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RECONSTRUCTION OF BRAND SUCCESS STORIES WITH NEGATIVE BRAND POSITIONING AND ANTI-ADVERGAMES

Year 2019, Volume: 7 Issue: 2, 756 - 786, 30.09.2019
https://doi.org/10.19145/e-gifder.555797

Abstract

Digital media provides very important advantages for the
brand positioning activities. Many platforms and applications enable to brands
for sharing themselves and their stories with their target groups. Moreover,
because of these platforms interacting each other, it is possible to conduct a
very efficient campaign. Within this context, advergames, which created for
brands, supports the brand positioning activities. Advergames constitute an
unique, experiential and interactive environment for the brand positioning
activities with their features such as their themes, fictions and game
characters that they have. However, it is necessary to touch upon an important
fact. Same platforms and applications, especially advergames, also provide the
same advantages to the competitors, non - govermental organizations (NGO's),
activists and performers. Especially advergames are very effective in revealing
of negative features of a specific brand. With this point of view, this study
focused on negative brand positioning in digital media. Within this context, an
anti - advergame which created and published by MolleIndustria, an Italian game
collective, about McDonald's is analysed with the method of Riessman's
narrative analysis which consist of thematic, structural, interactional
and
performative
stages. Thus,
it is aimed to show the importance of anti-advertising as a negative brand
positioning practices.

References

  • AAKER, David A. (1996). Building Strong Brands, New York: The Free Press.
  • BAUDRILLARD, Jean (2011). Çaresiz Stratejiler, (Çev. Oğuz Adanır), İstanbul: Boğaziçi Üniversitesi Yayınevi.
  • BOGOST, Ian (2005). Unit Operations: An Approach to Videogame Criticism, Massachusetts: The MIT Press.
  • BOGOST, Ian (2007). Persuasive Games: The Expressive Power of Video Games, Massachusetts: The MIT Press.
  • CHEN, J ve RINGEL, M. (2001) “Can Advergaming be the Future of Interactive Advertising?”, http://www.locz.com.br/loczgames/advergames.pdf, Erişim tarihi: 02.08.2017.
  • CLIFTON, Rita ve SIMMONS, John (2003). Brands and Branding. London: Profile Books.
  • CONDE-PUMPIDO, Teresa de la Hera (2014). Persuasive Structures in Advergames Conveying Advertising Messages through Digital Games, Yayınlanmamış Doktora Tezi, Utrecht University, Holland.
  • COOPER, Simon (2002). Techno Culture and Critical Theory. New York: Routledge.
  • DOYLE, Charles (2011). Oxford Dictionary of Marketing. http://www.oxford reference.com/view/10.1093/acref/9780198736424.001.0001/acref-9780198736424; Erişim tarihi: 01.02.2019.
  • ERDEM, M. Nur (2014). Tüketime Dayalı Bilinç Endüstrisi ve Reklam Bağlamında Bir Dijital Reklam Okuryazarlığı Eğitim Modeli Önerisi, Kocaeli Üniversitesi Sosyal Bilimler Enstitüsü Yayınlanmamış Doktora Tezi, Kocaeli.
  • GURA, Servet ve GURA, Kriselda (2016). “The Use of Mobile Advergame as Brand Communication Tool: Case Study ‘Vodafone City’”. American Journal of Marketing Research, 2(2), p. 61-72.
  • KAPFERER, Jean Noel (2008). The New Strategic Brand Management. London: Kogan Page.
  • KARAHASAN, Fatoş (2012). Taşlar Yerinden Oynarken: Dijital Pazarlamanın Kuralları, İstanbul: Doğan Kitap.
  • KOTLER, Philip, KARTAJAYA, Hermawan ve SETIAWAN, Iwan (2010). Marketing 3.0: From Products to Customers to the Human Spirit, U.S.:Wiley Publications.
  • KOTLER, Philip, KARTAJAYA, Hermawan ve SETIAWAN, Iwan (2017). Marketing 4.0: Moving from Traditional to Digital, U.S.:Wiley Publications.
  • LANE KELLER, Kevin (2013). Strategic Brand Management. England: Pearson.
  • MANZANO, Joaquin Aldas vd. (2015). “The Role of Attitudes and Ethicality on Branded Video Games (Advergames) Acceptance” Athens Journal of Business and Economics, 1(1), p. 41 – 48.
  • MRÁČEK, Pavel ve MUCHA, Martin (2013). “Advergaming: Application of Knowledge in the Process of the Competitive Advantage Improvement”. Trends Economics and Management. 5(8), p. 139 – 147.
  • O’DONELL, Katie ve CRAMER, Henriette (2015). “People’s Perceptions of Personalized Ads”, International World Wide Web Conference Committee (IW3C2), Florance: ACM Press, p. 1293 – 1298.
  • ÖZTÜRK, Gülay R. (2013). Dijital Reklamcılık ve Gençlik. İstanbul: Beta Yayınları.
  • REDELINGHUYS, Andre (2018). “The Principles of Post-Advertising”, https://medium.com/newco/the-principles-of-post-advertising-ab09deeeeea5/; Erişim Tarihi: 10.02.2019.
  • REISSMAN, Catherine K. (2005). “Narrative Analysis”. Ed. Nancy Kelly, vd. Narrative, Memory & Everyday Life. Huddersfield. University of Huddersfield. p. 1­7.
  • RIES, Al ve TROUT, Jack (1972a). “The Positioning Era Cometh”, Advertising Age (24 Nisan tarihli sayı), p. 35 – 38.
  • RIES, Al ve TROUT, Jack (1972b). “Positioning Cuts Through Chaos in Marketplace”, Advertising Age, (1 Mayıs tarihli sayı), p. 51 – 54.
  • RIES, Al ve TROUT, Jack (1981). Positioning: The Battle for Your Mind. NewYork: McGraw Hill.
  • RODGERS, Shelly ve THORSON, Esther (2000). “The Interactive Advertising Model: How Users Perceive and Process Online Ads”, Journal of Interactive Advertising, 1(1), p. 42 – 61.
  • ROJAZ-MENDEZ, José, PAPADOPOULOS, Nicolas ve MURPHY, Steven A. (2013). “Measuring and Positioning Nation Brands: A Comparative Brand Personality Approach”, 16(1), p. 48 – 65.
  • SCHMIDT, Klaus VE LUDLOW, Chris (2002). Inclusive Branding. New York: Palgrave Macmillan.
  • SHARMA, Muskan (2014). “Advergaming – The Novel Instrument in the Advertising”. Procedia Economics and Finance,11, p. 247-254.
  • STEUER, Jonathan (1992). “Defining Virtual Reality: Dimensions Determining Telepresence”. Journal of Communication, 42(4), p. 73 – 93.
  • UR, Blase vd. (2012). “Smart, Useful, Scary, Creepy: Perceptions of Online Behavioral Advertising”, SOUPS 2012 - Symposium On Usable Privacy and Security, Newcastle: ACM Press, p. 1 – 15.
  • WANG, Richard D. ve SHAVER, M. Myles (2014). “Competition‐driven repositioning”, https://onlinelibrary.wiley.com/doi/abs/10.1002/smj.2167; Erişim Tarihi: 10.02.2019.
  • http://www.molleindustria.org

