The title of the study is “The use of advergames in creating online consumer engagement. A casestudy of LEGO.” In this study the concept of using advergames in creation of online consumerengagement will be explored. In order to narrow the scope of the study two research questionswere established: What are the elements of advergames that drive online consumer engagement?;How are advergames currently used by the market leading company in its marketing campaignsin order to create online consumer engagement? The outcome of the research can help deepenthe current knowledge of scholars and practitioners in their communication and brand buildingevolving advergames and the creation of customer engagement in this area.In order to gain more knowledge of online consumer engagement and advergames, numerousliterary sources were used such as: papers, articles, books, and annual reports of LEGO. Thecollected data is supported by a vary of interviews with employees of LEGO from differentdepartments.After analysis of the collected data and linking it to the theoretical framework numerousconclusions can be drawn to answer the initial research questions. First, the attributes thatstimulate advergames in creating online consumer engagement are the Unique SellingProposition (technical features such as: the technical platform, game type, dimensions, genre,prominence of advertising and congruity of brand and game) and the Emotional SellingProposition (representation elements such as audiovisual style, narration, procedural rhetoric).Currently, LEGO integrates digital games in their integrated marketing approach, linking themtightly connected to certain real life products. On the other hand, the importance of advergamesis growing as the study has identified that more and more company’s target customers (children)are moving towards digital entertainment specifically related to mobile technologies. For this, thecompany tries to create engagement and awareness by using advergames. The company tries toreach the light user group through storytelling and the middle to heavy user group throughadvanced technical elements of the games.The limitations of the study is in particular the fact that the cases were taken from one company,one product market and one target consumer group means that the results of the study should beconsidered carefully when applying for other companies, product markets and consumer groups.Secondly, the qualitative method of research means that it is heavily dependent on the individualskills of the researchers and more easily influenced by the researchers’ personal biases andpeculiarity.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:hh-25818 |
Date | January 2014 |
Creators | Shliapnikov, Maksym, Meijer, Tamara |
Publisher | Högskolan i Halmstad, Högskolan i Halmstad |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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