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Connecting The World
Connecting The World
that for years has been largely untouched by advertisers. With Video Games becoming more
advanced throughout the years, the focus of advertising has focused to the hardcore gamer, the
type who will spend countless hours playing video games until they achieve that final victory.
Now, advertising for video games seeks more than to market to the hardcore gaming crowd. The
hardcore gamer demographic is still sought after by advertisers, but now more than ever,
companies seek to create technology that breaks down that barrier of alienation and creates a
sense of social unity. By breaking down these technological barriers, these ads targeting this
casual demographic seek to associate socialization and relationship building with their products.
The purpose of this essay is to examine three ads that associate casual gaming with the process
providing a means of either building, or maintaining family relationships; these ads all focus on
the ideal relationship, and how casual gaming can construct that.
First, a television ad for Lips, a game that emulates the karaoke experience; the ad is set
in a hip and trendy apartment. The shot opens in the hall and zooms into the living room where
people are chatting, drinking, and having a decent time. The camera focuses on a man who is
sharing the couch with a young woman. He offers a snack but is rejected by the young woman.
The man gets up and boots up the game, offering the girl a duet over the song “Young Folks”by
Peter, Bjorn & John. The girl accepts and in a sweeping moment, the two share a touching
moment and gather everyone in the room around to watch the two bond over a song. As she
initially rejected his offer to bond, his new has this installed sense of romanticism mixed in with
the song and dance. As the ad progresses, the song is changed, and the ad shifts from being
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about two people developing feelings to scenes of everyone starting to transition from being a
static crowd to a lively dancing crowd. Everybody is dancing and laughing, enjoying the time
The ad denotes a sense of yearning, it shows a bunch of people, all dispersed and
disconnected. In playing Lips, the immediate community becomes strengthened with the product
acting as leverage in provoking socialization. Lips is a new individual property and brand, and
the ad essentially depicts the brand as a means to provoke socialization, and in that sense, it
needs to draw upon the aspects of the crowd as a means of understanding how to craft a brand
(and corresponding ad) that appeals to that particular demographic. By drawing upon
tapping into that subculture capital, which Sarah Thornton describes as being the knowledge and
commodities that a subculture acquires over time (Thornton; 1995: pg.19). The advertisers
achieve this through the music; music is that easily identifiable quality. As discussed by
Goldman and Papson in the chapter Authenticity in the Age of the Poseur the authors discuss how
music “depends on its ability to articulate private but common desires, feelings and experiences
into a shared public language”(Goldman and Papson; 1996, pg. 152). Through the product, and
the ad, there is idea that music is that powerful force that brings us together. The ad uses
subculture capital found in the music to associate the product with a young and hip demographic;
and in this process, reflects not just its own issues of branding, but larger issues of branding that
is an issue within the backdrop of modern advertising. I have discussed already how the ad
creates a common image, but in doing so it is reinforcing a brand. By accepting the brand and the
product it comes to represent, we are mentally constructing the value of that ad. The ad for lips in
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many ways corresponds with the statement that Arvidsson makes, saying that brands are a
mechanism for creating trust in a product and in sharing an “ability to create something in
common” (Arvidsson, 2005; pg. 236). Advertising, and particularly brands these days, try to
associate their product with something shared. This ad for what is essentially a personal karaoke
experience, places the brand of Lips and the product firmly in place as the mechanism for
socialization. If the guy in the ad had not picked up the microphone, his chances of getting with
the girl are shown as being slim to none. The ad becomes a metaphor for acceptance, the world
may be a place full of awkward silences and moments of blank thought; with Lips though, those
awkward moments hold potential for relationships to be built upon the technology within Lips.
The Lips ad provided consumers with this idea that socialization is achieved through the
mechanism of technology, and the ad itself came to represent the brand; selling the idea of
acceptance. I shift to an ad for Project Natal for Microsoft’s Xbox 360. The ad starts off
differently than the Lips ad. It showcases the logo on a TV screen. As the camera cuts to the
screen, a title card states that the product is a new way to play. This then breaks to one of the
most interesting ideas showcased in the ad, the idea that the product features a motion sensing
camera, and no controller. A teenage boy walks into the room and a character on screen
recognizes the boy and issues a challenge to a fight. This ad is showcasing what would be
familiar elements of the hardcore audience, compared to the Lips ad that showcased a social
setting this ad starts off with a solo setting, the cut ends with the words: you are the controller.