NEGATİF MARKA KONUMLANDIRMA VE ANTİ – REKLAMOYUNLAR İLE MARKA BAŞARI ÖYKÜLERİNİN YENİDEN YAPILANDIRILMASI

Year 2019, Volume: 7 Issue: 2, 756 - 786, 30.09.2019
https://doi.org/10.19145/e-gifder.555797

Abstract

Dijital medya, marka konumlandırma faaliyetleri için çok önemli
avantajlar sunmaktadır. Pek çok platform ve uygulama, markaların kendilerini ve
hikayelerini hedef kitleleriyle paylaşmalarına olanak sağlamaktadır. Dahası bu
platformlar birbiriyle etkileşim halinde olduklarından, hayli etkin bir
kampanya yürütmek de mümkündür. Bu bağlamda, markalar adına yaratılan
reklamoyun uygulamaları da marka konumlandırma çabalarını desteklemektedir.
Reklamoyunlar, sahip oldukları temalar, kurguları, oyun içerisindeki karakterler
gibi özellikleriyle, marka konumlandırma faaliyetleri için eşsiz, deneyimsel ve
etkileşimli bir ortam oluşturmaktadırlar. 
Ancak, bu noktada bir diğer önemli unsur, aynı platformların, özellikle
de reklamoyunların, rakipler, sivil toplum kuruluşları (STK), aktivistler ve
performistler açısından da önemli avantajlar sunmasıdır. Belirli bir markaya
dair olumsuz yönleri ortaya çıkarmada, özellikle reklamoyunlar hayli etkindir.
Bu bakış açısıyla bu çalışmada, dijital medyada negatif marka konumlandırma
konusu ele alınmaktadır. Özellikle bir İtalyan oyun kolektifi olan
MolleIndustria tarafından, McDonald’s için üretilip yayınlanan anti –
reklamoyun, Riessman’ın, tematik, yapısal, edimsel ve etkileşimsel olmak üzere
dört aşamadan oluşan anlatı analizi yöntemiyle çözümlenmektedir. Böylelikle
anti – reklamoyunların bir negatif marka
konumlandırma uygulaması olarak öneminin ortaya konması amaçlanmaktadır.

