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

segunda-feira, 4 de novembro de 2024

Game as a product. Game as a service.

The landscape of the video game industry has undergone a significant transformation in recent years, shifting from a product-centric model to a service-oriented one. This evolution has been driven by technological advancements, changing consumer preferences, and the increasing monetization opportunities presented by digital distribution. While both "game as a product" and "game as a service" offer unique experiences, they differ fundamentally in their design, development, and relationship with the player.

Traditionally, games were conceived of as products, complete and finite entities sold to consumers. These games were designed to provide a self-contained experience, with a clear beginning, middle, and end. Once purchased, the game remained relatively static, with few, if any, updates or additional content. The focus was on creating a polished, high-quality experience that could be enjoyed multiple times.



In contrast, "game as a service" models treat games as ongoing platforms that evolve over time. These games are frequently updated with new content, features, and events, keeping players engaged and returning for more. This approach prioritizes player retention and community building, fostering a sense of loyalty and investment among the player base. Moreover, games as a service often incorporate elements of free-to-play mechanics, monetizing through microtransactions, subscriptions, or advertising.

The shift from products to services has several implications for game development. Games as a service require a more iterative and flexible development process, as developers must continually adapt to changing player preferences and market trends. Additionally, the emphasis on community building and player engagement necessitates robust online infrastructure and tools for communication and collaboration.

In conclusion, while both "game as a product" and "game as a service" have their merits, the latter has become increasingly dominant in the modern gaming landscape. By offering ongoing content and fostering strong player communities, games as a service have redefined the way games are developed, distributed, and consumed. As technology continues to advance, it is likely that this trend will only accelerate, leading to even more innovative and engaging gaming experiences.

#GoGamers

domingo, 29 de outubro de 2017

What isn’t an advergame

We have already discussed the idea of advergames here at GAMING CONCEPTZ (you can check it here and here). On the other hand, it is also important to contextualize what cannot be considered an advergame.

We’ve already explained that an advergame is an advertising piece of campaign that : requires planning and an interface that puts together a brand/product/service and the gameplay

In this context, an advergame is not a ready-made game that one can simply insert a logo or a company’s feature. In the following hypothetical example below, we see the interface of the classic Pac-Man game with elements from McDonald's brand. To insert these elements on the gaming interface does not make this game an advergame; there is no strategic view or branding planning, we only notice elements scattered in a videogame screen.



According to Cavallini (2006), the notion of advergame – a neologism formed from the juxtaposing of the words “advertising” and “game” – could be described as a marketing strategy that uses games, mainly electronic, to advertise brands and products. That includes a large range that goes from complex games that are developed specifically for advertising purposes to common casual games – much more complex than to only insert a logo in a classic gaming interface.



Reference:

CAVALLINI, Ricardo. (2006). O marketing depois de amanhã. São Paulo: Digerati Books.

#GoGamers