Dissertations / Theses on the topic 'Video game marketing'
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Peters, Sara Jean. "Get in the game the effects of game-product and product placement proximity on game players' processing of brands embedded advergames /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2008. http://hdl.handle.net/10355/5756.
Full textThe entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on August 14, 2009) Includes bibliographical references.
Vollbach, Alexander Michael. "Diversity and Inclusivity in Video Game Advertisements: An Exploration of Video Game Console Commercials from 2003 to 2017." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1522968361672216.
Full textHarding, Andreas. "Exploring brand identity practice in video game start-ups : Industrial Marketing." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74485.
Full textAlhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.
Full textWydick, James R. "The impact of in-game advertising on players' attitudes and purchasing behavior towards video games." View electronic thesis, 2008. http://dl.uncw.edu/etd/2008-3/wydickj/jameswydick.pdf.
Full textFoster, Lisa B. "Effects of Video Game Streaming on Consumer Attitudes and Behaviors." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etd/3041.
Full textDickinson, Ted Michael. "A Proposed Accessibility Model of In-Game Advertising Effects." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1469128159.
Full textShiflet, Matthew. "Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports Industries." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1555957153106043.
Full textHammarsten, Oskar, and Sofie Hägerbrand. "The unexplored power of buzz in the video game industry." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-42316.
Full textLiang, Yan. "Effects of active video game intervention on promoting physical activity among Hong Kong Chinese children." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/199.
Full textLebduška, Martin. "Analýza světového trhu elektronické zábavy." Master's thesis, Vysoká škola ekonomická v Praze, 2014. http://www.nusl.cz/ntk/nusl-264512.
Full textNejepínský, Adam. "Monetizace vysokorozpočtových herních titulů." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162628.
Full textRuiz, Victoria Jeronimo, and Arne Samuel Löffler. "Identifying and testing success factors for brand extensions in the Video Game Industry : The differences between segments of players and a model for predicting success in the Tomb Raider Series." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18155.
Full textSalas, Gil Andrés Wenceslao. "Factores económicos que se relacionan al posicionamiento de los videojuegos free to play competitivos en hombres en Lima Metropolitana." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/652110.
Full textAt present, the videogames industry has shown great growth compared to other industries, which has generated a greater number of competitors in the sector. Likewise, videogame purchase models have varied over time, making free to play the most attractive modality among videogames. For this reason, competitive free to play video games have chosen to invest in different fields, in order to improve their positioning and attract new users. However, with respect to investments, three factors have been determined that relate to positioning, advertising investment, investment in the competitive scene and investment in influencers. Reason why, each of them is developed, through its approach to videogame marketing. The methodology includes a quantitative and qualitative analysis, through a cross-analysis of the variables, in-depth interviews and focus groups. In this way, the collected is discussed, finding findings of vital importance that validate the hypotheses presented. What places the investment in the competitive scene, as the most important investment for the positioning of esports free to play.
Trabajo de investigación
Lukschanderlová, Petra. "Podnikatelský plán aktivit v oblasti vývoje a distribuce počítačové hry v žánru strategie." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2021. http://www.nusl.cz/ntk/nusl-442909.
Full textBlake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.
Full textWright, Beverly Darlene. "The impact of data collection methodology and warning labels on adolescents' response factors." restricted, 2005. http://etd.gsu.edu/theses/available/etd-08112005-232149/.
Full textTitle from title screen. Naveen Donthu, committee chair; Kenneth Bernhardt, Sevgin Eroglu, Detmar Straub, committee members. Electronic text (154 p. : ill. (some col.)). Description based on contents viewed Apr. 25, 2007. Includes bibliographical references (p. 139-154).
Kerns, Avery Elaine. "Pac-Man and the Pack Mentality: A study of the powers of nostalgia and socialization in gaming choice." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1556209334399674.
Full textNylander, Johanna. "ActionMegaPower : att inkludera tjejer i marknadsföring av actionspel." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1064.
Full textDet här examensarbetet består av två delar som syftar till att generera en metod för hur man marknadsför dataspel till en målgrupp av tjejer mellan 16-18 år. Den reflekterande texten visar den teoretiska grunden för metoden, och verksdelen, en marknadsplan för ett fiktivt actionspel, exemplifierar den.
Marknadsföringen behöver rikta sig till målgruppen om den skall kunna locka fler tjejer till att spela. Att inkludera dataspel i befintliga normer, som t.ex. att actionspel är spel som spelas tillsammans med vänner, samt visa avatarer målgruppen kan identfiera sig med, är två viktiga aspekter för en lyckad marknadsföring.
