Selling Strategies…

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Selling Strategies… Year 11 Gaming

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Selling Strategies…. Year 11 Gaming. Applying codes and conventions. Look at the example of GTA sleeve What sort of design strategies are used to tell consumers about the game? What might make them want to buy the game? - PowerPoint PPT Presentation

Transcript of Selling Strategies…

Page 1: Selling Strategies…

Selling Strategies…

Year 11 Gaming

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Applying codes and conventionsLook at the example of GTA sleeve

What sort of design strategies are used to tell consumers about the game?

What might make them want to buy the game?

How does the campaign promote the game as a unique and positive experience?

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Selling Strategies..

Vehicles could connoteextra activity in the gameplaysuch as a situation where you’remeant to drive. It could also connote action because sports cars are generally associated withthe theme of action.

General iconography connotes danger eitherbecause of the facialexpressions of the characters, the propsbeing utilised by thecharacters or certain vehicles or pets beingshown

Classification: for peopleover 18 – heavy violence(M not R)

Part of a series- wouldcompel new players to purchase the previous games - popular

Typography has a ‘graffiti’ font which connotescriminal activity

The action presented on this cover/sleevewould appeal to young men because thatparticular gender is associated with the ideaof fighting and action.

Gratification – men would want to play this game becauseof the glamorous woman being used or female players may aspire to be her

Promisesescape

Enigmatic/exotic experience

Typography in white and bold so it stands out

Promises narrative life

Danger

Ferocity

Promisesanger release

Promisesaction becauseit could be a stillform a chase scene

Multi-racial – anyone can playthis

USP

Black connotes danger or darkness – crime islinked to this because you generally commit crimesin the dark

Unique or greaterthan life

Crime withoutconsequences

Social integration

Break rules – forbidden pleasures

Popular console

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Now do the same for Just dance…

• What sort of strategies are used to tell consumers about the game?

• What might make them want to buy the game?

• How does the campaign promote the game as a unique and positive experience?

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Selling Strategies…

All look around the same age –you can play it with friends orfamily

Part of a series – enticesnew players to purchase previous games or shows popularity and successfulness of the game

On a popular console

Game based ONLY on dance

From a popular game company/institution

Effectively universal – anyone can play it

The vibrant multi-colour theme of the game connotes that anyone of any gender can play it anddue to its vibrancy, it connotes the enjoyment promised in the game

Equal amount of boysand girls – anyone can play it

Seems to be set in a club – the audience can feel as ifthey’re in a club but they’renot, especially the younger audience who won’t be accepted in a club due to agerestrictions – forbiddenpleasures

Sounds demanding – shows the feistiness of thegame

Social integration

Saves embarrassment of dancing publicly

Typography seems quitedisco-like

Exaggerated facial expressions connotes fun

YOU are centre stage in the game

Wearing unique clothing -escapism

Time travel idea

Carefree pose

Multiplayer – get a man

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Design the cover for a game for your own?

• Think back to the work you did when you designed a DVD cover and apply some of those strategies.

• What sort of design ideas will you use to tell consumers about your game?

• How will you make them want to buy the game?

• Sketch a design for the cover using the pencils and crayons provided or try to use photoshop.

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Presenting your ideas…

• You will present your ideas to the rest of the class at the end of the lesson.