References

  • AAKER, David A. (1996). Building Strong Brands, New York: The Free Press.
  • BAUDRILLARD, Jean (2011). Çaresiz Stratejiler, (Çev. Oğuz Adanır), İstanbul: Boğaziçi Üniversitesi Yayınevi.
  • BOGOST, Ian (2005). Unit Operations: An Approach to Videogame Criticism, Massachusetts: The MIT Press.
  • BOGOST, Ian (2007). Persuasive Games: The Expressive Power of Video Games, Massachusetts: The MIT Press.
  • CHEN, J ve RINGEL, M. (2001) “Can Advergaming be the Future of Interactive Advertising?”, http://www.locz.com.br/loczgames/advergames.pdf, Erişim tarihi: 02.08.2017.
  • CLIFTON, Rita ve SIMMONS, John (2003). Brands and Branding. London: Profile Books.
  • CONDE-PUMPIDO, Teresa de la Hera (2014). Persuasive Structures in Advergames Conveying Advertising Messages through Digital Games, Yayınlanmamış Doktora Tezi, Utrecht University, Holland.
  • COOPER, Simon (2002). Techno Culture and Critical Theory. New York: Routledge.
  • DOYLE, Charles (2011). Oxford Dictionary of Marketing. http://www.oxford reference.com/view/10.1093/acref/9780198736424.001.0001/acref-9780198736424; Erişim tarihi: 01.02.2019.
  • ERDEM, M. Nur (2014). Tüketime Dayalı Bilinç Endüstrisi ve Reklam Bağlamında Bir Dijital Reklam Okuryazarlığı Eğitim Modeli Önerisi, Kocaeli Üniversitesi Sosyal Bilimler Enstitüsü Yayınlanmamış Doktora Tezi, Kocaeli.
  • GURA, Servet ve GURA, Kriselda (2016). “The Use of Mobile Advergame as Brand Communication Tool: Case Study ‘Vodafone City’”. American Journal of Marketing Research, 2(2), p. 61-72.
  • KAPFERER, Jean Noel (2008). The New Strategic Brand Management. London: Kogan Page.
  • KARAHASAN, Fatoş (2012). Taşlar Yerinden Oynarken: Dijital Pazarlamanın Kuralları, İstanbul: Doğan Kitap.
  • KOTLER, Philip, KARTAJAYA, Hermawan ve SETIAWAN, Iwan (2010). Marketing 3.0: From Products to Customers to the Human Spirit, U.S.:Wiley Publications.
  • KOTLER, Philip, KARTAJAYA, Hermawan ve SETIAWAN, Iwan (2017). Marketing 4.0: Moving from Traditional to Digital, U.S.:Wiley Publications.
  • LANE KELLER, Kevin (2013). Strategic Brand Management. England: Pearson.
  • MANZANO, Joaquin Aldas vd. (2015). “The Role of Attitudes and Ethicality on Branded Video Games (Advergames) Acceptance” Athens Journal of Business and Economics, 1(1), p. 41 – 48.
  • MRÁČEK, Pavel ve MUCHA, Martin (2013). “Advergaming: Application of Knowledge in the Process of the Competitive Advantage Improvement”. Trends Economics and Management. 5(8), p. 139 – 147.
  • O’DONELL, Katie ve CRAMER, Henriette (2015). “People’s Perceptions of Personalized Ads”, International World Wide Web Conference Committee (IW3C2), Florance: ACM Press, p. 1293 – 1298.
  • ÖZTÜRK, Gülay R. (2013). Dijital Reklamcılık ve Gençlik. İstanbul: Beta Yayınları.
  • REDELINGHUYS, Andre (2018). “The Principles of Post-Advertising”, https://medium.com/newco/the-principles-of-post-advertising-ab09deeeeea5/; Erişim Tarihi: 10.02.2019.
  • REISSMAN, Catherine K. (2005). “Narrative Analysis”. Ed. Nancy Kelly, vd. Narrative, Memory & Everyday Life. Huddersfield. University of Huddersfield. p. 1­7.
  • RIES, Al ve TROUT, Jack (1972a). “The Positioning Era Cometh”, Advertising Age (24 Nisan tarihli sayı), p. 35 – 38.
  • RIES, Al ve TROUT, Jack (1972b). “Positioning Cuts Through Chaos in Marketplace”, Advertising Age, (1 Mayıs tarihli sayı), p. 51 – 54.
  • RIES, Al ve TROUT, Jack (1981). Positioning: The Battle for Your Mind. NewYork: McGraw Hill.
  • RODGERS, Shelly ve THORSON, Esther (2000). “The Interactive Advertising Model: How Users Perceive and Process Online Ads”, Journal of Interactive Advertising, 1(1), p. 42 – 61.
  • ROJAZ-MENDEZ, José, PAPADOPOULOS, Nicolas ve MURPHY, Steven A. (2013). “Measuring and Positioning Nation Brands: A Comparative Brand Personality Approach”, 16(1), p. 48 – 65.
  • SCHMIDT, Klaus VE LUDLOW, Chris (2002). Inclusive Branding. New York: Palgrave Macmillan.
  • SHARMA, Muskan (2014). “Advergaming – The Novel Instrument in the Advertising”. Procedia Economics and Finance,11, p. 247-254.
  • STEUER, Jonathan (1992). “Defining Virtual Reality: Dimensions Determining Telepresence”. Journal of Communication, 42(4), p. 73 – 93.
  • UR, Blase vd. (2012). “Smart, Useful, Scary, Creepy: Perceptions of Online Behavioral Advertising”, SOUPS 2012 - Symposium On Usable Privacy and Security, Newcastle: ACM Press, p. 1 – 15.
  • WANG, Richard D. ve SHAVER, M. Myles (2014). “Competition‐driven repositioning”, https://onlinelibrary.wiley.com/doi/abs/10.1002/smj.2167; Erişim Tarihi: 10.02.2019.
  • http://www.molleindustria.org
There are 33 citations in total.

