Brand Genesis in Games
The public release of Paul Hemp’s article on Avatar-Based Marketing has inspired me to write about something that we’ve been discussing at MIT for the past couple years. That is, reverse-placement: the idea that fictional brands can be created in games, then introduced to the physical world as real products. Also, the idea that market research can be conducted within games. Consumer product companies spend tens of millions of dollars (if not more) attempting to establish a new brand, especially in competitive retail markets. Fighting mature competitors for mindshare and shelf-space is difficult at best. Many video games, on the other hand, offer vast acres of uncluttered virtual real estate via which to introduce a new brand. |





