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game advertising prevalence process 

game advertising prevalence process 

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Although academic business-based research into the area of Video and Computer Games (games) has increased in recent years, it will be shown that these have had a propensity to concentrate upon either Advergames or In-Game Advertising. However, this does not present the full picture of the association of games with advertising, and as such, a concep...

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... initial stage was to identify a source of suitable information and after searching various websites which supplied game charts, VGChartz (www.vgchartz.com/yearly) was chosen as it provided free information on games including (i) the name of the game; (ii) the console it could be played on; (iii) the name of the developer/publisher; (iv) the number of weeks it was in the charts; (v) the annual sales figures and (vi) the sales in total, (Appendix C). In addition, the methodology of how this site formulates their charts appeared to be reliable as it involves a mixture of methods and multiple sources including: (i) surveying both gamers and retailers; (ii) the utilisation of statistical trend patterns; (iii) examining resell prices in connection with consumer demand and stock levels and (iv) interacting with publishers to examine the number of units being shipped within different selling channels. Once the source had been identified, the actual gathering, synthesising and analysis of the raw data was then undertaken (Figure 2). 92 From a general industry perspective, Table 3 highlights the number of game titles for each company and console throughout the period. Initially, Sony consoles dominated the charts in 2005 and 2006 with the PS2 being the leading console each year. However, in 2007 Nintendo came to the fore due to the success of their DS console being the leading system that year. Nintendo again dominated in 2008, largely due to an increase in the number of Wii TM games as well as the DS replicating its previous success to be the leading console, followed closely by both the Wii TM and Xbox 360 TM . The rise of the Xbox 360 TM in 2008 would prove to be a sign of things to come in 2009, as although Nintendo was the leading company, the Xbox 360 TM was the top console. Overall, although Nintendo dominated the charts for 2007, 2008 and 2009, a closer analysis of the full five-year period highlights Sony as the leading company and their PS2 TM as the leading console. Although 200 games were listed for each year, it was apparent that duplicate game titles were present due to multiple versions of the same game available for different consoles. As the analysis progressed beyond the first year, duplicate titles also appeared from the previous chart in subsequent years, due to the popularity of some games still generating enough sales to appear in that year's chart. As such, it was found that of the 1000 games originally cited, only 566 unique titles were present over the full five-year period (Figure 3). Even in the first year it was found that 20 games (10% for the year) were duplicate titles, with the remaining 180 unique titles accounting for 31.8% of titles over the period. By 2006, this had risen to 95 duplicate games (47.5% for the year), with the 105 unique titles accounting for 18.55%, with the same figures repeated for 2007. In 2008, duplicate titles rose to 113 or 56.5% of titles for that year, with the remaining 87 unique titles representing 15.37% of those found overall. This recovered slightly in 2009 with a reduction to 111 duplicate titles, but this still represented 55.5% of titles being duplicate for that year, with the 89 unique titles representing 15.72% of all the games. As regards companies that publish software, it was found that over the five-year period, a total of 41 distinct publishers (based on this terminology used by VGChartz) had games appearing within the charts (Appendix D). From this it was found that the most prolific was Nintendo with 17.67% of games (100 games), with its closest rivals being Electronic Arts with 14.31% (81 games). Finally, fourteen different gaming genres were identified as being the main genres present in the investigation (Table 4). Over the full period, the most dominant was Action/Adventure, followed by Sports, Role Play Games (RPG) and Shooter. Annually, from 2005 through 2008, the Action/Adventure genre led the way, followed by Sports games. However, in 2009, these places were reversed, with Sports games being the leading genre, pushing Action/Adventure into second place. In terms of lowest prevalence, Puzzle and Strategy games consistently appeared in the bottom two, with another four genres, Platformer, Educational, Miscellaneous and Party occasionally joining them. When looking at the prevalence of Game Advertising in terms of In-Game Advertising and Around- Game Advertising, it was found that of the 566 unique titles, 215 (37.99%) were associated with these two facets. Annually, the results showed that in 2005, 66 out of the 180 unique titles had associations with Game Advertising, representing 36.67% of games; in 2006, this was 39.05% (41 out of 105 games); in 2007 it was 29.52% (31 out of 105 games); in 2008 it was 47.13% (41 out of 87 games) and in 2009, this was 40.45% (36 out of 89 games). Over the period, this averaged out at 38.56% of games having links to Game Advertising and highlighted a fluctuation of 17.61% between the lowest point in 2007 and the highest in 2008. Figure 4 highlights that due to games being associated with more than one format, there were in fact 278 occurrences linked to the 215 games found to have Game Advertising associations (see Appendix E for full game list). Annually, Marketing Displays were found to be the most popular in four out of the five years, although in 2009, Around-Game Advertising pushed ahead. On average, 63.47% of occurrences were In-Game Advertising related, with 36.53% being Around-Game Advertising. Within In-Game Advertising, Marketing Displays accounted for 39% of the total occurrences with Product Placement accounting for 24.47%. Unsurprisingly, single occurrences of Game Advertising accounted for 56.12% or 156 of the 278 total occurrences (Figure 5). Within this, Around-Game Advertising was most prevalent with 58.97%; Marketing Displays was next with 34.62%; and, Product Placement was the least with 6.41%. On an annual basis, Marketing Displays proved to be the most popular, with 40% in 2005; 41.51% ...

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Thesis
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This thesis analyzes players’ purchasing behavior in online games, expanding on the theory of reasoned action (ToRA), focusing on how underlying player characteristics and attitudes towards different monetization tactics influence the intention to purchase virtual goods in online games. This thesis also examines how these relationships differ between players on different platforms: console, PC and mobile. To understand these relationships we constructed the model of online game purchase intention. The model was tested via structural equation modeling (SEM) with 1,272 players, surveyed through various online game forums. Our findings show that the extended ToRA model developed, clearly indicates that the measured constructs of attitude towards monetization tactics, game genre, prior purchasing experience and exposure to virtual goods contribute to understanding and predicting online game players' intention to purchase virtual goods. The findings show that different players experience social pressure differently and have contrasting attitudes towards virtual goods and monetization tactics. Publishers and developers can use these findings to better understand how to increase their online game players purchase intention. Furthermore, the thesis can serve as a pilot study constructing the baseline for future research.