Om tjejerna fångas upp när de enligt statistiken skulle sluta spela dataspel, finns det potential att bredda målgruppen för fler dataspelsgenrer. Branschen får fler personer att sälja spel till, och fler kvinnor får ta del av de positiva effekter dataspelande bidrar till.
This bachelor thesis has two parts to generate a method on how to market video games to a target group of girls ages 16 through 18. The reflecting text provides a theoretical ground for the method, and the second part a marketing plan for a fictional action game, exemplifies the method.
In order to entice more girls to play games, the marketing needs to address the target group. Two important aspects in succeeding with marketing to girls are to include video games in the norm surrounding the female gender, like telling that action games are games you play with friends, and to advertise with avatars the target group can identify with.
If the girls begin or continue to play when they statistically should stop, there exists a potential to widen the target group for more video game genres. The industry gets more people to sell games to, and more young women can take part of the positive effect of playing video games.
Dupont, Florian. "Les marqueurs des univers fictifs populaires : outils stratégiques du marketing, de l’économie et de la consommation des fictions audiovisuelles de divertissement (1995-2015)." Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCA099/document.
Full textBe they video games, movies or TV shows, popular audiovisual fictions encourage the consumption of diverse cultural works, instinctively linked to a specific fictitious universe, brand, genre or organisation. Analyzing this audience’s reflex leads to the inner working of how cultural products are linked together, thanks to an apparently innocuous element which indeed supports an allusion. This marker, as we will call it, can be understood as such only under certain conditions. When it is, it can play a central role in the risk-reduction strategies implemented by entertainment industries during the design, production and marketing of mainstream fictions, with no guarantees of of a success that can hardly be summed up by box-office numbers. These strategies, in turn, promote a playful use of markers in fictions, allowing the audience’s exploration of popular culture universes, and their recycled use as allusions by creative teams in the TV show, film and video game industries
趙良正. "Game Theory Based Marketing Strategies of Digital Video Services." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/82769634032019777147.
Full text國立交通大學
管理學院碩士在職專班資訊管理組
96
The purpose of this study is to help put into perspective what is going on in this underdeveloped market and opefully help give entrepreneurs some foresight into what is likely to happen in the future. Using the same theoretical analysis as is used in the Game Theory, this article will raise various points that will help entrepreneurs develop proper strategies for their business. After analyzing Game Theory and applying it to the business management, four management models, considered appropriate to the application on the digital content market, each with their own Profit functions are found worthy of consideration. The study will then calculate all Profit functions and integrate them into Payoff functions. As a result, there will be four sets of Nash Equilibriums that will be discussed in this study. Finally, via the conclusion predicted by the Profit functions and Nash Equilibriums that come out from different strategies, this study will be able to simulate, analyze, and verify the impact on benefits, when two industries are competing and cooperating with each other based on their different strategies. This study also suggests the broadcasters play a leading role in the management model, and that the money saved by telecommunication service providers will compensate their advertisement investments cost. On the other hand, the broadcasters will be able to extend their digital content market. For both of broadcasting and telecommunication industries, it will be a win-win situation.
Yu, Ching-Ying, and 尤淨纓. "Pre-marketing forecasting and Boundary spanning governance-insights the video game developer perspective." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/j3d7bd.
Full text元智大學
管理學院博士班
103
Through empirical research, we discovered the indeterminacy of the game industry after 40 years of development. In light of two indeterminacies, they are marketing expenses and developing time. We performed a case study to understand the role of outsourcing in product creation and proposed a dataless pre-marketing sales forecasting method for use before a game’s launch. In this context, our first step, which we address in Chapter 2, is to investigate the game industry’s background via literature review. After this investigation, we presented relevant methods for Structured-Pragmatic-Situational (SPS), fuzzy measure, Choquet integral model and Multi-layer perceptron (MLP) model in Chapter 3. We employed as our method a cross-culture case study combined with the SPS method with boundary spanning activity and boundary spanning leadership. Herein, we presented our empirical study, the conversation of which continues into Chapter 4. We address the procedure, how boundary spanning activity and boundary spanning leadership influence outsourcing, as well as how sales forecasting influences the effectiveness of pre-marketing. Chapter 5 offers conclusions, recommendations and future research directions. Our findings give several insights into the linkage between boundary spanning activity and boundary spanning leadership. Capability (seek capability) and strategy (network changed) played important roles in four combinations, at different phases of product outsourcing. We also provided the results of three simulations to predict pre-marketing sales data dependent on game’s release timing: the Christmas season, the Game developers conference (in March), and the Tokyo Game Show (in September). We believe this study, introducing the coupling of the boundary spanning governance and pre- marketing forecasting approach, will contribute to the knowledge of video game industry dynamics.
Caballero, Luis Alberto Mendieta. "“The impact of online ratings on video game sales”." Master's thesis, 2015. http://hdl.handle.net/10362/15686.
