Abstract

Consumer behavior is influenced by technological advancements and socioeconomic changes. Consumers have become tired of traditional advertising channels. Those in the Z generation, in particular, have a strong desire to avoid traditional advertising. As a result, this change has an impact on marketing and shows itself in advertising strategies. Businesses have begun to advertise in many mediums in order to get the attention of consumers. Digital games are one of these mediums. Digital games attract not only children and young people, but also adults, as they provide a fun time. In addition to amusement, the virtual world of gaming provides an opportunity for self-development and escape from the responsibilities of the real world. While playing these games, which have many different types, the gamers can get the information about the brand in their minds in a fun and positive environment, and they also witness the interactive advertising messages of the business. The aim of this study is to look at how advertising is used and classified in digital games in light of the conceptual framework of digital advertising, the digital advertising market, and the digital game market, as well as the effects of game advertising on consumers in the games “Uludağ Lemonade World of Flavor” and “ Lipton Ice Tea Pointing Sneijder”. The research is a review study, and the material gathered from primary and secondary sources for the subject under investigation was evaluated and inferences drawn using two game-based commercial samples. This compilation research is expected to contribute to the assessment of present potential by throwing light on new studies to be conducted within the scope of game-based marketing and associated applications.

Full Text
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