Thursday, April 25, 2024
Technology

Is your ‘game of matches’: Can a movie game be on your future plans?

(c)iStock.com/ilbusca

What connects end/beginning of all series, the rash of zombie-based, history of robotic lifestyles, today, and movies? All of them appear to present the question: Why does press drive culture, or culture drive media?

I ask this question in part based on this story, as well as my current readings, Including Pendulum, by Roy H. Williams and Michael R. Drew, Prosper, by Chris Martenson and Adam Taggart, along with Tribes, by Seth Godin.

What I find is a need to engage the next generations, not only with a strategy which includes experiential marketing, VR, AI, and even video games, but also with the area of marketing.

Why video games?

Brand-based video games are designed to support a target market. They provide avatars, characters, places, goals, challenges, antagonists, and battle, in addition to the resolution of conflict, telling the new narrative not in a 15 or 30 second commercial however across the life of the targeted audience, in a rate and end result the consumer in part drives, across long-term dialogue and engagement.

Included with this brand-based trans media plan, as dubbed by Jeff Gomez of Starlight Entertainment — whose email to me sparked this article — is a defined brand objective combining the very best of all the interactive and haptic established media into a specified proprietary apparatus: the branded and brand-owned video game.

A game based on the needs of a brand supplies the best of worlds; the world of media and the sphere of culture.

Does marketing desire a video sport to participate the next few generations of customers and companies?

Think as a storyline about your brand, and think about all the paths of media you can take to find that storyline ‘out there’. Then, think of all the different levels that while can be experienced by the consumer to the purchasing experience. Why don’t you provide the chance to customers and your clients to select the targeted line they feel best fits their life — their response and present, their desires, their past, and their ability to close the sale?

The game rules are simple: follow your narrative, your component, to the end result — interaction or a sale — and also keep the communication open through interactive participation, dialog, and ongoing updates. Allow for a change of storyline and personal additions to the narrative, or if you prefer, ‘na-your-tive’. Ask yourself what a character has to go through to attain a goal in planning your game. Actions need to represent unique and gameplay features. Reward the usage of tractable and quantifiable strategies to achieve the game.

Expansions, amounts, rewards, and contractions are part of the next phase of simplification of placing as lots of the press, marketing and tracking devices into a single tool, a foundational tool that becomes the ‘I’ of marketing: the advertising game.

Is a marketing-based video game in your future?

What better way to tell your story than using a video game — a advertising tool that is responsive. Games can be played on the road, at home, or at shops, with places as part of the background across many, if not all, media.

Your game needs to determine who is currently playing and track the interaction of the consumers and the effects of that interaction on your narrative. Which incentives are given to permit the consumer to move down or up a level? How is the information presented to the consumer? What skill sets can be taught, allowing the customers to be stored in the loop and conscious of the position and future rewards — based on your own brand?

How will the different chapters or sections of the game creatively and visually roll out while efficiently and leading to a specified end point, increase challenge and the story’s progress? Provide connections, your game should assess the rise and drop of occasions, and drive components. It should provide plot twists, info, rising stakes actual and game-based world-based such as experiential marketing — leading the sale, to the climax. Look at utilizing the game bases as a device to boost the participation and relationship between the customer and the manufacturer as well as updating the sales process that is continuing.