A new video game has launched with a slick marketing campaign, and it’s raising the ire of some experts.
Read moreThe $50 title, which has yet to be released in North America, is the latest in a series of video game-inspired marketing campaigns aimed at helping video game players.
“It’s just a lot of marketing that is being done,” said John Vickers, a professor of marketing at Northeastern University in Boston.
“It’s the kind of thing that I think can be dangerous.”
A recent game called “Super Mario Run” was accused of being too similar to the real-life real-world race in which players run through red brick tunnels.
The game has been praised for its creative uses of digital technologies, such as its “super-fast” acceleration system and its ability to simulate the speed of cars on the streets.
But many experts said the “Mario Run” video game was just another attempt to sell a game that is often based on real life events.
“I think that’s just another example of a marketing campaign that seems to be trying to do what it thinks is popular and appealing,” said Mark Zylstra, a game industry consultant who has worked with games and is now based in London.
“But I think it’s an example of the same thing happening again and again.”‘
You could do worse’What’s so interesting about this is that it’s a new example of trying to convince people that a game is worth buying.
“This is just one of those games where the marketing strategy is to go and try to convince the consumer that it does or does not work, that it doesn’t have any kind of real-time, real-deal impact,” said Zylslas research assistant and former student, Ryan Bierut.
“You could even do worse than that.”
What is “super fast”?
Super fast means a game can go from 0 to 100 in 30 seconds.
Video games can also run at 120 fps or lower, which means that a 10-second jump takes less than a second.
In “Super Smash Bros”, players fight in the same virtual arena as Mario, Luigi and Yoshi, and can use a variety of weapons to battle against one another.
They can also take out enemies and collect coins to buy new upgrades and costumes for their characters.
“These are really, really cool ideas,” said Vickers.
“I think it would be a good idea for a lot more games to try to be more relevant and to try and be better for gamers.”
In his work with video games, Zylstras says he has noticed that “there is a certain element of ‘I can do better, we’re doing it this way, you’re doing that, here’s why’.”
He points to a series called “The Unspoken” which he believes was created to help children learn to cope with anxiety and depression.
“When I see games that are not trying to tell us that we need to do something, that we are supposed to do better than our peers, that’s not going to be good,” he said.
“That’s not really what gaming is about.
Gaming is a really great opportunity to tell stories, to show how to get out of a dark place and make sense of the world around you.”
Video game marketing has been on the rise in recent years, but it’s unclear how much it is helping consumers to learn how to manage anxiety.
A new study from the Pew Research Center found that a quarter of all video game consumers in the US said they had been the victim of online harassment.
A recent survey by the US Federal Trade Commission also found that nearly half of those surveyed reported experiencing at least one form of discrimination in the video game industry.
The FTC said it was working with companies and gaming companies to create guidelines on how to promote video games.
“The FTC is committed to helping companies, especially smaller businesses, to create policies and procedures that are compliant with the FTC’s Consumer Guides,” the FTC said in a statement.
“We hope these guidelines will help ensure that consumers are free from discrimination, harassment, and abuse when purchasing products and services through video game retailers.”
“It will also help us ensure that all of the information that we collect and use in our video game business is up to date and up to par,” it added.
In Australia, the Department of Communications and Media has been working with video game companies to ensure that their games are accurate, up-to-date and fair to all consumers.
“Consumers are in the best position to make educated decisions about their purchases when it comes to purchasing a video games console,” the department said in an email.
“Video game publishers have a responsibility to make sure they are delivering the best experience for consumers, and we want to ensure they are providing a quality gaming experience to everyone.”