasks for computers. The story of the game was based on science fiction and displayed a fight between two spaceships. A gamer controlled a spaceship with a custom-built control box. It became a very popular game among MIT students. Many other students started to create simple games such as puzzles and quests, but they were not commercialized at that moment. However, the idea of having a computer for gaming purposes started to spread. The evolution of computers did not stop; on the contrary, even though the price was high they became more available to the public. In 1970, the coin-operated games experienced its peak of popularity (Kocurek, 2012: 3-6). The coin-operated games, or arcades, are special electro mechanical games that can be activated by inserting coins, tokens or special counters. These games are designed mechanisms that allow a gamer to use buttons, levers and other tools to play. Some young engineers like Nolan Bushnell and Ted Dabney had the idea to combine computer and coin-operated games together. Inspired by Spacewar!, they created ComputerSpace with nearly the same concept. The market for coin-operated games and new created arcades took its own path and started to growth. On the other hand, such interactive medium as televisions attracted Sanders Associates, which was the early contractor developing and making various electronic systems 4 (Langshaw, 2014). After a few years of experience with video games and television sets, they produced the first video game console named Magnavox Odyssey. This system included dozens of games: racing, shooting and sport games. Nonetheless, the poor quality of these games and their limited technologies only inspired other developers to start similar projects. Pong is often referred to as being the first commercial success of a video game (Kocurek, 2012: 6-7). This game was a combination of tennis influenced by video game console and ComputerSpace influenced by coin-operated machine. The developers Bushnell and Dabney decided to enter the market with Pong in 1972. Around 70,000 video games were sold in 1973, that was the beginning of video arcade game industry. The arcades started to spread around cafes, restaurants, shopping malls and other public places, but the industry itself was not big. In the same way as the original Pong copied its idea from video game console, Atari was influenced by Magnavox Odyssey and produced Home Pong with a more modified version of a console (Ellis, 2004). Other companies started to follow the same path and the industry grew. In the U.S. the market was able to sell 350,000 systems in 1975 and 5-6 million in 1977. Regarding mainframe computers, it became easier to transfer information from one device to another. Programmers and developers were allowed to exchange ideas, information and even codes. Therefore more video games were produced. However, mainframe computers were slower than home consoles and arcades because of the lack of displays, limited graphics and memory (Dreher, 2014). These games were still orientated on puzzles and strategies, which were also entertainment. Moreover, mainframe computers had another advantage: the ability to connect with other 5 computers around the world. Gamers could connect and interact with each other as part of the game, and in 1979 the first RPGs were developed, such as Avatar. Moving forward in the history of interactive entertainment industry, the most innovative years are surely the 1990s. With the development of technologies and better characteristics for computers, consoles and mobile devices it became easier to make games more interactive, interesting and relaxing. New genres of video games were created and more people enjoyed them. Because of the growing popularity of home consoles and computers, there was a decline in the arcade games industry. The gaming industry started to interact with other types of media and entertainment. Due to criticism over the violence in games, it was necessary to have legislative control. As a result of this, the Interactive Digital Software Association was created. This organization categorizes games in terms of violent and controversial material according to Nonprofit Report. The main feature of games from 1990’s onward was 3D technology that enabled computers and home consoles to produce colorful content that arcades could not achieve. The handheld game console became popular due to the advanced technology of television. In 1989, Nintendo launched GameBoy that was a success and a sign of progress for game consoles. In 1994, another generation of consoles entered the market: Sega Saturn, Sony PlayStation and the PC-FX. As a result, in the U.S. market, Sega and PlayStation consoles started to become competitors of Nintendo and the race for the widest variety of games and most advanced technologies begun as it mentioned in Soaring into 1989. For instance, there was a huge progress of 3D games and cartridges were replaced by CDs that made the gaming process easier and more exciting. 6 However, the main improvements happened with PC gaming. Technologically advanced computers could provide a good quality of sound and visuals for games. In 1990s, the distribution of computer games was different. For example, potential gamers could purchase a beta or a short version of a game before buying the full version if they liked it (Shanna, 2004). The programmers even distributed CDs for free to make people play computer games. When new genres originated, it led to the great variety of types and styles of PC games. Besides that, a completely new type of games was launched. The spread of mobile phones was associated with “time killer games” that were simple and short. They became popular and each major phone brand included some games in their devices. (Quandt, 2015). The first video games could not predict the success of this industry. However, the video game industry has progressed dramatically. The advancement of technologies that are able to create completely unique gaming experiences has made it possible for video games to become one of the main types of leisure activities. 2.2 Defining video games There is a controversy about how to define video games. Some theorists say that a video game is a product that provides some activities that use electronic devices and tools (Ole, 2009). On the other hand, other theorists argue that video games are a form of art. However, human interaction with an electronic program that generates visual and/or audio feedback on a device’s monitor or screen is called a video game. The systems and devices that allow a person to play video games, for instance, handheld consoles, computers, mobile phones, arcades, smartphones and tablets are called 7 platforms (Belanger, 2014). Personal computer (PC) games are played on computers connected to monitors allowing users to store, use and purchase games online. Console games also use a monitor to connect with a device usually created by a company for entertainment purposes. These consoles are special branded electronics. Handheld games are devices with small screens, buttons, joysticks or other types of controllers; they display the game on a device. In 2000, a completely new gaming platform was created through the World Wide Web browser that allowed users to play games from different platforms (Belanger, 2014). For example, online games could be played on a smartphone, a tablet or a computer with access to the Internet. In order to work, each game requires a controller. These are keyboards, joystick, buttons, mouse, dance pads and light guns, to name a few. 2.3 Types of video games Moreover, there are different types of video games varying both in purpose and in genre. (Raessens, 2005). Casual games are easy to understand, access and play; for example, card games such as the well-known Solitaire. These games are programmed to be played on personal computers, small electronic devices and web-browsers. Serious games transmit and create relatively meaningful information. These games vary among different demographics and for different purposes such as entertainment. Serious games may include elements of other genres and carry some social meaning or message. Also, these games can be used as simulators or lessons for workers and students. For example, arcade machines can be used to practice driving skills. Besides that, there are tactical and logical games that are designed to train professionals. 8 Finally, there are educational games which are quite different from serious games. In 2009, the U.S. president, Barack Obama, started a campaign: “Educate to Innovate” (2013). The aim of this program was to create new interactive video games for technological, mathematical and science students. These video games offered students new ways of studying. Usually, the orientation of this game is to present difficult information in a simplistic, entertaining manner so as to make it easier to process. 2.4 Genres of video games Besides being divided by its purpose, video games can also differ according to their genre. According to Adams, who is a freelance game designer and has written books on genres, there are six important video game genres: action, action-adventure, adventure, role-playing, simulation, and strategy (Adams, 2013). In addition, there are subgenres which do not have massive production as main video game genres but should be mentioned nonetheless. Action games The first genre is action game that creates a challenge requiring some physical reaction from a gamer (Adams, 2014). Often, a gamer controls an avatar within a game, but his or her purpose can vary according to the idea of the game: fighting with enemies, searching for objects, trying to escape or solving problems. One element of the action game genre is that the gamer is required to win one level in order to proceed to another. However, some arcade games do not have a limits for the amount of times a player can play a level. In fact, a gamer can only improve his or her score during each game session. Most of the time, a player needs to survive and save lives in order to level up. The main attribute of the action game is gamer’s the eye-hand coordination and fast 9 reaction. The action game can be combined with other game genres, such as puzzles or racing, but a physical challenge should play the most important role. The action game can be divided into various subtypes according to the game’s content. Platform games or platformers require a character to defeat enemies, survive through obstacles, collect objects and jump to reach the end of a level in a vertical threedimensional setting (Adams, 2014). For example, the very popular game Super Mario Bros. is a platform action game. In Shooter