Mostrando postagens com marcador DIGRA. Mostrar todas as postagens
Mostrando postagens com marcador DIGRA. Mostrar todas as postagens

sábado, 21 de julho de 2018

My presentation for DIGRA 2018 - Playing with a brand: the Brazilian McDonald's paper tray case

I want to share my expanded abstract for DIGRA conference 2018. I'll be in Turin in the next week for the event. =)

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Playing with a brand: the Brazilian McDonald's paper tray case

Keywords:
McDonald’s, board game, Facebook bot, paper tray, marketing

Taking communication, marketing and entertainment as leading and intertwining landmarks of contemporary culture, this paper discusses an advertising piece from Brazilian McDonald’s restaurants, which uses a gaming interface to cast a branding message to its consumers. Acknowledging the prominence of digital networks in today’s mediapolis (Silverstone 2006), where mass self communication (Castells 2009) poses new challenges to understanding current modes of sociability and consumption, our focus will be directed to one promotional board game presented in the paper used to protect the food tray in McDonald’s Brazilian restaurants. Created by the Brazilian advertising agency DPZ&T and launched in October 2017, the game uses a “race to the end” mechanic and could be played from one to four players using a Facebook bot.


Figure 1: McDonald’s promotional paper tray using a board game with a Facebook bot interaction.

To play the game, one player must scan the special code using the app “Facebook Messenger” in their smartphone. The code starts a special bot that sends quizzes, enigmas, and trivia questions about McDonald’s to the players. Each correct answer allows players to advance their pawn in the trail. The player who wins the race receives one special chance to earn a prize (pack of French fries, ice cream etc.) from McDonald’s.

In the first part of the presentation, following the thoughts of Fullerton et al. (2008 15-16), we analyze the game design process for a promotional game. Based on information provided by the agency, we discuss the conceptual stage and the necessity to align gameplay with the marketing message; we also discuss how a prototype is created in this case, and how the beta test sessions occurred. In the end, we present technical information about how the final version is implemented with the interface between the board game (in the paper tray) and the Facebook bot (in the smartphone).

In the second part of the presentation, we highlight the strategic use of entertainment languages by companies in their marketing campaigns in the contemporary scenario, and how social media and mobile devices contribute to accelerate the process in this ecosystem. Following the idea that the quotidian is filled with playgrounds (Bogost 2016) where we can access entertainment anytime/anywhere, we discuss how companies like McDonald’s are managing these aspects to promote brand and sell products.

In conclusion, we present data and results from the McDonald’s paper tray board game. Since the game uses a digital interface, it is possible to collect data from the players, geo-locating information and inserting questions about the brand to test how players know about the company. We discuss how these data collected can be used in future campaigns or new promotional actions using games.

BIO: Vicente Martin Mastrocola, PhD. works as a graduation level teacher at ESPM São Paulo (Brazil); Vicente also works as a game designer, developing games for mobile platforms and analogical board games/card games. In the first semester of 2016, he studied at Paneurópska vysoká škola (Paneuropean University) in Bratislava (Slovakia) as part of his doctorate research.



BIBLIOGRAPHY

Adams, E.; Rollings, A. (2009). Fundamentals of game design. New Jersey: Pearson Prentice Hall.
Bogost, I. (2016). Play anything: the pleasure of limits, the uses of boredom, & the secret of games. New York: Basic Books.
Bogost, I. (2010). Persuasive Games: The Expressive Power of Videogames. Cambridge: MIT Press.
Castells, M. (2009). Communication Power. Oxford: Oxford Press.
Fullerton, T., et al. (2008). Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers.
Silverstone, R. (2006). Media and Morality: on the rise of the mediapolis. Cambridge, UK: Polity Press.

#GoGamers

segunda-feira, 31 de julho de 2017

The importance of studying games, or why I travelled half of the world to attend a gaming conference

From July 12th until the17th, I was in one of the world’s most relevant gaming conferences: DIGRA 2017. It took place in Melbourne, Australia, in the fantastic Swinburne University. I attended this event in 2011 in Netherlands (by the way, it was the first time I was in an international conference) and it was a transforming moment in my professional/academic life. This year was not different: another great experience.

When I tell people about a gaming conference, they ask me how this works. First idea that comes to their minds is a place to play the newest games from big publishers, or an event full of gaming events. Well, the idea is very different from that. In a conference like DIGRA, we talk about the game industry, game design and tendencies, but the discussion goes beyond those subjects.

This year, we had excellent debates about sexuality in games, gender in games, gaming classification, historical contexts in ludic experiences, sound design, game design, interfaces, analogic vs. digital games, philosophy inside games, social contexts in games – these are just a few examples of the whole content. How is it possible? Because games – in the contemporary scenario - became a potent media and a very important platform to socialize, interact and cast messages.


DIGRA main panel (july 6th - 2017). Pic by @vincevader

In a conference like DIGRA, the specialists are discussing all these points inside a greater subject: games. One thing is a common sense among all the researchers: it is very difficult to study it, but all of us are trying to create a more serious space to debate this. As a Brazilian researcher, I understand the importance to be part of the gaming studies field, not only in my country, but also in other parts of the globe. Networking is another important keyword in this context.

So, answering the question on the title above: I travelled half of the world to “power up” my knowledge and reach a new level in my academic research. On the next months, I’ll try to write and produce more about all that I have experienced in this event.

Next year, the conference will be in Turin, Italy. Follow the DIGRA Twitter for more information. Keep your eyes open.

#GoGamers

terça-feira, 22 de novembro de 2011

Interview with game designer Reiner Knizia (DIGRA 2011)

Games need to reflect our high-paced way of life. That’s what Reiner Knizia thinks. And if there’s someone who knows about these things, it’s Knizia. He designed over 200 games. Mostly board games, for which he received numerous awards. Submarine Channel talked to the enthusiastic game designer about the new dynamics of today’s games.

Board game designer Reiner Knizia interview from SubmarineChannel on Vimeo.


This interview was recorded at the THINK DESIGN PLAY // 5th DiGRA Conference on games and play, 2011.

quinta-feira, 3 de novembro de 2011

Think about it

"Games are a mirror of our lives and times." - Reiner Knizia (at DIGRA 2011)

domingo, 9 de outubro de 2011

DIGRA 2011. Keynote: Eric Zimmerman

The award-winning veteran game designer talking about game development in DIGRA Think Design Play Conference. It´s a very short movie with the core of the presentation.



Enjoy.