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    You think this is a game?

    B r a n d - e n g a g e m e n t t h r o u g h g a m e - f a n - c u l t u r e s

    Ludwine Dekker | 355 4090 | Game Studies | Paper version 2

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    Abstract

    This essay will highlight what it is that game-fans do, that can be beneficial to brands.

    In order to do so, the cross-roads of brand-person and game-person touch points will

    be highlighted. This means I will look at brand-engagement and players as fans,

    instead of e.g. brand-strategy and game-mechanics.

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    Introduction

    Some of the most popular games create massive amount of fans and players (). So

    much in fact, that it can be the arguable desire of any brand to be 'like a game'. What

    is it about games that is so utterly attractive that players are willing to pay money,

    invest (yyy- some interesting data-yyy)? Gamebrander.com (2011) has a list of several

    reasons why brands should use games, including a fun experience for (potential)

    customers and making the customer want to interact with your brand. Another

    example is Zed-Axis, a digital advertising company, who claims that The interactive

    elements of a game create a relationship between the product and the customer that

    leads to an overall enhanced corporate brand experience1. However, these claims are

    not grounded in research. It is the goal of this essay to further research what games

    can do brands. This does not mean I will look at how (elements of) games can be put to

    use to enhance branding, but that brands will be approached from the perspective of

    game studies. The difference between these two is that the hyped approach to

    games as a branding-tool will be avoided and is replaced by critical approach towards

    brands. The game becomes a magnifier to further research branding in depth, rather

    then a tool.

    However, both concepts (brands and games) are too extensive to cover here. In order

    to say something useful a specification is needed, and therefore I will research the

    core of both concepts and how they relate to each other. In the case of games, the

    core is the player, seeing that a game without a player is no game1. The whole set of

    definitions (Huizinga 1951, Collois 2006: 122-155, ) becomes useless when there is

    no-one involved. Branding too is a large concept and I will focus on

    brand-engagement specifically because it is such a core goal within the overall

    branding process:

    Today brands are no longer understood as trademarks; they

    are not asking you to keep your hands off. Rather, theyre an

    invitation to participate, to actively construct meaning. This is

    a key point brands need interaction and engagement,

    otherwise they remain empty vessels.

    1 http://www.zed-axis.com/OnlinePromotion/BrandGames.aspxhttp://www.gamebrander.com/why.aspx

    1 Rodriguez refers to the role of the player as Playing makes sense to the player..

    http://gamestudies.org/0601/articles/rodriges

    http://www.zed-axis.com/OnlinePromotion/BrandGames.aspxhttp://www.gamebrander.com/why.aspxhttp://gamestudies.org/0601/articles/rodrigeshttp://www.gamebrander.com/why.aspxhttp://gamestudies.org/0601/articles/rodrigeshttp://www.zed-axis.com/OnlinePromotion/BrandGames.aspx
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    Brand researcher and philosopher Martin Korenberger in

    reference to Chief Marketing Officer of Deloitte David

    Redhill)

    Brian Phipps, a brand strategy expert2, defines brand engagement as the interactive

    process of moving the customer forward, to a stronger sense of self, and to a higher

    plane of being and doing . In addition he claims that The goal of brand engagement

    is to create the customers who will drive the business forward. Brand engagements

    are platform engagements. (Tenayagroup.com). The CEO of eMarketeer, Geoff

    Ramsey, mentions that a grip on digital engagement is needed now more then ever,

    seeing how fast the (online) advertising environment is changing and continues to

    change (Harden & Heyden 2009). Bill Gates mentioned that companies will operate in

    a digital nervous system (Kotler 2009). If this digital nervous system in the sense of

    a metaphor is anything close to a biological nervous system, it will somehow serve our

    five senses which Martin Lindstrom, self acclaimed 'brand futurist'

    (Martinlindstrom.com), has identified as crucial to create emotional engagement with

    the brand (2005, 107).

    Phipps mentions four problems in brand engagement that deserve further scrutiny.

