KR20020036444A - The parody banner game advertisement for TV advertisement - Google Patents

The parody banner game advertisement for TV advertisement Download PDF

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Publication number
KR20020036444A
KR20020036444A KR1020000066605A KR20000066605A KR20020036444A KR 20020036444 A KR20020036444 A KR 20020036444A KR 1020000066605 A KR1020000066605 A KR 1020000066605A KR 20000066605 A KR20000066605 A KR 20000066605A KR 20020036444 A KR20020036444 A KR 20020036444A
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advertisement
game
banner
advertising
parody
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KR1020000066605A
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Korean (ko)
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황성진
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황성진
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/61Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • G06Q30/0277Online advertisement
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2250/00Miscellaneous game characteristics
    • A63F2250/22Miscellaneous game characteristics with advertising

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  • Engineering & Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Strategic Management (AREA)
  • Accounting & Taxation (AREA)
  • Development Economics (AREA)
  • Multimedia (AREA)
  • Finance (AREA)
  • Economics (AREA)
  • Game Theory and Decision Science (AREA)
  • Marketing (AREA)
  • Physics & Mathematics (AREA)
  • General Business, Economics & Management (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Entrepreneurship & Innovation (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

PURPOSE: A banner game parodied a TV advertisement and a business method are provided to extend the lifetime of an advertisement after terminating the advertisement by appearing a model appeared on the advertisement on a game after writing a scenario parodied the TV advertisement. CONSTITUTION: An advertisement owner distributes an advertisement game enabling a customer to directly join in through on-line by making the banner game with a familiar character used by the TV advertisement and a scenario and makes a profit from the game. Because an image of an enterprise is held in the contents of the game, the customer accepts the enterprise image unconsciously while playing the game.

Description

TV 광고를 패러디한 배너게임과 영업 방법{The parody banner game advertisement for TV advertisement}The parody banner game advertisement for TV advertisement}

TV광고의 생명력을 지속 시켜주기 위한 배너광고의 일종으로 제작 되었다. TV 광고는 제작비와 유지비로 천문학적인 지출을 요하고 광고의 파급효과도 막대하다는 것은 이미 알려진 사실이다. 하지만 몇 십초의 광고로 수천만원을 지불하고 그냥 버리기에는 너무 아까운 광고들이 많다. 본 발명은 광고에 사용된 모델과 배경 세트 등을 디지털 데이터로 바꾸어서 게임화 한다. 컨셉도 TV광고와 크게 벗어나지 않아 고유의 마케팅 전략과 이미지를 꾸준히 소비자에게 심어주는 배너 광고형 게임이다. 텔레비전 광고는 판매촉진은 판매를 유도하기 위한 단기적인 유인(incentives)이나 자극적(stimulation)인 수단이다. 하지만 본 발명은 지속적으로 일종의 수면자 효과(sleeper effect- 긍정적인 메시지(50%)와 부정적인 메시지(20%)를 소비자가 접했을 때 소비자는 시간이 지날수록 긍정적인 메시지를 기억한다는 이론)를 얻고, 위해서 외부적인 유인(external incentive)으로 광고전략의 한단면을 게임으로 제작해서 소비자로 하여금 광고이미지를 반복시키며 원하는 내용을 각인시키는 것을 발명 목적으로 하고있다. 게임이라는 미디어를 이용해 유저들과의 인터렉티브(interactive)한 광고로 능동적인 유저들의 참여와 효과를 배가 시키는 결과를 유도한다.It was produced as a kind of banner advertisement to maintain the vitality of TV commercials. It is well known that TV commercials require astronomical expenditures for production and maintenance costs, and the ripple effects of advertising are enormous. However, there are many advertisements that are too wasteful to pay tens of millions of won for a few seconds and just throw them away. The present invention converts the model and background set used in the advertisement into digital data to game. The concept does not deviate much from TV commercials, so it is a banner advertising game that consistently instills unique marketing strategies and images to consumers. Television advertising is a means of short-term incentives or stimulation to drive sales. However, the present invention consistently gains a kind of sleeper effect (the theory that consumers remember positive messages over time when they encounter a positive message (50%) and a negative message (20%)). For the purpose of this invention, one side of the advertising strategy is made into the game by external incentive, and the purpose of the invention is to induce the consumers to repeat the advertisement image and imprint the desired contents. Using the media of games, the interactive advertisement with the users leads to the result of doubling the participation and effect of the active users.