games, a player shoots enemies with the help of different tools. The playing can be made from the first person or the third person perspective. Some of these games are criticized for involving too much violence, but still, these games are popular, for instance, Doom and Half-life. The other type of violent content is presented in fighting games that require gamers to fight during combats using multiple attacks to defeat enemies. The popularity of these games declined suddenly in 1990’s, after a few years of being in high demand. Adventure games The adventure games differ from action games in types of challenges. The character should solve puzzles, interact with objects, people and the environment in a non-battling way. The adventure games are similar to adventure movies because they also have some storyline or context, therefore they appeal to different types of players. Moreover, these games do not require any physical challenge or time management. Text and graphic adventures are the first types of adventure games. They were simple to play because players could only input text commands. With the text adventures, a player had to write a command in one sentence to move further in the game plot. In graphic 10 adventures, players could input text that had been visualized on the monitor. However, the development of the point-and-click ability erased this gaming style. Visual novels are games with non-linear storytelling. A player has to choose between the different answers and actions that can lead him or her to a variety of plots and endings. These games are more popular in Japan and most of them contain anime style visuals. An interactive movie game is a game with an already created full-motion movie or cartoon with linear sequences. The player is only allowed to make a limited number of moves and decisions. The last type of an adventure game is the real-time three-dimensional adventure. These types of games are similar to the interactive movie because they have a predefined plot. However, the character has more freedom and different types of physical behaviors which can lead to the end. Action-adventure games Action-adventure games combine both of the previous genres. These games are designed to allow a player to choose and make several actions, such as fighting with enemies, solving puzzles, staying alive and survive through obstacles. Due to combination of genres, there are survival horror games, which are actionadventure games. They combine the idea of horror movies with adventure games with the aim to scare players and focus on mysterious elements of the storyline. Role-paying video games (RPG) Another major game genre is role-playing video game (RPG) or computer role-playing game (CRPG). The idea of the game is to control the actions of a character in a virtual world (Rollings & Adams, 2003; p. 248-347). Often, the storyline concentrates on a 11 character that uses magic, weapons or other skills to move forward in the game. The RPG games are more likely to be played online where gamers can interact in a virtual world to level up and communicate with other characters. Moreover, a gamer can make his or her independent choices and develop characters in multiple ways. The RPG games can be tactical, cultural and sandbox meaning that a gamer can have an absolute freedom in playing and making decisions. The action RPG games combine action and action-adventure games. They feature combats and collecting objects. Massively multiplayer online role-playing games (MMORPG) differ from regular RPGs in the way that they require completing quests and developing characters with another hundred players online. The most popular example of such games is World of Warcraft which is also referred to as a pay-to-play game. Simulation games Simulation games are orientated in creating fictional or virtual reality where some aspects of life are simulated. Most of the time, simulation games do not have any other goals besides developing a virtual reality according to the player’s choices (Saunders & Severn, 1999, p. 20-30). There are three attributes of simulation games: strategy, planning and learning. There are construction and management simulation games (CMS), which require a player to build, explore and expend projects or resources in a virtual reality. These games can simulate business, city life or governments. The life simulation means controlling the entire life and actions of a virtual character. One example of these types of games is the social simulation game called The Sims. 12 Another type of simulation game is the vehicle simulation, which is often used for training and dealing with special projects. There can be a fight, a flight, a combat or a racing simulation with a player pretending any physical actions by using special gaming tools or a regular mouse and keyboard. Strategy games The strategy game genre (Rollings & Adams, 2003; pp. 321-345) simulates situations where a player has to use his/her thinking and planning skills to achieve goals or to defeat enemies. There is an interesting type of strategy game called 4X meaning: eXplore, eXpand, eXploit and eXterminate. These games cover a large period of time when a player can create his or her own world and play it out. Real time strategies (RTS) are played online with real or computer created opponents (Geryk, 2011). The goal of a game is to make decisions and maneuvers that will help defeat an enemy. A player can control certain positions and objects on a map and lead them to success. Another type of strategy is the massively multiplayer online real-time strategy games (MMORTS), which differ from regular strategy games due to the big amount of online co-players and the ability to choose a character in an imaginary world, usually a general, a king or a warrior. Finally, the multiplayer online battle arena is a game with the objective of destroying the opponent’s object by using different tactics and teamingup with other online players. These games became very popular in 2010 with the launching of Dota, League of Legends and Warcraft III. These are the main and most popular genres of video games. It should be mentioned that the development of programming technologies allows different genres to combine and cooperate making it challenging to identify one single genre. Moreover, there are video games with small subgenres that can be differentiated depending on the 13 researcher such as; sports games, advergames, music and logic games. Finally, the variety of platforms made it possible to play any genre on any device a player prefers. 2.5 Motivation to play video games What makes video games so attractive? This question might be answered with the help of basic communication theories such as the Uses and Gratification theory and the Social Entity effect theory. There are various psychological reasons that motivate the public to play video games. The interactive model of a video game makes this media a powerful tool that can influence not only the individual but also society on multiple levels. Uses and Gratifications theory The Uses and Gratification theory studies why and how the public uses specific media to satisfy individual needs (Severin & Tankard, 1992, p. 3-20). In their research, Video Game Uses and Gratifications as Predictors of Use and Game Preference, Sherry, Lucas, Greenberg, & Lachlan (2006) use empirical research to study the traits of use and the effect of video games. They identified six dimensions of video game use: arousal, challenge, competition, diversion, fantasy and social interaction. Arousal refers to the increased emotional state in response to the fast reaction and eye movement required in video games. Challenge means playing video games in order to improve skills and achievements. Competition was the most cited motive for playing, meaning that a player has a desire to dominate other players and be higher in the gamers’ hierarchy. Diversion is mentioned as a way to escape from every day’s stress and problems and lack of other entertainment activities. Fantasy is a trait that helps people do activities in video games that they cannot do in real life, such as racing, flying 14 and using magic. Finally, social interaction was another main motive to play games. Participants explain that games help them interact with friends and peers and learn more about them. The study shows that for college students “among all respondents, the top reason on a scale from 1 to 7 for playing video games was Challenge followed by the Competition, Diversion, Arousal, Fantasy, and Social Interaction” (Sherry, Lucas, Greenberg, & Lachlan, 2006, p. 220). This research tried to examine video games as a part of communication theory of the Uses and Gratification. However, the reasons for playing outlined in this research have some similarities with psychological studies on video game usage. Social entity effect According to the famous researcher James Potter, who has a Ph.D. in Communication Theory and has written various books in the field, “mass media effect is a change in an outcome within a person or social entity that is due to mass media influence following exposure to a mass media message or series of messages” (Potter, 2011, p. 904). The relations between media effects and video games can be explained with the help of social entity, meaning a set of informal and formal relationships of individuals. Informal collection is a building of social group with inner relations during the time of a media exposure. In contrast, formal groups have some structure and history within them from the past. Massively Multiplayer Online video games are an example of formal and informal collections. The media effect of video games should be studied at the individual and at the social level so as to solve problems related to this issue. Also, Potter studies how video games influence the level of violence in children. Even though there is a difference between exposure to violence and advertising, the basic 15 concept might be similar. Potter researches how video games, as a medium may influence video game players and how strong is the relationship between a game and the psychology of an individual. Cultivation theory Cultivation theory is a hypothesis created by G. Gerbner and later expanded with Gross (Shanahan, 2009). Their research was concentrated on television as a medium that can influence the audiences’ perception of the world and life. The theory claims that people who are more exposed to television are more likely to believe it and think that the information displayed there is real and valid. Gross and Gerbner researched how more frequent television-watching can influence the attitudes of the audience. The cultivation theory studied two levels: the first level, or order, is a belief that television may create, the second order is an attitude created by a belief. This theory was used to study violence caused by video games, but some basic notions of the cultivation theory might also be applied to advertising in video games. The hypothesis extrapolated from the cultivation theory often claims that television does not create a new attitude; instead, it reinforces already established ones. This idea and some results from the experiments connected to this concept might be applied to advertising in video games. In the same way as television reinforces the audience’s attitudes towards crime and violence, video games are also able to reinforce the player’s consumer buying behavior. Some researchers found that video game players are better able to recall brands seen in a game if they knew about it before. That means that the video game just reminded them about the brand. This leads to the idea that cultivation theory exists in a video game scale reinforcing attitudes towards advertised brands and products. 