    First, the company treats customers as separated from them; second, customers are

    seen as an audience; third, brand engagement is seen as a way of persuasion instead of

    adding value to a brand, and finally; the company tries to contain the customers.

    These problems will be looked at from a fan-theory perspective, using the extensive

    fan-base that popular games have (source/ Gigaom.com). The reason to do so is

    triple. First, the earlier mentioned player-as-core; second, the idea that brands need

    to allow 'participation'; and finally, Jenkins definition of a fan: A person "becomes a

    fan not by being a regular viewer of a particular program but by translating that

    viewing into some type of cultural activity .... For fans, consumption sparks

    production, reading generates writing, until the terms seem logically inseparable".

    (Harrington & Bielby, 1995: 12).

    2 http://tenayagroup.com/Company.htm

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    The company - customer chasm

    This problems refers to a 'we' vs. 'them'; the consumer is not an inherit part of the

    company. Differently put, the fan is not a member of a (brand) community. Instead of

    this, the customer is targeted and sold to (Phipps). This means there are two

    problems, first the company is not a community and their brand is a 'label' more then

    an inherit value that creates company culture, and second, the customer is therefore

    unable to be part of a brand community, because the brand is a label.

    Korenberger mentions ING as a company that is doing it right (explain)

    In this example we see that brand-engagement is based on the useful exchange

    of values, instead of imposing values. Fan-theory expert Matt Hills (2002: 8-10)

    explains the difference between the two as a focus on monetary valueexchange rooted in a capitalist ideology, and the actual value of the exchanged

    object which can be traced in what people actually do with the object. This

    could be seen as the difference between buying a game because it exerts the

    values 'fun' and 'leisure activity' for which one is willing to pay, and the actual

    actions a buyer finally undertakes. For example, joining a game-wiki,

    introducing or helping noobs, visiting game camps, creating fan-art, modding,

    etc. Here, the difference between 'consumer' and 'fan' becomes clear. In the

    last case the brand-engagement can be said be much stronger (see

    ING-example). Value exchange takes place in communities (takes place in

    communities (Jenkins, participatory culture, p. 140).

    However, this does not mean that the chasm between a company and its fans

    has disappeared. In order to facilitate such interactions with a brand,

    companies can take the example of games at heart (examples of games that

    facilitate such interaction; e.g. modding kits/manuals, wiki's, etc., and

    emphasise HOW they did + what the result was).

    Conclusion: it is beneficial for companies to 1) reduce the chasm by making

    their brand a 'culture' instead of a label, 2) to do this in a way that games do.

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    Customers as audience

    The problem of the consumers as audience is partially discussed above, but what remains to

    be highlighted is the exact benefit of investing in brand-culture-environments. One of the

    specific brand-fan activities is modding, and this paragraph will focus how the cultural value

    of this activity translates to value for branding. There are two main gains for companies that

    are emphasised by game-fan-culture specifically. First, monetary value, and second,

    innovative value.

    julian kucklich: monetary value (Computer Gaming World, 2003)

    Prugl: innovative value (For example, Franke and Piller (2004) and Schreier (2006)

    have shown in experiments that the added value exceeds 100% in terms of the users

    willingness to pay for self-designed versus standard products.) Conclusion: modding can be valuable for brand in terms of monetary value and

    innovative value, but two important disclaimers need to be made. First, not all brands

    are suitable for modding. First, the some products are not easy to 'mod'. For example,

    one can argue that modding already happens when we look at nutrition products that

    as a marketing promotion let participants exchange or compete through entering

    recipes. However, a brand is not merely a product but rather a desire (Korenberger),

    and in this sense, the brand-engagement is based on a single marketing promotion. In

    order to gain sustainable results, brand-fans should be given the opportunity to

    continue their participation (Burkas). Second, participation should be voluntary

    (Burkas, Kotler, Korenberger, Rodriguez on serious games, Calleja).

