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Selling Strategies…

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?

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Selling Strategies…

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  1. Selling Strategies… Year 11 Gaming

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

  3. Gratification – men would want to play this game because of the glamorous woman being used or female players may aspire to be her Promises narrative life Typography has a ‘graffiti’ font which connotes criminal activity Selling Strategies.. Part of a series- would compel new players to purchase the previous games - popular Break rules – forbidden pleasures Enigmatic/exotic experience Popular console General iconography connotes danger either because of the facial expressions of the characters, the props being utilised by the characters or certain vehicles or pets being shown Classification: for people over 18 – heavy violence (M not R) Crime without consequences Vehicles could connote extra activity in the gameplay such as a situation where you’re meant to drive. It could also connote action because sports cars are generally associated with the theme of action. USP Promises escape Unique or greater than life Promises action because it could be a still form a chase scene Promises anger release Danger Social integration Ferocity Multi-racial – anyone can play this The action presented on this cover/sleeve would appeal to young men because that particular gender is associated with the idea of fighting and action. Black connotes danger or darkness – crime is linked to this because you generally commit crimes in the dark Typography in white and bold so it stands out

  4. 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?

  5. The vibrant multi-colour theme of the game connotes that anyone of any gender can play it and due to its vibrancy, it connotes the enjoyment promised in the game Selling Strategies… Equal amount of boys and girls – anyone can play it Seems to be set in a club – the audience can feel as if they’re in a club but they’re not, especially the younger audience who won’t be accepted in a club due to age restrictions – forbidden pleasures On a popular console Exaggerated facial expressions connotes fun Social integration Time travel idea Multiplayer – get a man All look around the same age – you can play it with friends or family Saves embarrassment of dancing publicly Sounds demanding – shows the feistiness of the game Part of a series – entices new players to purchase previous games or shows popularity and successfulness of the game Wearing unique clothing -escapism Typography seems quite disco-like Game based ONLY on dance YOU are centre stage in the game Effectively universal – anyone can play it Carefree pose From a popular game company/institution

  6. 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.

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

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