16 Psychological motivations From a psychological point of view what makes a game so enjoyable and interesting to play? According to Ben Revees (2012), researchers started to ask questions about why games are so attractive to the public. He refers to Scott Rigby, who has a Ph.D. in clinical and social psychology, who explained three main needs for playing video games in the book Glued to Games: How Videogames Draw Us in and Hold Us Spellbound (Gee; 2012). The first need that is satisfied by games is a need for competence, meaning that a player wants to have control over the situation and be superior. In real life, it can be difficult to achieve some goals while video games provide an opportunity to defeat enemies, collect money and level up in a less challenging way. The second need described by Rigby is autonomy. This is the wish to be independent and able to control one’s actions. The games that are oriented on this need are so popular because a character can choose between different actions within a game, for instance Grant Theft Auto games. The third need is relatedness. In other words, individuals desire to be related to a community or feel understood by others. The gamer’s community and online social games provide an opportunity to relate and be significant in some aspects. The research showed that people feel related to unreal characters while playing. These needs have always been required for healthy individuals because they can be achieved with the help of family, friends, work, sport and hobbies. However, games are more attractive and enjoyable. Moreover, it is easier to escape into virtual reality where a player can achieve some goals faster than in to real life. Another researcher Andrew Przybylski compared gaming to working and came to the conclusion that playing is very similar to working (Ryan, Rigby and Przybylski, 2006). 17 Gamers feel more rewarded by making choices and actions in a video game rather than being paid in real life. The system of playing allows games to be more enjoyable and interesting to manage because players are immediately aware of right and wrong actions and can go back to change them. Another interesting fact is that games are a progressive tool for studying and learning. Some video games can be a powerful tool for education and business trainings. Even some violent games, which often appeal as controversial, for instance The Assassin’s Creed series, can teach history. In the same way as learning about the past, some video games improve the present as they can train reaction and other physiological and psychological aspects. It is without a doubt that games attract more players because it is an enjoyable and interesting leisure activity. They are appealing even on a psychological level, offering people success that cannot be achieved in a real life. Therefore, virtual reality can have more power than real life on a gamer’s choices as it looks more desirable and less dangerous. Moreover, the ability to control unconscious while playing is a subject to study. Therefore, in-game advertising may be a powerful tool, which can influence consumer-buying behavior. It is important to define video games from the theoretical point of view. The classification of video games genres helps to identify the most popular types of games and what elements attract players. The understanding of communication and psychological theories looking into what motivates people to play and helps to explain the popularity of the video game industry. The history of the interactive entertainment industry provides a full explanation of how video games became a commercial project. 18 III. The financial context of the video game industry After describing video games from a theoretical perspective, an analytical investigation of the growth of the interactive entertainment industry should be provided. Moreover, it will answer such question as: “Why video games are popular?” and “Who plays them?’. Finally, traditional and new ways of funding the industry will be discussed to show the role of advertisement and provide predictions for the industry. 3.1 The growth of the industry In the beginning, the interactive entertainment industry or video game industry was not a commercial project. The growth of this business is associated with the game PONG produced by ATARI when 12,000 of arcades were sold (Klein; 2009). As PONG became available at home, because of consoles, the sales went up to 150,000 in 1975. Since then, the commercialization of “fun” industry started to spread and grow reaching high numbers. After the success of arcade games and home consoles, the video game industry started to produce games in response to different demands. With the help of technologies and three-dimensional system, programmers were able to create games which satisfy different needs of various types of players (Zackariasson & Wilson, 2012). In 2008, the video game industry showed that despite the decline in the global economy, its business could grow in numbers. In comparison with the Hollywood movie production, the new launched game Grand Theft Auto IV raised more than $500 million worldwide during its first week, which is higher than Spider-Man 3 and The Pirates of the Caribbean (Zackariasson; 2010). According to The Entertainment Software Association (2008) that produced reports about the sales and demographics of the video game industry, 65% of American households played video games at least ones in their 19 life. Moreover, in 2006, computer and video game sales were $7.4 billion, which increased to $9.5 billion in 2007. The same research was made in 2016 by the Entertainment Software Association showing that 63% of American households have on average one person who plays computer games at least three hours per week. Regarding the sales, $16.5 billion were earned by the video game industry in 2015 in the U.S. only. The total spending of the gaming industry was $23.5 billion, including content, hardware and accessories for games. This dramatic change can also be associated with the production of game consoles that can be used for other activities besides gaming such as watching TV, reading and browsing the Internet. Also, statistics show that the bestselling video game genres were shooters and actions such as Call of Duty: Black Ops III and Madden NFL. For computer games based on units, the most sold genres were simulation and casual games like The Sims 4 and Fallout 4. Finally, there are three top genres, which are played on wireless or mobile devices. The PricewaterhouseCoopers (PwC) research center predicts a favorable growth for the game industry. From 2016 to 2020 the video game industry is expected to grow by 4.5 percent per year worldwide and increase from $71.3 billion to $90.1 billion. In the U.S., it is predicted that the video game business sector will grow faster than TV, music, cinema and book entertainment industries, however, it will grow slower than Internet ads and out-of-home advertising. This success can be associated with the development of technologies such as virtual reality and more available computers and mobile devices. Therefore, the video game industry is an interesting business sector that attracts marketers and advisers who use this growth for their own purposes. 20 3.2 Demographics of video game players The variety of people who play video games them increased with the development of different types of video games. A few decades ago, video games were associated with teenagers’ and children’s activities only, but this stereotype has been broken. According to Zackariasson, “baby boomers” was the first generation which enjoyed and contributed to the video game industry. After them, the generation G was even larger and grew faster including both male and female players. In reference to The Entertainment Software Association and its report its 2008 report, the average game player’s age is 35 while 25% of players are under 18, 49% are between 18-49 and 26% of gamers are 50+. The gender division between video game players is quite small with 40% females and 60% males. However, the statistics show that women are more likely to play after turning 18 and older. In 2016, the situation did not really change. Still, the average age is 35 and the distribution between genders is 41% against 59%. One significant innovation is that games became more social. In fact, 49% of gamers play social games and “53% of the most frequent game players feel video games help them connect with friends and 42% feel video games help them spend time with family” (The Entertainment Software Association, 2016, p. 6). There are more devices which allow players to connect and play anywhere. According to the statistics, 56% of video game players use a PC for this activity and 53% spend time with game consoles. Also, the games for smartphones and wireless devices attract 36% and 31% of gamers. While being connected to different devices, video game players say that 54% of them play with other people, including 40% of friends, 21% of family members and 17% of parents (The Entertainment Software Association, 2016). 