e. those that are contrary to the intent of the marketing material) are taken (Wesley & Barczak 2010). Psychological knowledge has allowed this balancing act in video game marketing to be much more finely tuned than it would be otherwise.
Ethical Principles
The first three principles discussed herein relate to the efficacy of various marketing efforts, and the considerations that must be taken into account in order for marketing to reach the people intended and be responded to in the desired manner. When it comes to the ethical principles of marketing it is less about direct efficacy and more about the overall social benefit and cultural values being upheld in marketing materials and efforts. The ethics of marketing are essentially limiting factors on the types and precise design of marketing materials that can be utilized for a given product or industry, but viewing them only as limitation does not really present an accurate view of marketing ethics or what, through its influence on the other major areas of marketing principles discussed above, the use of ethical principles in marketing can do for an organization overall.
There is an abundance of ethical concerns in relation to the marketing of various products, with products that are considered potentially harmful or dangerous presenting more extreme and thus clearer examples of these issues. The marketing of cigarettes to children through cartoon figures such as Joe Cool, the spokescamel for Camel cigarettes for a time, caused a major ethical (and thus political) backlash that ended up harming the company, for instance (Kurukshetra 2009). The use of more ethical decision making in the development of marketing materials, such that minors and other vulnerable populations are not put at undue risk through overexposure to marketing information, would have helped this company in purely pragmatic ways.
Though not causing quite the same controversy as cigarettes, video games have been far from immune to accusations of ethical violations in their marketing efforts, The issue of violence in marketing efforts...
Thee children, when socializing with their friends, invariably mimicked those violent characters they saw in the video games. While concluding, these researchers, pointed out that if children continued to play these kinds of violent and aggressive video games, then it is highly likely that negative and anti-social behavior becomes a norm for them (Nicoll and Kieffer, 2005). In one study carried out by Williams and Skoric (2005) revealed that gamers
The problem is heroes on TV often resort to violence and are appreciated for that, which generates an unhealthy connection between aggressive behavior and social gratification (Dowshen, 2005). Add to the violence, TV images showing illegal or problem-causing behaviors, such as abuse of sex and substances or smoking. Children receive a questionable education when they are witnessing, at a young age, explicit sex, drinking and doing drugs in detailed
Violence in Video Games The cultivation of violence in video games: causal or correlational? Studies on media effects have always included the influential role that television and new media technologies such as the computer and Internet (ICTs). With the proliferation of both mass media, there is greater penetration of its content to children and the adolescent youth, who are frequent TV watchers and ICT users. Among the concerns of parents and scholars
Violence in Video Games Unlike movies, video games are not regulated by the Federal Communication Commission (FCC), which is ironic because there are a wealth of studies indicating children do not distinguish between fantasy and reality in a gaming environment (Ferguson, 2011). Simply put, the more time children, adolescents and teenagers spend playing a video game the more they see their reality as the gaming environment (Boyle, McLeod, Rojas, 2008) (Hartmann,
Computer Games Research When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed
Another common assumption is that the development of virtual social interactions based on the ideal self, is not reflective of how real people will interact with you in the real world and therefore could potentially give the individual a false sense of confidence, regarding their ability to appropriately interact in the real world. Yet, many would also argue that confidence is the most attractive social attribute, almost regardless of
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