Method of product placement in computer games. Qualitative research amongst Polish players

Nowadays, new technologies enable practitioners to create brand experience in the virtual world of computer games. Marketers use product placement to reach potential and current customers. In the meantime, computer games have become an attractive medium because they attract an increasingly wider aud...

Full description

Saved in:
Bibliographic Details
Main Author: Magdalena Hofman-Kohlmeyer
Format: Article
Language:English
Published: University of Warsaw 2024-01-01
Series:Journal of Marketing and Consumer Behaviour in Emerging Markets
Subjects:
Online Access:https://press.wz.uw.edu.pl/jmcbem/vol2024/iss1/2
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1832584805494030336
author Magdalena Hofman-Kohlmeyer
author_facet Magdalena Hofman-Kohlmeyer
author_sort Magdalena Hofman-Kohlmeyer
collection DOAJ
description Nowadays, new technologies enable practitioners to create brand experience in the virtual world of computer games. Marketers use product placement to reach potential and current customers. In the meantime, computer games have become an attractive medium because they attract an increasingly wider audience of different genders and various age groups. Therefore, an important issue is to know and systematize current methods of brand placement in computer games. For the purpose, the author carried out 20 in-depth interviews with players of chosen computer games, Second Life, Euro Truck Simulator 2 and The Sims. According to the analysis, it can be distinguished by the following typology: place of brand placement (before logging, inside the game, in separate windows, and on external websites), brand availability (paid brand appearance and free brand appearance), the source of brand placement (game producer, organizations, and players), virtual forms of promotion (advertising, public relations, direct marketing, personal selling, sales promotion, and word-of-mouth marketing), the degree of use of the branded product in game (full use and limited use of the branded product). The presented paper contributes to the theory of marketing communication and branding.
format Article
id doaj-art-942ca99f748746ee95f65aa29ba1cf22
institution Kabale University
issn 2449-6634
language English
publishDate 2024-01-01
publisher University of Warsaw
record_format Article
series Journal of Marketing and Consumer Behaviour in Emerging Markets
spelling doaj-art-942ca99f748746ee95f65aa29ba1cf222025-01-27T11:09:45ZengUniversity of WarsawJournal of Marketing and Consumer Behaviour in Emerging Markets2449-66342024-01-0120241143410.7172/2449-6634.jmcbem.2024.1.2Method of product placement in computer games. Qualitative research amongst Polish playersMagdalena Hofman-Kohlmeyer0https://orcid.org/0000-0001-9201-3308Department of Organizational Relationship Management University of Economics in Katowice, PolandNowadays, new technologies enable practitioners to create brand experience in the virtual world of computer games. Marketers use product placement to reach potential and current customers. In the meantime, computer games have become an attractive medium because they attract an increasingly wider audience of different genders and various age groups. Therefore, an important issue is to know and systematize current methods of brand placement in computer games. For the purpose, the author carried out 20 in-depth interviews with players of chosen computer games, Second Life, Euro Truck Simulator 2 and The Sims. According to the analysis, it can be distinguished by the following typology: place of brand placement (before logging, inside the game, in separate windows, and on external websites), brand availability (paid brand appearance and free brand appearance), the source of brand placement (game producer, organizations, and players), virtual forms of promotion (advertising, public relations, direct marketing, personal selling, sales promotion, and word-of-mouth marketing), the degree of use of the branded product in game (full use and limited use of the branded product). The presented paper contributes to the theory of marketing communication and branding.https://press.wz.uw.edu.pl/jmcbem/vol2024/iss1/2product placementplacement methodplacement strategyin-game advertisingbrand
spellingShingle Magdalena Hofman-Kohlmeyer
Method of product placement in computer games. Qualitative research amongst Polish players
Journal of Marketing and Consumer Behaviour in Emerging Markets
product placement
placement method
placement strategy
in-game advertising
brand
title Method of product placement in computer games. Qualitative research amongst Polish players
title_full Method of product placement in computer games. Qualitative research amongst Polish players
title_fullStr Method of product placement in computer games. Qualitative research amongst Polish players
title_full_unstemmed Method of product placement in computer games. Qualitative research amongst Polish players
title_short Method of product placement in computer games. Qualitative research amongst Polish players
title_sort method of product placement in computer games qualitative research amongst polish players
topic product placement
placement method
placement strategy
in-game advertising
brand
url https://press.wz.uw.edu.pl/jmcbem/vol2024/iss1/2
work_keys_str_mv AT magdalenahofmankohlmeyer methodofproductplacementincomputergamesqualitativeresearchamongstpolishplayers