21 The connection between parenting and gaming is noteworthy. Nine out of ten parents require their children to ask their permission or have them present at the time when the game is purchased. Moreover, 95% of parents sometimes or always pay attention when their children are playing video game, and 68% of parents have a positive attitude toward video games. There are five top reasons why parents do not prohibit children from playing, but instead play with them (The Entertainment Software Association, 2016). They say that it is a “fun” activity for the entire family, because their children ask and insist on playing, it is a socializing tool with their children, they can control the content of a game, and lastly some parents simply enjoy playing too. 3.3 Traditional and new ways of funding video games When video games became a commercial product it started to require publishing, funding, marketing and professional development. Research sponsored by the World Intellectual Property Organization reports how the video game industry develops, produces and publishes video games (Greenspan, 2014). The key role in funding a video game is played by a publisher who offers services for a percentage of the revenue or other financial returns. Publisher is required to manufacture and advertise a product with the usage of marketing tools in the same way as in the film and the book industry. Large video game publishers often have a responsibility to distribute games. Referring to large video game publishers, Greenspan states the top ten major companies in video game production. In 2015, there were Sony Computer Entertainment, Tencent, Microsoft game Studios, Nintendo, Activision Blizzard, Electronic Arts, Bandai Namco Games, Kind Digital Entertainment, Nexon and Ubisoft (Statista, 2015). 22 Furthermore, there are independent video game developers who decide to fund and distribute games individually or privately. These game developers have full control over a game. In comparison, publishing companies may interact in a game production but do not have full control. Individual funding allows developers to distribute games digitally and through the author’s desired channels. Finally, an independent publisher can create any marketing messages her/she wishes and find alternative ways of funding such as crowd funding (Jose Planells, 2015). According to Jose Planells, (2015) crowd funding is a new way of getting money for projects and manufacturing products. The idea is that money is coming from potential users, in this case, players. An example of the crowd funding process is a Kickstarter website where game developers present, explain and share their projects with the public. Specific websites for the funding of games are Gamesplanet and Gambitious. The practice of video game crowdsourcing started in 2011 when the Venus Patrol game was able to collect $100,000. However, most of game developers use publishers for their games. The main benefit of working with famous publishing companies is that they are well-known and they will bring brand recognition to the game. Moreover, these publishing houses are able to spend more money on funding and marketing games. Regarding the marketing, top publishers have many advantages. Publishing houses have teams that create and maintain the advertising message. They also have an established relationship with the press and research companies. Besides that, they provide traditional and new ways of distribution, such as Steam, Google Play and Xbox Live. In the same way, publishers help distribute mobile games, which could simply be lost on online markets and shops. 23 Finally, top publishing companies help reach the worldwide market based on corporate experience and knowledge. Some games require different approaches depending of the country. The process of localization is also important for mobile game developers. The new way of game funding is advertisement in video games. This means that marketers use video games and insert their advertisement in them. The research by DFC Intelligence provides information that ads in video games were expected to grow from $3.1 billion in 2012 to $7.2 billion in 2016 (DFC Intelligence, 2011). Looking at the industry from the financial point of view we can better understand how video games became popular and what perspective they will have in the future. It is important to understand why people play video games and what drives them to buy a new game. Traditional and new ways of funding video games provide information about the video game industry as a business sector and how marketing and advertising tools are used in it. 24 IV. Advertising in the video game industry Advertising in video games is a relatively new way of funding games and marketing products. By studying this practice in more depth it can provide a space for discussion. Firstly, the historical background of advertisement in the video game industry will be given. Providing concrete examples will help better understand the path for development. Secondly, types of advertising in video games will be discussed and classified for further understanding. And lastly, the aims and main purposes of such marketing practice will be analyzed. 4.1 History of advertisement in Video Games According to Matthew Eastin, who is an Assistant Professor of communication at the Ohio State University and who has written the Handbook of research on digital media and advertising, video games have been involved in advertisement since its’ creation. It is interesting to note that even coin-operated games had advertisements. The author refers to a Mustang pinball machine that features the new developed Ford car not as an unrelated product placement but as a part of the game. However, even products that are wrong for the context of a game can be successfully included. For example, in 1960, the video game Lunar Lander that presented a textbased simulation with a player as being a pilot typing acceleration values (Eastin, 2011, p.438). In 1973, the Digital Equipment Corporation sponsored the game to show their new graphics terminal. Later, the game gained a new feature - a McDonald’s restaurant appeared if the pilot was able to land on the right spot. After the landing, he would go and order a Big Mac and continue the space trip. In case the player landed wrong, for 25 instance on the McDonalds, the following lines would appear on the screen: “You clod! You've destroyed the only McDonald's on the Moon!”. This is an example of how a brand can be involved in the virtual environment, giving the player the opportunity to experience the product in a unique way. It also gave the McDonalds’ Corporation the idea of using their logo and name in video games. In 1982, McDonalds organized a contest where12000 video game consolers to be used at home for free were given to players. In 1983, Parker Brothers and McDonalds tried to create a game displaying Ronald feeding aliens with shakes, fries and hamburgers and with the aliens biting into the Golden Arches. However, they chose the wrong target audience and only 8-9-year-old players showed an increased interest in McDonalds’ meals (Eastin, 2011, p.439). In 1980’s there were many advergames offered to potential customers. For example, Johnson & Johnson created a game with the Tooth Protector as the main character who protects and defeats Snack Attackers who hurt teeth (Eastin, 2011, p.439). Other interesting example are the modern advergames created by the U.S. military in order to attract boys for recruiting. The American Army is a shooting game that was professionally made and was distributed at recruiting centers for free. In 1983, another big corporation, Coca-Cola, contacted Atari to create a new version of Space Invaders, which was a very popular game during those times. Atari changed the rows of aliens with the letter P, E, P, S, I and included the Pepsi Logo on the spaceship (Eastin, 2011, p.438). Moreover, if a player was able to shoot down many enemies then the message “Coke Wins” appeared on the screen. There were cases when successful ideas for TV commercials were transformed into video games. This was a great tool since it was a win-win situation for marketers and 26 companies. Chuck Wagon created a commercial where a small wagon was rolling out from a bag of dog food in the kitchen. Consumers liked this commercial and, as a result, Chuck Wagon in association with Ralston Purina created a video game based on the commercial with the title Chase the Chuck Wagon. In 1983, the game industry was crashed (Ernkvist, n.d.). One of the reasons was that the media had spread a message - about consumers spending $3 billion on video games in a year. Corporations received this message and started a massive production of video games with advertisement in it. The games were in a low quality, most of the time they had a similar concept and as a consequence they became unpopular. In 1984, the sales decreased to $2 billion and many companies had to sell their games for free. Therefore, it makes it harder to analyze the success of the early advergames. The video game industry took its time to develop and offer new models for marketing. 4.2 Types of advertising in video games Due to the development of the digital world, games expanded and started developing their own virtual reality where money still played the most important role. It is difficult to find someone who have never experienced gaming with a mobile device, a computer or a game console. However, players are not aware that, in 2008, marketers spent $250 million on advergames, in-game advertising, through the line advertising and advertising in social network games (eMarketer 2004). But this knowledge is important because the methods used influence consumer buying behavior, brand loyalty, preferences and the cognitive psychology of children and adults. In game advertising (IGA) 27 There are a few methods that marketers use in computer and video games. They differ in their purpose, level of effectiveness and scale of interactivity. In-game advertisement is used to increase brand awareness and place brands, products and services in a gameplay (“What Kind of Advergame is it?" 2009). It might not be recognizable or particularly interactive, nonetheless it can still affect consumer-buying behavior and how brand is perceived. There are specific commonly used tools used to advertise in games. Static in game advertisements in form of billboards, first appeared in the 1980s (Twist, 2004). The most famous examples are the Marlboro banners in Sega’s game (figure 1), the McDonalds new meal in the racing game (figure 2) and even Obama’s political campaign (figure 3). However, static advertisement can have small impact on the consumer-buying behavior because it appears as a background and does not demand any specific interaction with the brand or product. The study by Bunnyfoot (2007) says that players do not spend enough time on static advertisements because they are emerged by the game process itself. Also, there is a dynamic in-game advertising tool that allows developers to change or upgrade their advertisements after the game is launched. The next tool is an in-game interactive product placement. The concept is