The ad cuts to a family of four; the daughter is driving a race car with her hands. As she drives
into the digital pit stop, the father switches her tires. Compared to the Lips ad where it was seen
as a casual experience that acts as a mechanism for relationship building, the Natal ad focuses on
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this authentic experience. One where the other people are critical to success, if you are a father
trying to reconnect with your family, this ad almost provides a means for experience that acts as
a mechanism for relationship building, the Natal ad focuses on this authentic experience. One
where the other people are critical to success, if you are a father trying to reconnect with your
family, this ad almost provides a means for you to accomplish reconciling with your children.
Interestingly enough compared to the Lips ad which had a light-hearted soundtrack; the Natal ad
features rock music; this seems to attempt to place the product as being casual enough for some
of the other members to become involved in, while still remaining within the hardcore
demographic of the gaming market. It is the product that you’ll play because it has those
hardcore games you like, but it has that element of the simple and casual that will make it perfect
for your family or friends unfamiliar with games to join in. Cuts of an older brother providing the
smaller brother with advice and a mother and daughter playing soccer reinforce this notion that
the game can be played by young and old, experienced and non-experienced players. It is
melding the two demographics together. The tone of the ad shifts in the second half. Shots of a
young boy scanning in his skateboard and a young girl receiving some visual advice as to what
dress to wear to a party indicate a level of personal depth to the product. It may be made by
Microsoft, but to the consumer, this is an accessory, an extension of your personal self. In the
final stretch of the ad, we get a melding and an evolution of the themes. Firstly we see two
families competing in a game show; showing the two families working together in a friendly
competition. The final shot is that of the parents using the product to select a movie for them to
watch; noticeably the children are absent. The children have been integral to this ad, and by
closing the ad off with a shot of the more casual market engaging in a product that has before
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shown technological barriers shows that this product is a bridge between the casual and the
hardcore markets, letting the two work together in a way that will help families better understand
and play together. The final pitch of the ad is: The only experience you need is life experience.
This ad is remarkably simple in its message. It wants you to all play, and is trying to use a
minimized technology to which you (the user) can use as a bridge to socialize and connect with
people in your friends and family. While the Lips ad was all about the pursuit of friendship and
love; this ad focuses on family. Much like Lips however though, the technology is placing itself
as a mechanism for which it is implied that the product enhances family activity and becomes a
method for which family bonding can occur. Holt discusses how there is a culture-as-authority
paradigm; in which case corporations like Microsoft push their product as a lifestyle and as a
“central part of this kind of life.” (Holt, 2002; pg. 80). By reinforcing their product as the
primary means of reinforcing the idea of family time; they appear to not be marketing to the kids
who normally play the less casual games — but rather the parents who will see the casual games
as having a unifying effect on their family. The problem with ads like this one, the Lips one, and
the forthcoming Wii ad; is that they begin to see the human connection as an item for
commoditisation. Values of family and friendship become a leverage to which advertisers can
use to situate their products as the primary means to stimulate social growth. The question of this
is, is this successful? Do these products actually work as stimulators for social interaction as
these ads seem to push? Or are we simply being fed a lie that in order for us to be successful in
our social circles, intervention from these products is needed for sustainable success?
Arguably, Nintendo has struck the right chord with its Wii system. Consistently ranking
above its competition, the Wii sells in high numbers. The success may be hard to define, and yet
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for the sake of this paper, the argument could be made that the first ad for the Nintendo Wii has
taken an accurate portrait of what the success of the Wii can be attributed to. As this paper has
looked at themes of how ads leverage the values of family and friendship as a means to place
their product as a catalyst for socialization. In doing so the idea of brand association has come
up, and arguably the Wii has had more success in this process then Lips or Project Natal; so
looking at the successful console will provide the most accurate and reliable view into the
success of this.