본 발명은 광고와 게임을 마케팅의 대상인 소비자 층의 구미에 맞게 만든다는 대명제 하에 시나리오가 작성 되었다. 배너의 특성상 대작의 게임을 구사하기는 어렵다. 아울러 미풍양속을 해치거나 질적으로 문제가 있다는 느낌도 곤란하다. 반대로 너무 무미 건조하다는 느낌도 상품에 대한 불신을 줄 수도 있다.In the present invention, a scenario was created under the proposition of making advertisements and games suitable for the tastes of the target consumer groups. Due to the nature of banners, it is difficult to play masterpiece games. In addition, it is difficult to feel bad or hurt the breeze. Conversely, feeling too dry can also distrust you.

이번 프로젝트로 설정된 테마는 "삼성 마이젯 프린터"로 탤런트 전지현이 등장하는 광고를 선택했다. 젊은이들이 좋아하는 연예인이기도 하지만 잘 알려진 광고를 이용해서 제작하는 것이 데모용으로 알맞기 때문이다. 단순하면서 반복적인 행위를 게이머에게 요구해야 하므로 "카드놀이"를 밝은 그래픽과 단순하고 묘사적인 게임으로 변형했다. 메크로미디어사(MMD)의 디렉터(Director) 기반인 링고(Lingo) 프로그래밍 언어를 사용해서 지역적 방어 프로그래밍(영역을 제한해서 구동 되게 함으로써 에러를 줄이는 방법)을 하였다.The theme set for this project was "Samsung My Jet Printer", which selected an advertisement featuring talent Jun Ji-hyun. It is also a favorite celebrity among young people, but it is suitable for demonstrations using well-known commercials. Because we need to demand gamers to be simple and repetitive, we have transformed "card solitaire" into bright graphics and simple, descriptive games. Local defense programming (a method of reducing errors by allowing domains to be run) was done using the Lingo programming language, which is Director-based of Macromedia Corporation (MMD).

도1은 영업방식 설명도1 is an explanatory diagram of the sales method

도2는 홈페이지 상에서의 광고 패러디 게임 단면도2 is a cross-sectional view of the advertising parody game on the homepage

도3은 도2의 ② 단면도Figure 3 is a cross-sectional view of ② of FIG.

본 발명은 광고에서 사용된 마케팅 컨셉이 어떻게 게임에 잘 투영이 되는지가 가장 중요하다. 삼성 마이젯 광고에서는 ' 아무런 스토리나 보충설명도 없이 춤을 추는 모델을 어떻게 하면 더 부각시킬 수 있을까' 라는 질문에의 대답은 가장 자극적인 춤을 가장 자극적인 음악에 실어보내자는 다소 의외의 것이었다. N세대의 기호를 더 이상 구태의연한 틀로 재단할 이유가 없었기 때문이다. 모델의 이미지뿐만 아니라 마이젯의 힘과 성능을 부각시키는 데에 중요한 툴로 작용했다.The most important aspect of the present invention is how the marketing concept used in the advertisement is well reflected in the game. The answer to the question, `` How can we highlight the model that dances without any story or supplementary explanation '' in Samsung's MyJet ad, was somewhat surprising to put the most stimulating dance on the most stimulating music. This is because there was no reason to cut the N-generation preferences into the old fashioned framework. It was an important tool to highlight not only the image of the model, but also the power and performance of MyJet.

테크노 음악이라는 것은 본질적으로 ' 나' 를 지향한다. 반복되는 테크노 비트에 몸을 맡기면 오래지 않아 즐거운 몰입에 도달하게 되고 서로의 춤을 카피하는 일 따위는 절대로 없다고 한다. 테크노댄스처럼 자기 중심적인 춤의 형태가 또 있을까? 이러한 마케팅전략이 고스란히 게임에 전달되는 것이 중요하다. 그 광고는 이미 끝났다, 하지만 마이젯은 여전히 시장에서 팔리고 있다. 수 많은 투자가 없이 소비자에게 기억을 재생시킴으로써 광고의 효과를 톡톡히 볼 수가 있다.Techno music is essentially 'I'. Leaving yourself to a repeating techno beat will lead you to a pleasant immersion and not to copy each other's dance. Is there another form of self-centered dance like techno dance? It is important that these marketing strategies are delivered to the game. The ad is already over, but MyJet is still on the market. By regenerating the memory to consumers without a lot of investment, you can see the effect of advertising.

도 1는 광고의 개관적인 분석을 위해서 광고의 컨셉과 스토리를 분석해 게임에 사용될 케릭터와 전체적인 윤곽을 파악한다. 광고가 보여주어야 하는 요소들을 네티즌에게도 알맞은지 비교해본다.Figure 1 analyzes the concept and story of the advertisement for an overview analysis of the advertisement to identify the character and the overall outline to be used in the game. Compare what the ad should show to netizens.

도 2는 게임에서 사용될 시나리오를 작성하고 단계별로 도표를 만들어 흐름을 파악한다.Figure 2 creates a scenario to be used in the game and draws a step by step diagram to understand the flow.