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    Persuasion vs. added value

    Brands should not be about persuasion and selling (Phipps). Instead co-creation and

    delivering value should be the main points to focus on. The value of co-creation has been

    highlighted in the last paragraph, and this paragraph will focus on delivering value. The

    earlier reference to Gates and Lindstrom makes clear that all encompassing experience of

    the sense is needed to create emotional engagement. Experiencing the brand through all five

    sense combined is crucial3. I will use the concept of immersion to further explain the

    experience a consumer should have when engaging with a brand.

    brand experience is: (Brakus et. al., 2009): Brand experience is

    conceptualized as sensations, feelings, cognitions, and behavioral responses

    evoked by brand-related stimuli that are part of a brands design and identity,

    packaging, communications, and environments. The authors distinguishseveral experience dimensions and construct a brand experience scale that

    includes four dimensions: sensory, affective, intellectual, and behavioral.

    use immersion to pinpoint these four dimensions

    Calleja 133: Digital games on the other hand computerized operations:

    relate to 'digital nerve system' with disclaimer that not all senses are

    included, but in addition mention that Lindstrom mentions that not always all

    five senses should be emphasised equally (depending on the product: eg. Food

    taste, paper haptic). Also refer to future haptic game experiences and

    how this could relate to brand experience of e.g. fashion products.

    Brand experience (Ben-telecom example (Korenberger) ): how different

    games foster different experiences (Silent Hill for horror movies vs. The Sims:

    lifestyle product kits such as IKEA/ H&M)

    Conclusion: when we look at brand experience as an 'immersive' experience

    there is a lot to learn from game-fan-cult. A successful experience can lead to

    more customer loyalty (Brakus, Harden & Heyman) but is hard to achieve.

    Incorporation is the best aim from a branding perspective (rather then

    immersion) because it allows for 'brand-incorporation' to be achieved, since

    immersion (read: distraction) is not always preferred.

    3 Disclaimer: 5 senses-engagement differs per product: eg. 'taste' for food-products, 'smell' for parfum,

    etc.

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    Customer loyalty

    Use the calleja accounts of fans who tell what they experience when playing the

    game. Brand goals and game goals sustainability in the long run/ customer

    loyalty. How do games create fans fan-accounts on why they want to play a game.

    Calleja 138: Why do you keep coming back

    Brakus et al, p.13: Finally, it has been shown that consumer satisfaction affects loyalty.

    When a consumer feels good about the relationship and appreciates the product or

    brand, a high level of commitment and loyalty results (Anderson and Sullivan 1993;

    Mittal and Kamakura 2001; Oliver 1997). Thus: H6: Consumer satisfaction affects

    consumer loyalty positively (D&G tattoo examples for brands)

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    Conclusion

    Game-fans are unique in their effort to contribute to the game

    However, the ideologies (respect, equal value exchange, choice, 'community spirit')

    of game-fan-cultures should be strived for by brands in order to create brand-fans

    Some of the fan-activities (modding) can have 'real' benefits for brands

    These principles are not blindly transferable

    More research is needed due to the complex nature of brands (I have only discussed

    brand-engagement) and games (not all games are the same and harbour the same

    'type' of active fans)

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    Summary

    Phenomenon/ case

    followers of wow

    Relevance/motivation

    gaming has very loyal/a lot of fans; this would be very interesting for branding to

    research how it can benefit them

    Theories/models

    fan theory

    Method

    case study

    Thesis

    brand engagement wants to be a game

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    Bibliography

    Branding

    Martin Lindstrom

    Scholtz

    Mathieson

    Braun

    Shaughnessy

    Kotler

    Till & Heckle

    Harden & Heyman

    Haig

    Ries

    Games

    Miller

    Sihvonen

    Loguidice & Barton

    Newman

    Raessens

    Huizinga

    Jenkins

    Aarseth

    Calleja

    Media theory (used for analysis of branding & games)

    Sellen

    Latour

    Gibson

    Lister et. al.

    Van Der Hoek