The ad starts off with two businessmen driving through a suburban neighbourhood, they
stop off at one family’s home and offers the controller to the family with the phrase “Wii would
like to play.”Interestingly enough this phrase opens up much more in understanding the success
of the Wii. The console has arguably crafted the notion of casual gaming; with a line as direct as
the aforementioned tag line, it introduces both the words "We" and "Play" as more complex
concepts. The name itself, invokes a sense of socialization and social unity. By introducing the
brand name of“Wii”and placing it in the same realm as the notion of “Play”, this ad
becomes a case point in how these ads paint their technologies as mechanisms to leverage
socialization. This line appears to be simple, with the Japanese businessmen speaking in a soft
and gentle tone; even so, this ad comes to represent the values of represent this optimistic view
of the social effects of the casual gaming market. The ad then makes quick cuts to shots of the
family playing with the Wii. The businessmen watch on, and eventually leave. This montage of
shots is important in that it gives the impression that the family has been somehow fixed, the
businessmen give off this aurora of being almost sage-like. The impression is that they’ve been
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The Wii ad falls in line with similar themes found in the Lips and Project Natal ads, the
social order of the family and friendship is repaired or even created through the social and casual
gaming machines. Holt in many ways looks at this common theme as being something typical in
advertising; as Holt states that in the process of creating identity myths, “People use [identity]
myths to smooth over these tensions, helping them to create purpose in their lives, to cement
their desired identity in place when it is under stress.” (2005; pg. 287). While the Lips ad
encouraged the product as being a mechanism for pushing social interaction in the face of social
anxiety and failure, the Wii and Project Natal ads push their products as a means for creating that
perfect family, creating that perfect family image and identity. This is what has given the Wii
such success in the market, the ad campaign gives the impression that the act of playing the Wii
will give you those great family bonding moments; that the easy to approach control system
gives even the most alienated spectators and outliers in the family the chance to participate in
nearly endless amounts of fun with the chance to bond as a family. Is it realistic to believe that?
That a piece of technology can leverage socialization? Not so much, for in the idea of a brand
itself, the production of a brand name only gives an illusion of social connectivity. Because at the
end of the day, the Wii is a brand name; just like Lips and Natal; it is a buzzword that invokes
images of a community. For as Arvidsson puts it; a brand is an“an experience, a shared emotion,
a sense of community” (2005; pg. 248). The question of how these ads situate their product as
being a top item is by producing a sense of brand recognition. They create this shared feeling of
connectivity in the realm of this casual gaming market. So when Oprah decides to show
everyone how the Wii is the next best thing, it receives higher brand recognition and is
ultimately being sold (in a rather ironic fashion) communally as a communal device. It is a brand
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being sold on the promise of doing what a brand does, on a rather micro level.
Video games have been an interesting site for communications throughout the most
recent years; and yet the promise of what social/casual gaming can do for you remains all but
always one of the most strongest bullet points on the packaging for these games and their
hardware. Customers are being promised in the three ads examined throughout this paper, that
the games can both create and maintain social relationships. That if you are someone who has
absolutely zero-to-none social skills; these will help you; they will give you that better life filled
with optimism and a gloatful network of people to call your friends and family. In this essay, the
process of relationship of socializing and building relationships has been examined in ads for
some of the most popular items on the market currently. In doing so, the discovery of this
correlation between brand creation (and the subsequent attempts to form a sense of recognition)
gives this sense of socialization on both a micro and macro level. The sales of something like
music games and the Wii prove that the casual market is something of a juggernaut in the video
game industry, and as long as people are willing to place a product as a means to encourage
W.C. 2,739
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References
Arvidsson, Adam. (2005). “Brands: A critical perspective” in Journal of Consumer Culture 5.2:
Pg. 235-258.
Goldman, R. & Papson, S. (1996). Sign Wars: The Cluttered Landscape of Advertising. New
York, NY: The Guilford Press.
Holt, Douglas. (2005). “How societies desire brands: Using cultural theory to explain brand
symbolism” in Inside Consumption, Eds. S. Ratneshwar et al (NY: Routledge,), pg. 273-
291
Thornton, Sarah. (1995). Club Cultures: Music, Media, and Subcultural Capital. Cambridge:
Polity Press.
Sources Cited:
Microsoft (2008) Lips Trailer [Advertisement]. US. Retrieved on February 5th 2010, from:
http://www.youtube.com/watch?v=wsqFtYlvjgA
Microsoft (2009) Project Natal Xbox 360 Announcement [Advertisement]. US. Retrieved on
March 7th 2010, from: http://www.youtube.com/watch?v=p2qlHoxPioM
Nintendo (2006) Wii Commercial [Advertisement]. US. Retrieved on March 7th 2010, from:
http://www.youtube.com/watch?v=p25y36LMZys