similar to product placement in movies but it is more interactive and, therefore, more recognizable and memorable. An example of in-game advertisement is logos placed on character’s clothes, drinks and food which help them to get strength and health (figure 4). Lastly, there are in-game advertisements that advertise the game itself (Rivello, 2011). For example, freemium and free-to play games are free to play online, meanwhile 28 offering players the option to buy additional elements or items such as virtual coins for buying additional weapons, skills or items (figure 5). For example, the racing game Need for Drift which allows players to spend real money on additional in-game services. The idea is that after putting some effort in the game a player is ready to buy more advanced elements. Pay-to-play games require players to pay in order to access further content in the game. This game content may include ingame advertising such as real restaurants, building, hotels and products. Advergames The next type of in-game advertisement is advergames. Advergames are created or sponsored by a particular brand to advertise a service or product. Creators commonly use a brand’s logo, slogan, and trademark to indicate a brand. Video game consoles provided by McDonalds and Parker Brothers are an example of advergames (figure 6). This is a different branch of advertising in which video games are made mainly for commercial purposes. Nowadays, there are many different types of advergames, they can be distinguished into 3 categories (Santana and Smith, 2011). The first type is an associative advergame with a goal to create associations with a certain product or a brand in a game. The second type is an illustrative advergame meaning that the actual product or service can appear as itself in a game. Finally, the demonstrative advergame allows using objects created by a certain brand as a part of a game play Through The Line Through the line advertising is a combination of above the line and below the line advertising where one ad drives a potential customer to another medium with other marketing tools (Jones, 2008). Above the line (ATL) has no specific targets and may 29 use various channels for the same message. Below the line (BTL) marketing targets specific groups with the help of specific media channels. The example of Through The Line is a TV ad that promotes a sale in a supermarket. As a result, it is one marketing tool leading to another. In games, TTL advertising is not often used but it is important to acknowledge its existence. Advertisers use in-game URL hyperlinks that lead a player to visit a particular webpage where other ATL or BTL advertisements are exposed. The usage of these hyperlinks is not compulsory but it gives a player more details about the game’s story. Also, it is called “link chase” when one link drives users to another page and so forth. For example, the alternative reality game I love Bees used viral marketing to advertise another game by the same developer (figure 7). Social Network Games Lastly, advertising in social network games should be mentioned. In these games, traditional ways of advertising are used in a modern style. For example, banner advertisements that work as billboards and placed at the bottom of the game’s border (figure 8). Video advertising and product placement are commonly used in a variety of methods. The latest and most profitable marketing tool is lead generation offers. As part of a gameplay, successful companies from different industries ask users to sign up for more information, buy goods and services in order to win additional recourses in the game. 4.3 The aim of advertising and how it works With the development of interactive online games available in different formats, advertisers can insert a brand or a product immediately in the game. It gives them more 30 chances to sell a particular product during sales or holidays. Moreover, it allows marketers to test and change an advertisement in different geographical regions. Therefore, advertisement in video games opens the way for new marketing tools and strategies. This raises other ethical issues connected to the level of vulnerability of game users, as they are more likely to be affected by advertisements during the video game session. The clear connection between in-game advertising and product placement in movies should be analyzed because they share similar strengths and weaknesses. The first common aspect is celebrity endorsement. According to ESA, 17, 9% of normal video game players expect celebrities endorse a game, and that is the reason why they are playing a game (Moonhee p.144, 2006 ). The success a of product placement on TV is connected with famous actors interacting with a product or brand. In the same way, if a famous celebrity or a well-known game’s character uses a particular brand or product then it might increase the brand’s awareness and even a desire for it. The second aspect of product placement in video games is that a brand placed in a movie or a television program has a longer lifetime than a typical advertisement (Brennan, Dubas, and Babin 1999; d’Astous and Chartier 2000). The lifetime of brands placed in video games might also be considerable (Nelson 2002), especially in the case of heavy game players. Sometimes, the process of playing a game is non-liner and a player can come back and see the same advertisement more times than expected. Thirdly, there is research claiming that the audience receives product placement in movies more positively because it increases the realism of the story. The same situation happens with video games where real products and brands increase the naturalness of a game. However, the aim of some games is to show unrealistic fantasy worlds where 31 products and service from reality cannot fit into the game’s concept. Moreover, video game players do not see product placement as something negative but as deceptive. The interactive nature of video games helps the audience to experience a brand or a product. Also, this fact affects more the player’s memory that is more active and requires more attention from the potential customer due to manual control of a character in a game. Regarding the IGA, game publishers have not stated any specifics yet. Some publishers say that their profits increased by an extra $1-2 per game (Independent, 2011). Some mobile games became free because they featured IGA. However, Electronic Arts claimed that IGA does not have the power everyone expects it to have. According to Ghirvu (2012), who studied the advantages and disadvantages of advertising in video games, games are perfect resources for marketers. Online video games have information about demographics, consumer’s names, addresses, and buying preferences. The author refers to a study by Massive and Nielsen Entertainment on in-game’s campaigns that found: “the main familiarity of the brand increases with 64%, brand rating increases with 37%, purchase intention increases with 37%, reviewing of the commercial increases with 41%, the commercial notoriety increases with 69%” (Ghirvu, 2012 p. 117). Also, advertising in video games is more measurable due to the ability to monitor players online. These online monitoring programs can provide information on “how many players, where, for how long and under what angle they perceived the placed commercial and interacts with it” (Ghirvu, 2012 p. 118). 32 Moreover, virtual reality is a space for testing and measuring marketing and advertising campaigns. Virtual advertisements can be launched online and marketers can collect information on how fictional campaigns impact players. On the other hand, there are limitations and disadvantages from advertising in video games. Firstly, piracy makes it hard to deliver marketing messages to the playing public. Secondly, the market is heterogeneous so it’s harder to target. Some games cannot fit commercials because it might look inappropriate in a game concept. Also, they can be inefficient and useless if the wrong target is chosen. This chapter illustrated the classification of advertising in video games and listed some examples. It is still not well researched if IGA, advergames, Through the Line and Social games ads have a particular influence on players and the public. The concept of this practice is controversial and raises some ethical questions. 33 V. Problems with advertising in the video game industry Advertising in video games raises some issues that must be discussed. This section starts with a discussion about its influence on children. Then, it moves on to problems with adult players and how advertising in video games may impact their consumerbuying behavior. Lastly, there is an ethical discussion on the ethical issues connected with the original entertainment purpose of video games. 5.1 Influence on children The issues connected to advertising in video games should start with the analyses of insecure playing public – children. Still, they represent the target market for advertisers and advertising in video games can be directed to them. Moreover, advertising may influence children differently than adult players, therefore they should be examined individually. The book by Blades, Advertising to children: New directions, new media, discusses the problem of advergames connected to the children’s consumer choices and behavior (Blades, 2014). The author claims that in the U.S. children and youth between the age of 8-10-years spend 46 minutes a day using a computer, 11-14-years spend 1 hour 46 minutes and 15-18-years spend 1 hour 39 minutes. Moreover, the researchers analyzed 77 popular food websites and found that 73% of them are orientated on children playing advergames. These advergames use engaging gaming techniques such as multiple levels of challenges, individual scores, customized games, a spokesperson and cartoon characters. The food that is marketed contains high calories and high amounts of sugar., for instance, cereals, candies, gums, soft drinks and salty snacks. Most of this food is unhealthy in terms of nutrients and is high in sugar. 