도 3은 광고 패러디 게임의 단면도이다. 그림에서 보는 것과 같이 게임의 내용에 기업의 이미지가 들어있기 때문에 네티즌들은 게임을 하는 도중 무의식 중에 기업의 이미지를 받아들이게 된다. 기업의 입장에서도 상품을 건 다거나, 게임 포인트로 금전을 지급한다면 확실한 광고효과를 거둘 수 있을 것이다. 게임의 내용이나 광고 이미지도 얼마든지 바꿀 수 있기 때문에 광고 주문자의 입장에서는 저렴하고 효과적인 인터넷 광고 선택을 할 수 있을 것이다.3 is a cross-sectional view of an advertising parody game. As you can see in the picture, the contents of the game contain the image of the company, so netizens accept the image of the company unconsciously during the game. If a company buys a product or pays game points, it will have a clear advertising effect. The content and advertising image of the game can be changed as much as possible, so the advertisers will be able to make cheap and effective internet advertising choices.

1회 단가는 신문에 비해 저렴하고 가격 효율성도 높지만 광고가 매일 또는 매주 운행되어야 하므로 절대 금액은 타 매체에 비해 상당히 높으며 시급이 올라갈 수록 그 정도는 더 심하다. 메시지의 짧은 전달시간 비록 시청각적인 메시지가 상기(recall)에 상당히 유리한 것은 사실이지만 노출이 지나치게 순간적인 TV-CM의 속성상 시청자들이 주의를 기울여 그 CM을 보지 않으면 그 내용을 회상하기는 어렵다. 그러므로 정적인 상태에서 제시되는 인쇄매체 광고와는 달리 동적인 상태에서 제시되는 TV광고는 매우 수명이 짧다. 이러한 단점을 해결할 수 있는 대안은 약 1700만 이용자가 있는 인터넷 온라인 광고가 틀림없다. 인터넷 광고라는 것이 수동적인 배너에만 국한되어 있어 다양화 하고자 하는 노력은 있지만 뚜렷한 진전은 없었다. 광고 패러디 게임은 이러한 광고기법 기근현상을 완화해 것이다.The one-time unit price is cheaper and more cost-effective than newspapers, but since advertisements must be run daily or weekly, the absolute amount is considerably higher than other media, and the hourly rate increases. Short delivery time of the message Although it is true that audiovisual messages are quite advantageous to recall, it is difficult to recall the contents of the TV-CM due to the overly instantaneous nature of the viewers unless the viewers pay attention and watch the CM. Therefore, unlike the advertising of print media in the static state, the TV advertisement in the dynamic state is very short-lived. An alternative solution to this shortcoming must be Internet online advertising with about 17 million users. Since Internet advertising is limited to passive banners, there is an effort to diversify but no significant progress has been made. Ad parody games will alleviate this advertising famine.

Claims (1)

텔레비전 광고로 이미 사용되어진 낯익은 캐릭터와 시나리오를 배너 게임으로 제작해서 온라인상의 소비자가 직접 참여 할 수 있는 광고 게임을 제작 배포 후 광고주가 이익을 창출하는 영업방법.This is a business method that creates profits after creating and distributing advertising games that can be directly participated by online consumers by producing familiar characters and scenarios that have already been used for television advertising.
KR1020000066605A 2000-11-09 2000-11-09 The parody banner game advertisement for TV advertisement KR20020036444A (en)

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Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20000024668A (en) * 2000-02-28 2000-05-06 유주한 Internet advertisement method with quiz game for cyber-cash and the prize
KR20000036842A (en) * 2000-03-30 2000-07-05 문정식 System for internet advertisement
KR20000059073A (en) * 2000-07-12 2000-10-05 박주현 On-line advertising solution using internet game
KR20010028549A (en) * 1999-09-21 2001-04-06 김동래 Methode of internet advertisement
KR20010087631A (en) * 2000-03-08 2001-09-21 이종훈 Attention brokerage
KR20010096762A (en) * 2000-04-14 2001-11-08 이한순 A method of advertising by the banner in internet game

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20010028549A (en) * 1999-09-21 2001-04-06 김동래 Methode of internet advertisement
KR20000024668A (en) * 2000-02-28 2000-05-06 유주한 Internet advertisement method with quiz game for cyber-cash and the prize
KR20010087631A (en) * 2000-03-08 2001-09-21 이종훈 Attention brokerage
KR20000036842A (en) * 2000-03-30 2000-07-05 문정식 System for internet advertisement
KR20010096762A (en) * 2000-04-14 2001-11-08 이한순 A method of advertising by the banner in internet game
KR20000059073A (en) * 2000-07-12 2000-10-05 박주현 On-line advertising solution using internet game

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