Full textSosnowski, Michal Aleksy. "Marketing in Video Game Industry: how do modern online video games fulfill customers’ needs? Based on examples of Fortnite: Battle Royal and League of Legends." Master's thesis, 2019. http://hdl.handle.net/10362/92317.
Full textDuarte, Ana Filipa Trindade. "Adopção da In-Game Advertising em Portugal." Master's thesis, 2009. http://hdl.handle.net/10071/1958.
Full textCommunication and advertising for brands and products are in constant motion. Not only do the way companies advertise and the audiences evolve and are looking out for new methods to communicate brands and products, but the companies behind a brand also try to walk side by side with the development of markets and audiences. This constant evolution makes companies search for diversified ways to pass the message to the audience in a relevant way, without jeopardizing the core communication for the brands. In an attempt to diversify communication and in order to avoid the invasion of the consumers‟ private space, brands are searching for new ways which are adequate for each moment and development stage of the brand, the product and the audience. Advertising in video games – in-game advertising – is one of the ways that has been developed over the last few years, especially in the end of the 90s, as one of the alternative ways to communicate. Aiming a younger generation and a younger adult audience, this form of communication intends to embed brands and/or products in a virtual gaming environment. Whether embedded in a set of other brands or in a game dedicated to one brand only – advergame –, advertising in video games represents a potential for growth and for that reason, research should be conducted so as to identify advantages for the advertisers and evaluate the efficiency of its use in the minds of consumers. Our study intends to identify the development status of the use of in-game advertising by the biggest advertisers in their subsidiaries in Portugal. Furthermore, we tried to identify the advantages of the technique in communicating brands and products. To achieve our main goals, nine in-depth interviews were conducted with some of the greatest advertisers. We identified different levels of adoption for this technique, namely that some subsidiaries already use it, others still don‟t have enough know-how about it to include the method in their advertising campaigns. It was possible to conclude that, although the technique of in-game advertising does not correspond to one of the biggest investments in Portugal, brands have been increasing investment in the online channel and the embedment of brands and/orproducts in video games is something that some of the Portuguese subsidiaries have been considering.
André, Diogo Gonçalves Calvo. "The impact of in-game advertising on brand recall and recognition within non-linear video games." Master's thesis, 2018. http://hdl.handle.net/10071/18408.
Full textOs videojogos têm sofrido alterações com o tempo e os novos lançamentos mostram uma mudança para videojogos não-lineares, ondes os jogadores têm mais liberdade de escolha no jogo. Isto pode mudar a eficácia dos anúncios no jogo. As variáveis recordação e reconhecimento têm sido estudadas durante anos e são cruciais para medir o sucesso de um anúncio, incluindo anúncios em jogos. Publicidade in-game é um tópico recentemente relevante para investigadores e muitos estudam o que impacta os níveis de recordação e reconhecimento. Contudo, muitos dos estudos tendem a contar com senários extremamente controlados em que a ação e liberdade do jogador são desautorizadas. O objetivo deste estudo é testar os níveis de recordação e reconhecimento num videojogo multiplayer não-linear onde os jogadores são livres de caminhar pelo mapa. Os nossos resultados sugerem que a população da área e o envolvimento do consumidor na marca são variáveis significantes na previsão dos níveis de recordação e reconhecimento, mas o tamanho do anúncio mostrou-se insignificante. Com árvores de decisão, os fatores individuais do jogador pareceram ser preditores tão ou mais importantes que a população da área e o envolvimento do consumidor na marca. Repetição foi o preditor mais importante, tendo sido medida pelo número de vezes um anúncio apareceu completamente no ecrã do jogador. Os nossos resultados estão de acordo com outros estudos, mas num contexto de jogo não-linear. A população da área deve ser considerada por empresas se usarem anúncios em jogos, tendo também em consideração as características dos jogadores.
Chew, Zhi-Liang, and 丘智良. "Best Practices for Marketing DLC in the Online Video Game Industry Using Customer Surveys as a Business Model." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/67804908392867429125.