34 Children’s ability to differentiate commercials from non-commercials depends on his or her cognitive defenses and abilities. One important key is the ability to understand persuasive content. The success of advergames depends on memory and attitudes about the brand and the product. Blades (2014) argues that advergames try to influence memory and increase brand awareness and recall in an interactive and entertaining way. Even though some researchers say that the ability to recall a brand decreases in advergames because the cognitive attention is directed at other activities, another case study shows that advergames can improve a familiar brand’s impression. Also, advergames may influence the attitude towards a product. The research found that after playing a video game where a particular product was used, gamers increased their positive attitude towards it and were more likely to buy this product in the future. Moreover, children and youth are pressured to purchase products. Some advergames require children to buy products and insert its code in order to start a game. There is no limit of exposure to advergames on the Internet or on the computer, therefore children are not controlled by any source. Finally, websites collect personal information such as how many minutes are spent on a website and when visitors are entering a website. However, the effect of IGA and advergames on children has not been carefully studied. Often, the subject of research is violence in video games. But advertising in video games can also affect children and their behavior. The main concern for the past years was the influence of advertising in video games on food habits and food preferences in children. 35 5.2. The influence on consumer-buying behavior As mentioned above, video games have been studied from different perspectives, mainly focusing on violence in children. On the other hand, there are contemporary research projects that study the effect of advergaming on consumer-buying behavior, food preferences and brand recognition in adults. Gross contributed to the field with a study on the ability to recall in-game product. The author refers to the Lee and Faber’s dimensions of congruity (2007). There are four different dimensions: functional, lifestyle, image and advertising. Respectively, the first type is associated with the “extent to which (1) the brand is perceived to be a central object used in the content of the game (2) the lifestyle associated with the content of the game matches the lifestyle associated with the product or brand (3) the brand image is perceived to contribute to the theme of the game and (4) the product category of the brand seems appropriate to be associated with the theme of the game” (Gross, 2010; p. 1286). The main question Gross studies is whether a player pays attention to a brand or does he or she concentrate more on a game. One way to measure the awareness of a brand is to use explicit memory measures. This type of memory is calculated by the participant’s ability to consciously recall and recognize the information that appeared. Nelson (2002) studied gamers’ ability to recall information from billboards in a car-racing game. Results showed that gamers could recall 25-30% of the brands right after seeing them and about 10-15% after five months. On the other hand, some scholars say that implicit memory is more important than explicit memory because it studies the unconscious memory that is shaped when people 36 are completely emerged in the game and don’t consciously recognize the ad. Even the results of various tests show that implicit memory helps recognize more ads and brands. It should be noted that individual variables can influence the results of various tests such as “brand familiarity and relevance, pre-existing brand attitudes, game arousal and immersion, prior game-playing experience, product placement proximity, and congruity” (1260). Congruity is another aspect that creates a conflict between researchers. Some say that if a product fits with the context of a game, in other words if it is congruent, the process of confirmation works and the brand’s expectations are fulfilled. Therefore, the information can be remembered better because it’s a part of the brand’s schemas. In contrast, researchers say that incongruent ads are more interesting to decode for players so they are more remarkable and can be recalled easier. The study by Lee and Faber confirms this theory. Also, the novelty and the level of interactions with a brand can be a factor that can increase the ability to recall it. There are also differences between advergames and in-game advertising. The results show that advergames work better with brand recognition and ability to recall because they represent one brand, it has a simple game play and it does not require decoding. In conclusion, Gross argues that advergames are the most effective tool to create brand awareness. However, there are limitations for marketers because the entertainment part of a game can disappear due to congruent games. Still, potential customers can recognize when they are trying to be persuaded instead of entertained. According to Granquist, Strömberg, & Søilen (2015), who researched the impact of advertising in video games on players and spectators. The results show that there are no differences in spectators’ or players’ perception. Nonetheless, they found that are more 37 relevant to the game are better recognized. On the other hand, passive advertising, which is referred to as static IGA, has a higher effect on the spectator and active advertising is the most recognized by the player. The authors conclude with thought-provoking claims regarding brand recognition and video games. They say that even people who are not playing can be influenced by ads because they are not concentrated on game, therefore they can pay attention to more detail (Granquist, Strömberg, & Søilen, 2015, p. 59): “Nelson et al. argue that games provide space for both active gaming but also passive, that is, the player observes a game sequence. This is something that is common in racing games, where there often appear replays, which expands opportunities for the advertising exposure. The occurrence of games involves not only the player observing advertising actively or passively, but also provides more bystanders who are not in themselves playing.”. 5.3 Ethical issues The understanding of how digital advertisement may influence children and consumerbuying behavior leads to the question of ethical issues connected with this topic. Should there be any specific regulations for advergames that target children? Moreover, to what extent do video games lose their entertainment purpose and become a commercial tool for advertisers? According to Rad, who completed a dissertation on the ethical issues of in-game advertisement, there are unregulated problems that have to be studied (Rad, 2012). Regarding children and advertisement, the author argues that children have issues recognizing advertisement’s commercial purpose. In this case, it might be considered as unethical if the purpose of the message is not clear. On the contrary, if a message is 38 clearly indicated that it’s an advertisement then it does not raise any ethical questions. Also, Rad refers to the problem of promoting unhealthy food and habits in advergames (Rad, 2012). Nowadays, parents may have difficulties controlling children and their exposure to media therefore, they might accept the idea that children can play online video games that promise to have educational and developmental purposes. The worst outcome of this might be children potentially demanding their parents to buy them products. Two researchers from Louisiana State University, Lewis and Portet (2010), discovered another negative outcome that can impact both adults and children. They conducted a study on issues connected with in-game advertisement. They surveyed 100 participants aged 18-24 years about the effects of advertising in massively multiplayer online roleplaying games. The results show that IGA can annoy players if it is inappropriate, unrealistic or repeated too often. Moreover, Lewis and Portet conclude that in-game advertising harms the gaming process. The idea of games and virtual reality is the fact that a player can escape from the real world’s problems and switch them off from his or her consciousness. Even though, the full impact of advertising in video games has not been studied, this practice can harm players. This chapter identified the main ethical issues associated with advertising in video games. The problem with advergames and its impact on children resulted in the idea that advergames can lead to unhealthy consumer choices regarding food. Moreover, advertising in video games influences the consumer-buying behavior of adults in both positive and negative ways. Finally, the lost concept of “fun” in video games was explained pointing to the topic of regulations and legislative in video game industry. 39 VI. Regulations As the last chapter proposed, advertising in video games raises ethical questions connected to its influence on children and consumer-buying behaviour. It is important to discuss how these issues are approached in legislative terms. Moreover, predictions about the future of virtual reality and its connection with advertisement will be explained. 6.1 Current legislations Regarding to the German law, which has similarities to the legislative systems in other European countries, advertising in video games has not been examined separately and each case has an individual approach (Schelinski & Troge, 2012). Generally, advertising in video games is not an issue if it clearly looks like a commercial on billboards, posters or objects. This type of advertisements is called concealed advertising and is protected by the competition law. In this case, a company who sponsors an advertisement should display it on a game or be named as a sponsor. On the other hand, the problems may arise if a commercial product or service is not recognizable as advertising. A product may look like a part of virtual reality similarly to product placement in films. Moreover, the German law requires browser games to follow the regulations of the broadcasting provision for telemedia. These regulations state that product placement is not allowed. Commercial and broadcasting products should be separated clearly in the Internet. There is a special legislative norm for advertising aimed at children. In this case, caution should always be mentioned. Moreover, advertisements must not ask children to buy products. Nonetheless, the notion of advergames makes it harder to determine a 40 game and its advertising. Some cases held by The Regional Court of Berlin prove that marketers might be sued if an advertisement is not recognized as a commercial, if advertising slots are too long, and if pop-ups cannot be clicked to disappear. Advertising in video games raises another problem concerning the information children are sometimes obligated to provide in order to play certain video games. The collection of data allows companies to target certain groups of children according to age and gender. The American government decided to deal with this problem with the help of the Do Not Track Kids Act of 2011 (Senator Markey, 