Therefore, it
is no surprise that the most vivid at popular games are the "first-person
shooters" (FPS), so named because the participant experiences the
cyberworld as though truly walking through it, choosing which weapon
to use and who to shoot. Today's FPS games approach photo-realism;
they provide a lifelike and vivid cyberworld.
The fact that
it is a cyberworld is precisely the appeal. The games simultaneously
present a fantasy world that is easily recognized as being derived
from the real world - settings, characters and weapons. The games
give the player the opportunity to experience an adrenaline-pumping,
exhilarating, dangerous phenomenon that he/she would never seek
to experience in reality. Players can play guerilla terrorists or
heroic Navy Seals in a simulation experience aimed at providing
the "next-closest thing." In fact, if one were to examine the precise
quality of violence that lures players, it is not the act of killing
or hurting, but its startling effects on the mind and body. In fact,
it is this automatic bodily response that marketers seek to create
in the consumer when utilizing violence in marketing campaigns.
Consider the
recent surge of popular interest in martial arts films, particularly
last year's "Crouching Tiger, Hidden Dragon." Despite its wonderfully
enchanting love story and fabulous ancient tale, the scenes that
garnered great praise were the choreographed fight scenes. Additionally,
the hot remake "Charlie's Angels" brought huge waves of young viewers
to the cinema to witness great-looking women vanquish gun-wielding
foes with stylistic prejudice. Needless to say, marketers have tapped
into the heightened level of adrenaline surging through the veins
of virtual participators or viewers exposed to violence. In a recent
commercial for a cheese product, a young girl's imaginary friend
beats up her father, for denying him a piece of cheese. In this
instance, the humorous aspects of violence are used to attract consumers.
In such commercials, the genre of slapstick comedy is employed to
rouse laughter.
However, whether
this is truly a beneficial strategy is debatable. A recent study
by psychologists at Iowa State University says that TV violence
makes viewers so emotionally aroused that they cannot remember the
commercials that follow. Viewers in three experiments, involving
720 students, were much less likely to remember brand names and
other details of commercials that followed violent scenes.
Using Violence
to Promote the Other Side:
Alternatively, many marketers have used the shock-value of violence
to give greater impact to important social messages. For instance,
in 1999, an ad created by Young & Rubicam for the United Way of
Greater Toronto, aimed to combat domestic abuse by rendering the
woman's life in a grotesque set of checks and balances: The words
"He loves me" point to her pearl earrings, her necklace and her
bracelet, while the caption "He loves me not" indicates her blackened
eye, welted wrist, and bruised arm. The graphic depiction of a battered
wife may make some viewers slightly squeamish, but that's precisely
the point: to bring a taboo subject into the public dialogue. Likewise,
anti-drug governmental campaigns aimed at young persons in an attempt
to dissuade trying or using drugs, use powerfully violent or distressing
images to connote this important social message. Marketers have
long known the positive aspects of using people's revulsion to violent
scenes or actions, as a means of gaining public awareness.
Therefore, despite
which force a marketer decides to employ in a campaign - attraction
or revulsion - it is undeniable that the effect violence elicits
on the human body and mind is powerful. Furthermore, it shall come
as little surprise that youth are particularly targeted and affected
by these forces. Many violent-laden movies and videogames target
the 15-29 year age group. Why? Unfortunately the research to answer
this question confidently has yet to be conducted in Canada. However,
through the continued exploration of youth preferences, consumer
behaviour, and general attitudes - it shall become apparent which
force will prevail in marketing campaigns of the future.
Article by Tim
Carter (Gamesmyther) with contributions from Joanna
Erdman.
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