http://collectiveidentity.posthaven.com/tag/Kids%20Rule%20OK
http://www.pixelprospector.com/the-big-list-of-indie-game-marketing/
http://www.gamesradar.com/the-very-best-and-worst-of-games-merchandise/
http://www.toptenz.net/top-10-most-baffling-pieces-of-video-game-merchandise.php
Potential blogs for advertising or feature articles - http://www.pixelprospector.com/the-big-list-of-indie-game-sites/
http://midnightresistance.co.uk/
The main gaming websites
computerandvideogames.com/
ign.com
gamespot.com
gamesradar.com
eurogamer.net
So far you should have the following information
- A clear understanding of your product
- A clear understanding of who your target audience is
- A clear objective to your marketing campaign
- An understanding of the role of ASA and ISFE
- Multiple drafts and ideas for adverts and promotions AND feedback on these ideas.
THE NEXT STAGE IS:
1) Decide on your ideas - what (as a team or individuals) are you going to do. Remember you must have the following:
Direct advertising
Indirect advertising
Promotions
ALWAYS THINK ABOUT YOUR TARGET AUDIENCE AND FEASIBILITY
2) To create a clear marketing plan that must include the following:
A schedule: when is your product released, when will the marketing and promotion begin, when will the separate parts be actioned, why have you chosen this strategy.
3) How you intend to get feedback and information from your target audience and consumers as to how effective the campaign is.
4) Create the materials - evidencing the process along the way.
CREATE EVIDENCE FOR YOUR BLOG!!!!
Plan:
• type of photograph, eg portrait, action shot
• whether on location or in studio
• equipment to be used, eg camera, tripods, lighting, lenses
• time
• budget based on professional rates
• people, eg models
• safety considerations
• legal and ethical considerations, eg gaining parental permissions
for child photography, use of shocking photographs of violence
or death
• development, eg in a darkroom, digitally, quality of paper
• editing techniques
Direct advertising such as:
• trailers/posters
• television/radio commercials
• sponsorship
Indirect advertising such as:
• feature articles
• guest appearances on chat shows
Promotions:
• competitions/sponsorship
• merchandising
Indirect is a bit trickier to get your head around - the best way to look at it is marketing that doesn't explicitly target an audience DIRECTLY - it's marketing that a consumer discovers.
This could be feature articles about the game, it could be something more creative, perhaps a viral campaign.
2) Evidence your creative thinking and process on the blog - perform extra research into other marketing campaigns if necessary.
Drafts and proposals for 2 adverts (TWO)
(These drafts can take any form just as long as the ideas can be seen and presented)
HAVE THESE DRAFTS READY FOR PEER FEEDBACK AFTER HALF TERM AND EVIDENCE YOUR PROCESS ON THE BLOG
[slideshare id=21662431&doc=capcode0712-130522035234-phpapp02&type=d]
Go to the Industry Facts page of the ISFE website - look at the statistics - and cut and paste of any data you believe could be important for your marketing campaign. This will add to your market research - BUT ONLY IF YOU WRITE A PARAGRAPH UNDERNEATH THE DATA EXPLAINING WHAT YOU HAVE LEARNED.
FINISH MARKET RESEARCH ASAP
Are there forums, online sites, communities that could be targeted (especially literature fans)
Look at Richard Bartle's gamer demographics (Killer, Socialisers, Achievers, Explorers).
Which one of these would play your game? What types of marketing would attract them?
This process is very important as it will inform and influence your promotion choices for your marketing campaign. You have to know your audience in order to target them effectively.
As always you must use a combination of PRIMARY and SECONDARY research.
Your starting point is the list you created for you MARKET SEGMENTATION. Last lesson we identified the following:
Fan of the games genre (sci-fi, fantasy etc), Richard Bartle's game types, Casual vs Hardcore, Social games (Facebook), Indie Game fans, text based game users, story driven game fans (Adventure/RPG). Twine users.
You can research and consider ALL of these groups or choice a selection. However, you must justify this choice.
THE AUDIENCE AREAS YOU MUST CONSIDER ARE THE FOLLOWING:
These are the people who make games similar to your product and the obviously target audience.
http://www.guardian.co.uk/technology/gamesblog/2013/apr/10/anna-anthropy-twine-revolution
http://mkopas.net/
https://groups.google.com/forum/?fromgroups#!forum/tweecode
Twine development
Design a form of primary research to survey whether 16-18 years olds would be interested in playing Twine games and your games.
The research must figure out whether it is worth your time and effort to aim marketing to a younger audience in order to introduce new consumers your product.
Start a new post - call it Markeing for (whatever you game called): PRODUCT
Tag it Unit 04 AO2
Write a 250 word 'sell' for you game that must include the following:
What value the consumer will get from playing this game
Why they should play this game rather than others
You must document this process in a creative way - A4 paper - scan it in, use a tablet to handwrite in Photoshop etc WE DON'T WANT A DRY LIST.
