Publikacja:

Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players

Data

2021
Artykuł
w:Central European Management Journal
Przeglądaj czasopismo
Central European Management Journal
Rocznik 2021Wydanie 1Numer 29
Przeglądaj numer
Ładowanie...
Miniatura

Pliki

Pobierz
Nazwa pliku Hofman.pdf
Rozmiar:439.37 KB
Licencja
CC-BY-4.0

Autorzy

Magdalena Hofman-Kohlmeyer University of Economics in Katowice

Czasopismo

Central European Management Journal

Cytowanie

Magdalena Hofman-Kohlmeyer. (2021). Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players. Central European Management Journal, 29(1), 61–87. https://doi.org/10.7206/cemj.2658-0845.41

Słowa kluczowe

user-generated content branded content video games game modding

Abstrakt

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 simulation video games: The Sims, Second Life, and Euro Truck Simulator 2. Findings: We can distinguish content based on game mechanism, official add-ons, or game modding. Players frequently check some brands from a set offered by game developers and create content (e.g. in The Sims users can design house interiors with IKEA furniture). Some players are not satisfied by what a game offers and generate content based on modding (e.g. DHL trucks or McDonald’s restaurants inside the Euro Truck Simulator 2). In this respect, the article refers to Smith’s, Fischer’s, and Yongjian’s content dimensions. Branded game modifications described by respondents are characterized by a high level of similarity towards real brands and positive brand sentiment (valence). I noted no statement about player and marketer (brand) communication in gathered material. The biggest challenge for practitioners in the field of UGC in video games is how to manage brand messages. Practical Implications: Brand-related user-generated content is an important phenomenon in terms of the brand-building process and its impact on brand reception, which all require marketers’ attention. For game developers, such a content is a source of information about customer expectations. Players show their personal expectations by game modding. Originality/Value: Brand-related content generated by users is frequently associated with social media. The scholarship shows a lack of knowledge of branded user-generated content in video games.

Statystyki

36 od daty umieszczenia 2025-07-25
1ostatni miesiąc
Data pozyskania: 2026-02-26
48 od daty umieszczenia 2025-07-25
10ostatni miesiąc
3ostatni tydzień
Data pozyskania: 2026-02-26

Statystyki

36 od daty umieszczenia 2025-07-25
1ostatni miesiąc
Data pozyskania: 2026-02-26
48 od daty umieszczenia 2025-07-25
10ostatni miesiąc
3ostatni tydzień
Data pozyskania: 2026-02-26