Full text國立臺灣大學
企業管理碩士專班
101
“The global video game market is undergoing a tectonic shift with the emergence of mobile social games cannibalizing its console brethren. Several forces are catalyzing this process, including the world wide proliferation of smart phone devices at a pace dramatically exceeding console sales, China’s refusal to lift the ban of consoles, and evolving consumer purchasing habits towards cheaper, casual games. While correct in predicting the explosion of mobile social games, most gaming industry analysts largely dismiss the possibility that the two mediums can coexist. In this business plan, I expand the definition of “gamer” to people who would not have been circumscribed by the term before the advent of smart phone games. I then develop historical, qualitative, and quantitative arguments that suggest numerous business opportunities which straddle both mediums to generate profit through the company called Cross Counter. I present a 3 year plan to raise capital for the YouTube video content production company and introduce the personnel necessary to carry out the various tasks, and suggest key strategic markets to focus on within the Asia-Pacific region. At the heart of the business is the Downloadable Contents “DLC” pricing model which aims to assess the optimum pricing strategy in relation to the major variables transaction security, Metacritic score, time to market, gregariousness, and base cost price. As no business venture is devoid of risk, I delineate the potential pitfalls such a startup company can encounter during this precarious period of console market stagnation and mobile game growth. The results show that the Cross Counter: Asia can take advantage of its nimble structure and deftly position itself as a major provider of eSports content production while operating as a social business to promote gamer wellness and more active participation by female gamers.”
Yi, Lin, and 林奕. "THE STUDY ON THE IMPACT OF EXPERIENTIAL MARKETING, INVOLVEMENT, AND ACCEPTANCE OF IN-GAME ADVERTISING TOWARDS THE REPURCHASE INTENTION OF SPORT VIDEO GAMERS." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/69148652897383350642.
Full text國立臺灣體育學院
體育研究所
98
The fairly new medium, In-Game Advertising (IGA), has become an alternative vehicle, which allows advertisers to embed their ads in sports video games. Therefore, this study drew up the experiential marketing, involvement, and acceptance of in-game advertising in order to analyze the repurchase intention of Taiwanese sport video gamers. The on-line survey in this study especially targets the chat-room gamers in a well-known platform of sport video game, called Bahamut, in Taiwan. The method in this research was a survey of the web-site and 100 samples were involved. The data were analyzed by statistic tools, such as descriptive statistic, independent-sample t test, ANOVA, and regression. The results of this study were showed below: 1. Taiwanese sport video gamers were mostly male, age less than 30, and most of them were college or university students. They played sport video game over 13 hours every week. Their budget upper limit for purchase sport video game software is between NT1,101 and 1,400. 2. The variables of demographic had insignificant differences on experiential marketing and involvement. 3. The play hours of a week had significant differences on the acceptance of in-game advertising. 4. Experience marketing, involvement, and acceptance of in-game advertising were variables for the best model of regression to predict repurchase intention of Taiwanese sport video gamers.
"Marketing home video games." Chinese University of Hong Kong, 1994. http://library.cuhk.edu.hk/record=b5888059.
Full textIncludes questionnaire in Chinese.
Thesis (M.B.A.)--Chinese University of Hong Kong, 1994.
Includes bibliographical references (leaves 71-73).
abstract --- p.iii
TABLE OF CONTENTS --- p.iv
LIST OF TABLES --- p.vi
ACKNOWLEDGEMENT --- p.vii
Chapter
Chapter I. --- INTRODUCTION --- p.1
Chapter II. --- MARKET ANALYSIS --- p.2
Product Definition --- p.2
Analytical Framework --- p.2
Microenvironment --- p.3
Company --- p.3
Marketing Intermediaries --- p.7
Major Competitor -- Sega --- p.15
Concerns from Parents & the public --- p.18
Macroenvironments --- p.19
Demographic Environment --- p.19
Economic Environment --- p.20
Technological Environment --- p.21
Legal Environment --- p.25
Chapter III. --- CUSTOMER RESEARCH --- p.28
Research Method --- p.29
Qualitative Research --- p.29
Focus Group --- p.30
Interview with the Shopowner of a Retail Outlet --- p.32
Survey Research --- p.34
Chapter IV. --- MARKETING STRATEGY & CONCLUSION --- p.53
Marketing Strategy --- p.53
Product --- p.53
Positioning --- p.57
Distribution --- p.58
Pricing --- p.60
Conclusion --- p.61
APPENDIX --- p.63
BIBLIOGRAPHY --- p.71
Santos, Bruno Oliveira. "Expansão do mercado dos videojogos: como educar os séniores para uma cultura gamificada." Master's thesis, 2016. http://hdl.handle.net/10284/5658.
Full textFrom the future of entertainment to a childish fad, and from there until becoming the main tool for entertainment and, to a great extent, for socialization: nowadays, video games play a major role in our strongly digitalized society. There has been, however, a part of it – mainly people older than 55 years – that has been put aside from this phenomenon, either by their own will, or by neglect from video game industry. Nonetheless, in an increasingly ageing global society, it becomes quite relevant to create a marketing plan for a demographic expansion for this market, supported by smart strategic initiatives, in order to prepare a process of aggregation for this already huge and fast growing target. That is precisely this study’s main goal. To do so, various bibliographic and empirical sources were used and organized into strategic plans of seduction, inclusion, support and maintenance of this target in the video game market.