TASK 4
Describes aims of a new campaign
Identifies the potential market (niche, local and national or global)
PEGI
Interactive Software Federation of Europe (ISFE)
Legal and ethical constraints identified: including the role of the ASA and other official bodies controlling advertising
The
stages of Market Research are as follows:
1. Identify the purpose of the research.
What are you attempting to get from the research? Is it an explanation as to
why certain consumer behaviour is occurring? Is it to enable accurate
predictions for the future? Is it to monitor current activity and record it
accurately? To discover new needs and wants?
2. Design the research
This is far more than just knocking out a questionnaire or an online survey.
First you have to ensure that research you are undertaking is valid – that the research really does
measure what is it supposed to measure.
Then the research must be reliable –
so is the data collected honest, is it a fair recflection of the rest of the
chosen group that are being studied.
Then there’s different types of research that can be carried out as depending
on the research objective you might need quantitative
research or qualitative research.
Quantitative research is pursuit of
empirical evidence and data using in numerical form – for instance the
percentage of iPhone owners who play Angry Birds.
Qualitative research is finding out
the stories behind the facts and figures, trying to understand opinion and
motivation of consumers – just what is it about attacking pigs with beaked
kamikaze-pilots that is so appealing.
3. Data Collection
The type of data needed has been identified for the purpose of the research,
now its about getting the information. This is can be done with collection of
original information and data – which is primary
research. It can be the gathering and summary of existing research and data
– which is secondary research. Typically
– for a thorough research project – a combination of primary and secondary is
used.
4. Evaluate and analyse the data
Evaluating requires a looking at the raw data and ‘cleansing’ the data in terms
of incomplete and unrepresentative responses that might have an affect on the
overall outcome.
Analysis can take two forms;
Descriptive analysis – this is a
summary of the findings, a description on the data. This could involve pie
charts and tables for quantitative research and categorisation of consumers for
qualitative.
Inferential analysis – using the data
to make inferences, predictions and judgments on the area research.
5. Communicate the results – the final stage is to present your research making
clear the purpose of the research, the design, the finding and the conclusions
made from it.
Remember this is market research so extends beyond surveying consumers attitude to products. Business need information on every factor of the marketing process - products, packaging, distribution, pricing, advertising, cultural trends, social attitudes, brand recognition – anything that they believe will inform and give an edge in communicating the value of their product and creating demand.
1. Dexter Fletcher
2. with Carey Mulligan
3. Steven Mackintosh
Tamsin Outhwaite
4. David Wilmot
Rosie Day
5. Simon McBurney
6. Special guest Jerome Flynn
7. Created & written by Tom Green
8. Produced by Katie Swinden
9. Directed by Irene O'Brien
10. CAM
UNIT 04 AO1
So far you should have researched half of the marketing mix (2 of the 4 Ps - Product, Promotion) for Rockstar's Red Dead Redemption.
Now complete the other 2 Ps
Placement
How was RDR distributed? What shops? What online retailers? When did it come out in different countries? When and where was it available in terms of digital distribution? Where is it available to purchase digitally now?
What DLC was there? Where could you get it and when?
Price
How much was it on release? What retail promotions were there? What pre-order incentives were there, with whom? When was a budget version released? Was there a collectors edition - how much? How much was the downloadable version?
Research this yourself but these you'll find some information here.
If you finish this move onto to a second case study and do the same type of research (4 Ps): either Angry Birds or you can choose a game of your choice as long as it is iPhone/smartphone game or a social game (Facebook).
For Angry Birds there's a ton of resources online but below is a very good document and there's something interesting information on how they marketed it here.
With the following links you will find the following evidence.
1) Text and illustration
Evidence of sketching techniques - line drawing, using Photoshop and tablet, creating own font, brushes and textures
Research into illustrators and their work as well as existing texts.
Concluded in the pitch for a children's books.
2) Audio-Visuals and Audio
Evidence of post-production and filming techiniques - New York Editing Sequence, Western Credits - combing text & key framing with sound FX and Music, Foley sound production, One minute film challenge and recreating Misfits opening credits.
Each of these techniques has an evaluation on the skills learned.
Then there is research and preparation for the Sci/Fantasy TV opening credits - primary and secondary research, research into relevant practitioners and identification of a target audience.
Final product and evaluation.
(ALSO SEE THE UNIT 02 A4 FOLDER)
3) Animation techniques
Evidence of post-production techniques - parallax scrolling, rotoscoping, stop motion, flick-book - each with evaluation.
Final product and evaluation.
Jack Craig
The next links take you to the pitch for the Film Education Poster task which includes primary and secondary research, evidence of Illustrator techniques learned and a final product.
Jack Craig
(Supporting blog)
Ed Fawcett
(Supporting blog)
Lee O'Keefe
(Supporting blog)
Zack Barton
(Supporting blog)