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This piece explores how advertising and games utilize procedural rhetoric as a means of persuasion. It breaks down three advertising strategies: demonstrative, illustrative, and associative, discussing how they incorporate products into gameplay. The text highlights the persuasive qualities of games, examining advergames designed to foreground products through interactive narratives. By analyzing various examples, it shows the shift in advertising from static messages to integrating messages within gameplay, ultimately influencing consumer behavior and preferences through engaging experiences.
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Means of Persuasion • Procedurality • Procedural rhetoric = rhetoric of a system • The use of unit operations, systems, rules, and procedures to persuade or express. • Visuals • Graphics, editing • Audio • Music, sound effects • Words • Print, spoken
Games are systems • Games are systems—they are a combination of rules and units—they embody procedural rhetoric. • Games have persuasive qualities, and some games are designed to be persuasive. • What makes procedural rhetoric better/worse/different at persuasion than static or linear forms?
Three modes of advertising 1. Demonstrative– communicate tangibles about the nature of a product • Demonstrations, simulations, and/or descriptions of product • “Let me show or tell you how it works” • http://www.allgirlarcade.com/games/play/cupcakemaker/ • http://ford.com/cars/mustang/customizer?intcmp=fv-fv-a1b01c02d000941e00f00g05h14j12k40m6n0p20111212 • Advergames: Use of product in game; descriptions in game. 2. Illustrative– indirect information through presentation of product in social or cultural context • Object used or referred to in context, but sometimes incidental to gameplay. • “Play hockey using a lifesaver as a puck” • Advergames: Communicate existence of the product through gameplay • http://crazysquares.com/games.html • http://mccafetime.com/game/ 3. Associative – indirect; focusing on the context/social and intangibles. • Lifestyle marketing; associating product with who buyer wants to be. • “Play pool on this cool Jack Daniel’s Pool Table.” • Advergames: Relate product with game/lifestyle • http://www.happymeal.com/
Ads can use multiple strategies • Not mutually exclusive • Sometimes an ad can be demonstrative, illustrative, and associative. • Rarely is an ad equal parts demonstrative, illustrative and associative. • We look at the focus of the ad—what is its primary means of communicating.
Great games… …but are they great advergames? • The Coke Zero Game • Get the Glass! • Samurai Kitten
Who created whom? • “Mass media allowed companies to manufacture wants rather than satisfy needs” (Bogost 150). • “Marketing has shifted away from a focus on the procedural rhetoric of media technologies—integrating ads into the rules of programming formats” (Bogost 152). • “Advertisers focus on the procedural rhetoric of the frames themselves—integrating ads into rules of consumers’ perceived cultural station” (Bogost 152).
Types of game advertising • Licensing and Product Placement. This perpetuates a recursive network—deepened relationship with product. Game increases exposure to product, exposure increases game sales. • Licensing – sponsoring producer or representative product within game. Illustrative and associative • Product Placement – placement of product in game. A soda machine, baseball bat, or clothing line. Also, static/linear advertisement in game. • Advergames – Any game created specifically to host a procedural rhetoric about the claims of a product or service. Demonstrative, illustrative, associative simulation of product.
Advergame: $10,000 – $400,000 Primetime commercial: $100,000 – $200,000 30 second spot 30 commercials run during an hour long TV program Playing food advergames led to children eating more (Folkvord et al., 2012) Dorito’s Hotel 626 won 8 awards, and videos on YouTube of people playing have reached over 1 million hits
Advergames • Focus on advergames for this assignment because they (can/should) are based on procedural rhetoric. • They are “persuasive” games. Persuasive games foreground a product, lesson, or ideology.