2011). This act helps prohibit people from providing personal information and date to the third parties. However, this act works only for people who are less than 18 years old. Most of the time, the legislation systems do not protect adults from the effects of advertising in video games. However, it is more an ethical issue than legislative connected with the concept of games and being in a virtual reality. It is questionable if marketers should be allowed to target video game players while they are escaping from reality and in a relaxed state of mind. 6.2 Proposed ideas Various researchers agree with the idea that advertising in video games is a useful tool for marketers, which can work under the certain conditions. On the other hand, the power of advertising is a controversial and complicated issue. The main concern of this area of study is how advertisement in video games influences children and those who cannot distinguish between commercials and video games. However, with the development of technologies and new ways of inserting advertising in video games the power of such phenomena may increase. For example, the origin of 41 virtual reality can change the experience provided by video games. Virtual reality is an innovative technology that is able to generate images, sounds, environments, smells and experiences that look and feel real. Regarding video games, virtual reality creates a fictional setting where the game be inserted in. Video game players are able to control the environment and experience things they would not be able to achieve in real life. If this power is given to advertisers, the way of buying and seeing products can change dramatically (Google Data, 2016). Poles conducted by Ericsson Consumer Lab show that “hopping was the top reason worldwide smartphone users were interested in VR”. With the ability to insert products in video games that use virtual reality, marketers would be able to target potential customers and allow them to use a product virtually before buying it. This technology seems alarming. One proposed idea is to reinforce the regulations in this area. In addition to mentioning that a certain video game is sponsored by some brand and may include its advertising, the amount of static and interactive advertisements should be regulated. Moreover, a commercial should clearly look like an ad or be somehow distinguished from an original gameplay. Moreover, it is understandable why games are commercial products. Nonetheless, gaming is a way to escape reality and switch off the defense mechanisms used during the day. The original concept of gaming is to have fun, educate or inform in a more enjoyable way. By inserting multiple advertisements and creating games just to sell products, marketers damage the purpose of gaming. 42 VII. Conclusion The concept of video games differs from other mass media activities due to its characteristics. Video games are enjoyable tools because of psychological and social reasons. They can manipulate emotions and desires providing a virtual reality with constant success. The history of the interactive entertainment industry shows how a tool for studying and transmitting information may develop into something publically desired. However, it also shows how entertainment can become a marketing tool used purely for business. Marketers and advertisers realized that such an enjoyable tool can benefit businesses transforming their marketing messages into a game. With the growth of technologies, success of the industry and the increased popularity of video games, businesses found new ways of advertising their products and influence consumer-buying behavior. This is an issue because originally video games were not produced for that purpose. They have become so commercialized that a person is no longer a player but a target to advertisers. The video game industry is expected to grow and the spending on advertising in video games is predicted to increase. The innovation of technologies such as virtual reality, new game consoles and mobile games will attract more advertisers to use them as a tool for business. However, things that are beneficial for businesses may hurt individuals and society. Advertising in video games is aimed at increasing brand awareness, recall and interactive experience with the brand. These things may ruin the original concept of video games, which was to escape in virtual reality and switch off consciousness. Firstly, it can harm the young playing public because children have difficulties distinguishing between commercials and games. Advertising in video games may also 43 influence the playing experience by providing too many ads and disturb the game play. Even though government officials try to regulate the video game industry in terms of advertisements, it is still not enough because this concept is not well researched and studied. This paper shows the symbiotic nature of the industry, the advertisers and the playing public can no longer be ignored. There should be a point when advertising in video games have to be more regulated. This decision will help save such an incredible tool for fun and enjoyment from degradation and commercialization. 44 Appendix Figure 1. Retrieved from http://www. sega-16.com/2016/09/philip-morris-sued-segaover-unauthorized-malboro-ads/ Figure 2. Retrieved from http://www.rapidfire.com/blog/rapidfire-delivers-in-game-adcampaign-for-mcdonalds-big-mac-hunt-promo/ 45 Figure 3. Retrieved from http://www.giantbomb.com/barack-obama/3005-3445/ Figure 4. Retrieved from https://mkf3881marketingbytes.wordpress.com/2014/10/19/ingame-advertising-product-placement-in-video-games/ 46 Figure 5. Retrieved from https://www.sellmyapp.com/the-mammoth-guide-to-profitingfrom-in-app-purchases-41-ways-to-stay-on-top-of-your-game/ Figure 6. Retrieved from https://s-media-cacheak0.pinimg.com/736x/c4/b2/30/c4b2301d6674bcef20f52a10d51ceffd.jpg 47 Figure 7. Retrieved from https://upload.wikimedia.org/wikipedia/en/6/6e/ILoveBees__Homepage.png Figure 8. Retrieved from http://www.adweek.com/files/imagecache/nodedetail/news_article/walgreen-ad-formats-hed-2014.jpg 48 Works Cited Adams, E. (2014). Chapter 3-5. In Fundamentals of action and arcade game design. San Francisco: New Riders. Belanger, C. B. (2014). Video Game Design and Programming. Salem Press Encyclopedia of Science Bellman, S., Kemp, A., Haddad, H., & Varan, D. (2014). “The effectiveness of advergames compared to television commercials and interactive commercials featuring advergames.” Computers in Human Behavior, 32276-283. Big Boss coming across an unopened packet of Doritos. In the jungles of Costa Rica. In 1974. Metal Gear Solid: Peace Walker [Screenshot]. (2014). Retrieved from https://mkf3881marketingbytes.wordpress.com/2014/10/19/in-game-advertisingproduct-placement-in-video-games/ Big Mac Hunt Promo [Screenshot]. (2014). Retrieved from http://www.rapidfire.com/blog/rapidfire-delivers-in-game-ad-campaign-formcdonalds-big-mac-hunt-promo/ Blades, M. (2014). The Influence of Advergames on Children’s Consumer Choices and Behavior. In Advertising to children: New directions, new media (pp. 20382045). Brennan, Ian, Khalid M. Dubas, and Laurie A. Babin (1999), “The Influence of Product-Placement Type and Exposure Time on Product-Placement Recognition,” International Journal of Advertising, 18 (3), 323–337. Bunnyfoot. (2007, July 04). Embedding Ads into Games Seemed Like a Good Idea. Retrieved May 05, 2016, from http://www.wired.com/2007/07/ff-sheep-blind/ 49 Ceruzzi, P. E. (2003). The Advent of Commercial Computing, 1945–1956. In A history of modern computing. [electronic resource] (14-47). London, Eng.; Cambridge, Mass.: MIT Press, 2003. 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(2002), “Recall of Brand Placements in Computer/Video Games,” Journal of Advertising Research, 42 (March/April), 80–92. Need for Drift. (2015). Need for Drift Online Shop [Screenshot]. Retrieved from https://www.sellmyapp.com/the-mammoth-guide-to-profiting-from-in-apppurchases-41-ways-to-stay-on-top-of-your-game/ “Nonprofit Report for ENTERTAINMENT SOFTWARE ASSOCIATION”, 2013. Guidestar.com. Obama ad in Burnout Paradise [Screenshot]. (2014). http://www.giantbomb.com/barack-obama/3005-3445/ 52 Retrieved from Ole Ertløv, H. (2009). Frans Mäyrä (2008): "An Introduction to Game Studies". Mediekultur : Journal Of Media And Communication Research, (46). Potter, W. J. (2011). Conceptualizing Mass Media Effect. Journal Of Communication, 61(5), 896-915. Quandt, T., Van Looy, J., Vogelgesang, J., Elson, M., Ivory, J. D., Consalvo, M., & Mayra, F. (2015). Digital Games Research: A Survey Study on an Emerging Field and Its Prevalent Debates. Journal of Communication, (6), 975. Raessens, J., & Goldstein, J. H. (2005). Handbook of computer game studies. Cambridge, MA: MIT Press. Rad, A. (2012). Ethics of in-game advertisement (Doctoral dissertation). Retrieved from ProQuest Dissertations and Theses database. Reeve, B. (2012, December 3). Why People Play Video Games. Game Informer. Retrieved from http://www.teachthought.com/uncategorized/why-people-playvideo-games/ Rivello, S. (2011, March). Adobe Edge: March 2011 -How to make money with online games. Retrieved from http://www.adobe.com/inspire- archive/march2011/articles/article1/index.html?trackingid=IJQLF Rollings, A., & Adams, E. (2003). Andrew Rollings and Ernest Adams on game design (pp. 248-347). Indianapolis, IN: New Riders. Ryan, R., Rigby, C., & Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation & Emotion, 30(4), 344-360. PwC. (2014). Video Games: Segment findings: Global entertainment and media outlook 2016-2020: PwC. Retrieved from http://www.pwc.com/gx/en/industries/entertainment-media/outlook/segmentinsights/video-games.html 53 Saunders, D., & Severn, J. (1999). Simulation and games for strategy and policy planning (pp. 20-30). Santana, C. and Wright Smith, D., 2010-11-12 "The Different Types of Advertising in Games" Paper presented at the annual meeting of the Oklahoma Research Day, Cameron University, Lawton. Schelinski, T., & Troge, T. (2012, June). Rules for in-game advertising. Retrieved from https://unitedkingdom.taylorwessing.com/download/article_gaming_advertising. html#.WDM4-eYrKM8 Severin, W. J., & Tankard, J. W. (1992). Part 1. In Communication theories: Origins, methods, and uses in the mass media (pp. 3-20). New York: Longman. Senator Markey. (2011, October 5). Oct. 5, 2011: Statement at Hearing on "Protecting Children's Privacy in an Electronic World" [Video file]. Retrieved from https://www.youtube.com/watch?v=n4bl0bsJDRo Shanahan, J. (2009). Cultivation Theory. Encyclopedia of Communication Theory. Shanna Compton (2004), Gamers: writers, artists & programmers on the pleasures