Details

Primary Language Turkish
Journal Section Articles
Authors

M. Nur Erdem 0000-0002-7034-201X

Publication Date September 30, 2019
Submission Date April 19, 2019
Published in Issue Year 2019 Volume: 7 Issue: 2

Cite

APA Erdem, M. N. (2019). NEGATİF MARKA KONUMLANDIRMA VE ANTİ – REKLAMOYUNLAR İLE MARKA BAŞARI ÖYKÜLERİNİN YENİDEN YAPILANDIRILMASI. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi, 7(2), 756-786. https://doi.org/10.19145/e-gifder.555797
AMA Erdem MN. NEGATİF MARKA KONUMLANDIRMA VE ANTİ – REKLAMOYUNLAR İLE MARKA BAŞARI ÖYKÜLERİNİN YENİDEN YAPILANDIRILMASI. e-gifder. September 2019;7(2):756-786. doi:10.19145/e-gifder.555797
Chicago Erdem, M. Nur. “NEGATİF MARKA KONUMLANDIRMA VE ANTİ – REKLAMOYUNLAR İLE MARKA BAŞARI ÖYKÜLERİNİN YENİDEN YAPILANDIRILMASI”. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi 7, no. 2 (September 2019): 756-86. https://doi.org/10.19145/e-gifder.555797.
EndNote Erdem MN (September 1, 2019) NEGATİF MARKA KONUMLANDIRMA VE ANTİ – REKLAMOYUNLAR İLE MARKA BAŞARI ÖYKÜLERİNİN YENİDEN YAPILANDIRILMASI. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi 7 2 756–786.
IEEE M. N. Erdem, “NEGATİF MARKA KONUMLANDIRMA VE ANTİ – REKLAMOYUNLAR İLE MARKA BAŞARI ÖYKÜLERİNİN YENİDEN YAPILANDIRILMASI”, e-gifder, vol. 7, no. 2, pp. 756–786, 2019, doi: 10.19145/e-gifder.555797.
ISNAD Erdem, M. Nur. “NEGATİF MARKA KONUMLANDIRMA VE ANTİ – REKLAMOYUNLAR İLE MARKA BAŞARI ÖYKÜLERİNİN YENİDEN YAPILANDIRILMASI”. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi 7/2 (September 2019), 756-786. https://doi.org/10.19145/e-gifder.555797.
JAMA Erdem MN. NEGATİF MARKA KONUMLANDIRMA VE ANTİ – REKLAMOYUNLAR İLE MARKA BAŞARI ÖYKÜLERİNİN YENİDEN YAPILANDIRILMASI. e-gifder. 2019;7:756–786.
MLA Erdem, M. Nur. “NEGATİF MARKA KONUMLANDIRMA VE ANTİ – REKLAMOYUNLAR İLE MARKA BAŞARI ÖYKÜLERİNİN YENİDEN YAPILANDIRILMASI”. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi, vol. 7, no. 2, 2019, pp. 756-8, doi:10.19145/e-gifder.555797.
Vancouver Erdem MN. NEGATİF MARKA KONUMLANDIRMA VE ANTİ – REKLAMOYUNLAR İLE MARKA BAŞARI ÖYKÜLERİNİN YENİDEN YAPILANDIRILMASI. e-gifder. 2019;7(2):756-8.