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

quarta-feira, 8 de maio de 2013

Game industry & fans

The global game industry is a colossal and powerful juggernaut. There's nothing new about it. The world video-gaming industry is predicted to record 9% yearly growth through 2013, to exceed $76 billion, according to the site Report Linker. Yes, there's a great amount of money and a wide industry such that requires strategies to engage consumers with more and more meaningful experiences.

It seems that game publishers need to understand how to create characters, challenges, sequences, rewards and a wide chain of derivative products to transform players into fans. A fan is an important piece in the contemporary culture for many entertainment brands.



A fan is a person who is enthusiastically devoted to something, such as a band, a sports team or a entertainer. Fans have a special role inside the enormous game industry. A community of fans that surrounds a specific game becomes a fandom, and this audience deserves special attention.

A well-structured fandom could be an effective marketing tool for a game publisher, so good as advertising in television. Companies must understand how to motivate the fandom audience with meaningful experiences and how to bring the player to its side.

As Jenkins (2006, p.148) says, successful media producers are becoming more adept to monitoring and serving audience interests. The game industry, which sees itself as marketing interactive experiences rather than commodities, has been eager to broaden consumer participation and strengthen the sense of affiliation players feel towards their games.

In a big business like this, companies must understand games as well as understand marketing.



Reference:

JENKINS, Henry. Fans, bloggers and gamers: exploring participatory culture. New York: NYU Press, 2006.

segunda-feira, 31 de outubro de 2011

Games & Fans

I think it's impossible to talk about games without any mention to the figure of the FAN. And it´s important to remember that "FAN" comes from "FANatic". A very good book about this theme is "Fans, bloggers and gamers" from Henry Jenkis.


In this book (page 41), Jenkins presents to us a very important ideia about the role of the fan in the contemporary culture: One becomes a “fan” not by being a regular viewer of a particular program but by translating that viewing into some kind of cultural activity, by sharing feelings and thoughts about the program content with friends, by joining a “community” of other fans who share common interests. For fans, consumption naturally sparks production, reading generates writing, until the terms seem logically inseparable(...)

I'd like to go further and propose the idea that fans are the fuel of the gaming industry. Understanding the fans is as important as understanding the games will be created for them. Let's discuss!



Reference:

JENKINS, Henry. Fans, bloggers and gamers: exploring participatory culture. New York: NYU Press, 2006.