of pixels, Soft Skull Press, p. 119 Sherry, J., Lucas, K., Greenberg, G., & Lachlan, K. (2006). Video Game Uses and Gratifications as Predictors of Use and Game Preference. International Journal of Sports Marketing and Sponsorship, 213-223. "Soaring into 1989", 1989. Computer Gaming World.p. 8. Smith, Alexander (January 22, 2014). "The Priesthood At Play: Computer Games in the 1950s". They Create Worlds. Retrieved December 17, 2015. Statista. (2015). • Revenue of the largest video game publishers worldwide 2015. Retrieved from https://www.statista.com/statistics/273838/revenue-of-the- largest-video-game-publishers-worldwide/# 54 Super Monaco GP Marlboro ad [Screenshot]. (2016). Retrieved from http://www.sega16.com/2016/09/philip-morris-sued-sega-over-unauthorized-malboro-ads/ The Entertainment Software Association. (2016). Essential facts about computer and video game industry. Retrieved from ESA website: http://essentialfacts.theesa.com/Essential-Facts-2016.pdf The Entertainment Software Association. (2008). Essential facts about computer and video game industry. Retrieved from ESA website: http://essentialfacts.theesa.com/Essential-Facts-2008.pdf Twist, J. (2004)” Ads in video games set to rise” BBC News Online http://news.bbc.co.uk/2/hi/technology/3727044.stm Vedrashko, I. (2008, May 18). History of In-Game Advertising and Advergames: The First Wave. Retrieved May 05, 2016, from http://adverlab.blogspot.cz/2008/05/history-of-in-game-advertising-and.html Video game console by McDonalds [Screenshot]. (2016). Retrieved from https://smedia-cache ak0.pinimg.com/736x/c4/b2/30/c4b2301d6674bcef20f52a10d51ceffd.jpg “What Kind of Advergame is it?" - Four Categories That Make Actual Sense" (April 2009). Sneaky Games. Zackariasson, P., & Wilson, T. L. (2010). Paradigm shifts in the video game industry. Competitiveness Review, 20(2), 139-151. Zackariasson, P., & Wilson, T. L. (2012). The Nature of the Industry. In The video game industry: Formation, present state, and future. New York: Routledge. 55 Bibliography Adams, E. (2014). Chapter 3-5. In Fundamentals of action and arcade game design. San Francisco: New Riders. Belanger, C. B. (2014). Video Game Design and Programming. Salem Press Encyclopedia of Science Bellman, S., Kemp, A., Haddad, H., & Varan, D. (2014). “The effectiveness of advergames compared to television commercials and interactive commercials featuring advergames.” Computers in Human Behavior, 32276-283. Big Boss coming across an unopened packet of Doritos. In the jungles of Costa Rica. In 1974. Metal Gear Solid: Peace Walker [Screenshot]. (2014). Retrieved from https://mkf3881marketingbytes.wordpress.com/2014/10/19/in-game-advertisingproduct-placement-in-video-games/ Big Mac Hunt Promo [Screenshot]. (2014). Retrieved from http://www.rapidfire.com/blog/rapidfire-delivers-in-game-ad-campaign-formcdonalds-big-mac-hunt-promo/ Blades, M. (2014). The Influence of Advergames on Children’s Consumer Choices and Behavior. In Advertising to children: New directions, new media (pp. 20382045). Brennan, Ian, Khalid M. Dubas, and Laurie A. Babin (1999), “The Influence of Product-Placement Type and Exposure Time on Product-Placement Recognition,” International Journal of Advertising, 18 (3), 323–337. Bunnyfoot. (2007, July 04). Embedding Ads into Games Seemed Like a Good Idea. Retrieved May 05, 2016, from http://www.wired.com/2007/07/ff-sheep-blind/ 56 Ceruzzi, P. E. (2003). The Advent of Commercial Computing, 1945–1956. In A history of modern computing. [electronic resource] (14-47). London, Eng.; Cambridge, Mass.: MIT Press, 2003. Dahl, S., Eagle, L., & Báez, C. (2009). Analyzing advergames: Active diversions or actually deception. An exploratory study of online advergames content. 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Retrieved from http://sh.diva-portal.org/smash/get/diva2:213024/FULLTEXT01.pdf Folkvord, F., Anschutz, D. J., Nederkoorn, C., Westerik, H., & Buijzen, M. (2014). Impulsivity, "Advergames," and Food Intake. Pediatrics, 133(6), 1007-1012 Gaudin, S (2009). “Forget teens, gamers are 35, overweight and sad, CDC says”. Computer world. 57 Gee, J. P. (2012). Glued to Games: How Video Games Draw Us in and Hold Us Spellbound. American Journal of Play, 4(4), 510-511. Geryk, B. (2011, April 27). GameSpot Presents: A History of Real-Time Strategy Games. Retrieved from https://web.archive.org/web/20110427052656/gamespot.com/gamespot/features/ all/real_time/ Ghirvu, A. (2012). In-Game Advertising: Advantages and Limitations for advertisers. USV Annals Of Economics & Public Administration, 12(1), 114-119. Graetz, J. M. (August 1981). "The origin of Spacewar". Creative Computing. Vol. 6 no. 8. pp. 56–67. Granquist, C., Strömberg, F., & Søilen, K. S. (2015). 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(2005). The start of computer games: created at MIT, Spacewar inspired future game pioneers. Technology Review (Cambridge, Mass.), (6). 88 M., G. S. (n.d.). From advergames to branded worlds. The Routledge Companion to Advertising and Promotional Culture Moonhee, Y., Roskos-Ewoldsen, D. R., Dinu, L., & Arpan, L. M. (2006). The Effectiveness Of "In-Game". Journal of Advertising, 35(4), 143-152. 59 Naderer, B., Matthes, J., & Mestas, M. (2016). Do you take credit cards? The attitudinal and behavioral effects of advergames targeted at children. Journal of Consumer Behaviour, 15(6), 580-588. Nelson, Michelle R. (2002), “Recall of Brand Placements in Computer/Video Games,” Journal of Advertising Research, 42 (March/April), 80–92. Need for Drift. (2015). Need for Drift Online Shop [Screenshot]. Retrieved from https://www.sellmyapp.com/the-mammoth-guide-to-profiting-from-in-apppurchases-41-ways-to-stay-on-top-of-your-game/ “Nonprofit Report for ENTERTAINMENT SOFTWARE ASSOCIATION”, 2013. Guidestar.com. Obama ad in Burnout Paradise [Screenshot]. (2014). Retrieved from http://www.giantbomb.com/barack-obama/3005-3445/ Ole Ertløv, H. (2009). Frans Mäyrä (2008): "An Introduction to Game Studies". Mediekultur : Journal Of Media And Communication Research, (46). Potter, W. J. (2011). Conceptualizing Mass Media Effect. Journal Of Communication, 61(5), 896-915. Quandt, T., Van Looy, J., Vogelgesang, J., Elson, M., Ivory, J. D., Consalvo, M., & Mayra, F. (2015). Digital Games Research: A Survey Study on an Emerging Field and Its Prevalent Debates. Journal of Communication, (6), 975. Raessens, J., & Goldstein, J. H. (2005). Handbook of computer game studies. Cambridge, MA: MIT Press. Rad, A. (2012). Ethics of in-game advertisement (Doctoral dissertation). Retrieved from ProQuest Dissertations and Theses database. 60 Reeve, B. (2012, December 3). Why People Play Video Games. Game Informer. Retrieved from http://www.teachthought.com/uncategorized/why-people-playvideo-games/ Rivello, S. (2011, March). Adobe Edge: March 2011 -How to make money with online games. Retrieved from http://www.adobe.com/inspire- archive/march2011/articles/article1/index.html?trackingid=IJQLF Rollings, A., & Adams, E. (2003). Andrew Rollings and Ernest Adams on game design (pp. 248-347). Indianapolis, IN: New Riders. Roettl, J., Waiguny, M., & Terlutter, R. (2016). The persuasive power of advergames: A content analysis focusing on persuasive mechanisms in advergames. Australasian Marketing Journal (AMJ), 24(4), 275-287 Ryan, R., Rigby, C., & Przybylski, A. (2006). The Motivational Pull of Video Games: A Self-Determination Theory Approach. Motivation & Emotion, 30(4), 344-360. PwC. (2014). Video Games: Segment findings: Global entertainment and media outlook 2016-2020: PwC. Retrieved from http://www.pwc.com/gx/en/industries/entertainment-media/outlook/segmentinsights/video-games.html Saunders, D., & Severn, J. (1999). Simulation and games for strategy and policy planning (pp. 20-30). Santana, C. and Wright Smith, D., 2010-11-12 "The Different Types of Advertising in Games" Paper presented at the annual meeting of the Oklahoma Research Day, Cameron University, Lawton. Schelinski, T., & Troge, T. (2012, June). Rules for in-game advertising. Retrieved from https://unitedkingdom.taylorwessing.com/download/article_gaming_advertising. html#.WDM4-eYrKM8 61 Severin, W. J., & Tankard, J. W. (1992). Part 1. In Communication theories: Origins, methods, and uses in the mass media (pp. 3-20). New York: Longman. Senator Markey. (2011, October 5). Oct. 5, 2011: Statement at Hearing on "Protecting Children's Privacy in an Electronic World" [Video file]. Retrieved from https://www.youtube.com/watch?v=n4bl0bsJDRo Shanahan, J. (2009). Cultivation Theory. Encyclopedia of Communication Theory. Shanna Compton (2004), Gamers: writers, artists & programmers on the pleasures of pixels, Soft Skull Press, p. 119 Sherry, J., Lucas, K., Greenberg, G., & Lachlan, K. (2006). Video Game Uses and Gratifications as Predictors of Use and Game Preference. International Journal of Sports Marketing and Sponsorship, 213-223. "Soaring into 1989", 1989. Computer Gaming World.p. 8. Smith, Alexander (January 22, 2014). "The Priesthood At Play: Computer Games in the 1950s". They Create Worlds. Retrieved December 17, 2015. Statista. (2015). • Revenue of the largest video game publishers worldwide 2015. Retrieved from https://www.statista.com/statistics/273838/revenue-of-the- largest-video-game-publishers-worldwide/# Super Monaco GP Marlboro ad [Screenshot]. (2016). Retrieved from http://www.sega16.com/2016/09/philip-morris-sued-sega-over-unauthorized-malboro-ads/ The Entertainment Software Association. (2016). Essential facts about computer and video game industry. Retrieved from ESA website: http://essentialfacts.theesa.com/Essential-Facts-2016.pdf The Entertainment Software Association. (2008). Essential facts about computer and video game industry. Retrieved from http://essentialfacts.theesa.com/Essential-Facts-2008.pdf 62 ESA website: Twist, J. (2004)” Ads in video games set to rise” BBC News Online http://news.bbc.co.uk/2/hi/technology/3727044.stm Vedrashko, I. (2008, May 18). History of In-Game Advertising and Advergames: The First Wave. Retrieved May 05, 2016, from http://adverlab.blogspot.cz/2008/05/history-of-in-game-advertising-and.html Video game console by McDonalds [Screenshot]. (2016). Retrieved from https://smedia-cache ak0.pinimg.com/736x/c4/b2/30/c4b2301d6674bcef20f52a10d51ceffd.jpg “What Kind of Advergame is it?" - Four Categories That Make Actual Sense" (April 2009). Sneaky Games. Zackariasson, P., & Wilson, T. L. (2010). Paradigm shifts in the video game industry. Competitiveness Review, 20(2), 139-151. Zackariasson, P., & Wilson, T. L. (2012). The Nature of the Industry. In The video game industry: Formation, present state, and future. New York: Routledge. 63
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