Advergames as Marketing Communication Media Opportunities

Alvian Alrasid Ajibulloh(1*)

(1) Universitas Amikom Yogyakarta
(*) Corresponding Author

Abstract

The pandemic has had a major influence on consumer behavior trends, and it is considered that business actors need to make several adaptations so that the market does not abandon it. And in the process of selecting marketing media, media games can be used as an alternative at this time, because from some of the results of previous research on the combination of games and advertising, it can have a positive impact on marketing. Therefore, the researcher wants to investigate further about the opportunities that can be obtained from the use of media advergames to assist marketing communication activities in this pandemic situation, by using the literature study method from several previous scientific journals. The research results reveal that the media advergames are able to provide benefits in the marketing process such as being able to create experiential marketing, brand engagement, product placement.

Full Text:

PDF

References

Afshar R. Jones C and Banerjee D. (2004). Advergaming Developer’s Guide: Using Macromedia Flash MX 2004 and Director MX. Hingham: MA: Charles River Media.

Badan Pusat Statistik. (2020). Ekonomi Indonesia Triwulan II 2020 Turun 5,32 Persen. Retrieved from https://www.bps.go.id/website/materi_ind/materiBrsInd-20200805114633.pdf

Chou, Y. (2019). Serious Games, Advergames, Gameful Design? Implicit vs Explicit Gamification. Retrieved from https://yukaichou.com/gamification-study/series-games-gameful-design/

Diputra, A. (2018). Pepsi Man, From Promotion in Japan to Famous Worldwide. Retrieved from https://global.teknologi.id/game-esports/pepsi-man-from-promotion-in-japan-to-famous-worldwide

Estha. (2015). Pengaruh Durasi Bermain Advergame terhadap Level of Comprehension dari Brand Message. Universitas Diponegoro.

Evrim C¸ eltek. (2010). Mobile Advergames In Tourism Marketing. Journal of Vacation Marketing, 10. Retrieved from https://www.researchgate.net/publication/258162913_Mobile_advergames_in_tourism_marketing

Ghirvu. (2012). In-Game Advertising: Advantages and Limitations for Advertisers. The USV Annals of Economics and Public Administration, 12. Retrieved from http://seap.usv.ro/annals/ojs/index.php/annals/article/view/462/493

Goutama, A. E. (2018). Game Advertising vs TV Advertising Which One Is More Effective In Building Brands. 27(01), 1–9.

Keith. (2019). Product Placement in Video Games. Retrieved from https://www.goodbadmarketing.com/keith/product-placement-in-video-games/

Kusumasondjaja, S. (2016). Respon Konsumen pada Mobile Advergames: Intrusiveness dan Irritation. Jurnal Manajemen Teknologi, 15. https://doi.org/http://dx.doi.org/10.12695/jmt.2016.15.3.1

Lopatina. (2005). Context-aware mobile gaming. University of Troms.

Parreno-Marti. (2013). Factors Contributing Brand Attitude in Advergames: Entertainment and Irritation. Journal of Brand Management, 20, 374 – 388.

Pertiwi, M. (2012). Film Indonesia yang “Jualan.” Retrieved from https://marketing.co.id/film-indonesia-yang-jualan/

Qolbi. (2014). Pengaruh Iklan Terhadap Sikap Konsumen. Jurnal Administrasi Bisnis, 10. Retrieved from http://administrasibisnis.studentjournal.ub.ac.id/index.php/jab/article/view/445/643

Saputro, R. E. (2015). Potensi Game Sebagai New Media dalam Marketing. Retrieved from https://www.kompasiana.com/kapitaselektakomunikasi/56644247ac92738114b1715e/potensi-game-sebagai-new-media-dalam-marketing?page=all

Skinner, O. (2020). Product Placement in Video Games. Retrieved from https://www.voices.com/blog/product-placement-in-video-games/

Wicaksana, T. (2020). Laporan Terbaru! Pandemi COVID-19 Buat Gamer Mobile Meningkat. Retrieved from https://games.grid.id/read/152296444/laporan-terbaru-pandemi-covid-19-buat-gamer-mobile-meningkat?page=all

Yuswohady. (2020). New Marcomm Paradigm. Retrieved September 22, 2020, from https://www.yuswohady.com/2020/07/18/new-marcomm-paradigm/

Article Metrics

Abstract view(s): 495 time(s)
PDF: 859 time(s)

Refbacks