2021
DOI: 10.7206/cemj.2658-0845.41
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Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players

Abstract: 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 simulati… Show more

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Cited by 3 publications
(4 citation statements)
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References 51 publications
(44 reference statements)
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“…One way to stimulate it is by providing modding platforms – such as Steam Workshop (Poretski and Arazy, 2017). Within these platforms, modders form communities with their own unique social dynamics (Pera et al, 2021), to which they hold a deep and strong sense of belonging (Hofman-Kohlmeyer, 2021), engaging in co-creation behaviours of mods for their favourite games (Poretski et al, 2019), sharing their work (Wells, 2018), and being helpful to one another (Pera et al, 2021; Wells, 2018), generating and disseminating knowledge that otherwise would be lost. The technology behind the online platforms where these communities thrive, reflects the informal nature of mod culture, where the most important element is the practicability of disclosure and interaction between its users (Wells, 2018).…”
Section: Discussionmentioning
confidence: 99%
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“…One way to stimulate it is by providing modding platforms – such as Steam Workshop (Poretski and Arazy, 2017). Within these platforms, modders form communities with their own unique social dynamics (Pera et al, 2021), to which they hold a deep and strong sense of belonging (Hofman-Kohlmeyer, 2021), engaging in co-creation behaviours of mods for their favourite games (Poretski et al, 2019), sharing their work (Wells, 2018), and being helpful to one another (Pera et al, 2021; Wells, 2018), generating and disseminating knowledge that otherwise would be lost. The technology behind the online platforms where these communities thrive, reflects the informal nature of mod culture, where the most important element is the practicability of disclosure and interaction between its users (Wells, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…Furthermore, there is an increase in the advertisement not only in the game, but across other media. Since modders often share their work on blogs, social networks, or video and streaming platforms, the brand’s message is also disseminated to their followers (Hofman-Kohlmeyer, 2021).…”
Section: Discussionmentioning
confidence: 99%
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“…Nelson & Waiguny, 2012). Brand centrality can be defined as the extent to which “a brand takes a pivotal role and is placed as a central part” in the gameplay (Hofman‐Kohlmeyer, 2021, p. 75). Often, it is conceptualized as the “proximity/closeness of a brand to the primary task” within a game (Jeong et al, 2011, p. 62; Jeong & Biocca, 2012).…”
Section: Video Games Evaluative Conditioning and Brand Attitudesmentioning
confidence: 99%