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PL
Dzisiejsze kampanie reklamowe wykraczają poza billboardy widoczne na ulicach czy spoty wyświetlane w telewizji. Coraz częściej firmy odpowiedzialne za popularne marki w celu zaprezentowania swoich produktów sięgają po medium gier komputerowych, traktując je jako atrakcyjną formę promocji sprzedawanych dóbr. Takie rozwiązania wychodzą nierzadko poza typowy product placement oferując swoim odbiorcom wysokiej jakości produkcje, a nawet całe systemy transmedialne. Branded content to strategia obecna w elektronicznej rozrywce już od pewnego czasu, dlatego możną ją analizować koncentrując się na projektowaniu unikalnego doświadczenia kojarzonego z konkretnym produktem i budowaniu więzi konsumenta z marką poprzez kontakt z grą.
EN
Nowadays advertising campaigns are more than just billboards in the streets or TV commercials. Frequently, the companies responsible for popular brands use the video game medium, treating it as an attractive way of promoting their goods. Such solutions often go beyond typical product placement by offering its customers high-quality productions and even entire transmedia systems. Branded content is a strategy that has been present for some time in electronic entertainment, so it may be analyzed by focusing on designing a unique experience associated with a particular product and building consumer relationships with a brand through contact with the game.
EN
Purpose: The article sought to answer research questions regarding investigated branded content generated by players in simulation video games. How does the process work in video games? What are the characteristics of branded user-generated content in video games? To what extent players are willing to participate in branded content creation? Methodology: I conducted 20 in-depth interviews among Polish players, with the application of snowball sampling. The study participants were adult users of chosen simulation video games: The Sims, Second Life, and Euro Truck Simulator 2. Findings: We can distinguish content based on game mechanism, official add-ons, or game modding. Players frequently check some brands from a set offered by game developers and create content (e.g. in The Sims users can design house interiors with IKEA furniture). Some players are not satisfied by what a game offers and generate content based on modding (e.g. DHL trucks or McDonald’s restaurants inside the Euro Truck Simulator 2). In this respect, the article refers to Smith’s, Fischer’s, and Yongjian’s content dimensions. Branded game modifications described by respondents are characterized by a high level of similarity towards real brands and positive brand sentiment (valence). I noted no statement about player and marketer (brand) communication in gathered material. The biggest challenge for practitioners in the field of UGC in video games is how to manage brand messages. Practical Implications: Brand-related user-generated content is an important phenomenon in terms of the brand-building process and its impact on brand reception, which all require marketers’ attention. For game developers, such a content is a source of information about customer expectations. Players show their personal expectations by game modding. Originality/Value: Brand-related content generated by users is frequently associated with social media. The scholarship shows a lack of knowledge of branded user-generated content in video games.
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