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Materials (articles, videos, guides, etc.) in English and Spanish are used during the course.
E13. Apply business vision, marketing and sales, economic analysis and technical knowledge for video game production.
G3. Gather and interpret relevant data (usually within their area of study) to make judgments that include reflection on relevant social, scientific, or ethical issues.
G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.
T1. Communicate in a third language, preferably English, with an appropriate level of oral and written communication and in accordance with the needs of graduates.
T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.
Developing video games, as well as in other creative and cultural industries, means design and technical capabilities, but also the creation of products and services that need to be distributed and collected. Making video games profitable in an increasingly competitive and changing market can mean turning that passion into our way of life. The subject of Marketing addresses this exciting professional field as a science and as an art, without losing sight of the fact that it is a piece of something bigger called business.
The knowledge and skills covered by the subject are acquired from the different sessions of theory, teamwork, group discussions, research, etc. It is for this reason that the evaluation system rewards constant teamwork and the acquisition of theoretical knowledge on an individual basis.
1. THE ROLE OF MARKETING YESTERDAY AND TODAY
1.1 What is Marketing and what is it for?
1.2 Strategic Marketing vs. Operational Marketing
1.3 When does marketing intervene? GaaP VS GaaS orientation
1.4 Phases
1.5 Professional profiles.
1.6 Alternatives for the video game developer.
1.6.1 Self-publishing
1.6.2 Publishing
1.6.3 Third party services
2. STRATEGIC AND OPERATIONAL MARKETING
2.1 The business-product-market fit:
2.1.1 The value proposition (company / product)
2.1.2 Value delivered and perceived
2.1.3 Hooks vs. Points of Sale
2.2 Branding
2.2.1 Brand image
2.2.2 Brand strategy and brand tribes
2.2.3 Personal Branding
2.3 The Market and the Importance of Market Research
3. MARKET RESEARCH PHASE
3.1 Market Analysis:
3.1.1 Concentration, Competence, Maturity and Life Cycle.
3.1.2 Analysis tools (red oceans / blue oceans, trends, benchmarking)
3.1.3 Indie market situation
3.2 Market testing
3.2.1 Value and growth hypothesis.
3.2.2 Validation methods.
3.3 STP (Segmentation, Targeting, Positioning)
3.3.1 Segmentation. User Research, secondary data, qualitative data mining
3.3.2 Targeting. What is? Strategies
3.3.3 Positioning. Steps. Static and dynamic components
4. PREPRODUCTION PHASE
4.1 Games as a Product and the 4 P'S or Marketing Mix
4.1.1 Product (benchmarking)
4.1.2 Place (platforms, stores, data, metrics and algorithms, analysis tools, etc.)
4.1.3 Price (cost / benefit, revenue models)
4.1.4 Promotion (hook and pitch)
4.2 Games as a Service (GaaS) and the 7Ps of the Marketing Mix
4.2.1 Physical Evidence (quality evidence for intangible products)
4.2.2 People (HR required to provide GaaS)
4.2.3. Process (processes required to offer GaaS)
4.3 Market testing
4.3.1 Crowdfunding and Early Access
4.3.2 Geographical tests
5. PRODUCTION PHASE
5.1 Traditional vs. Modern Communication. Inbound vs Outbound
5.1.1 Public Relations (PR). Types of Audiences, Audience Creation, Agencies, Community Management, Buzz Marketing, Influencer Marketing.
5.1.2 Advertising. Historical note, Determinants, Agencies and Ads Campaigns.
5.1.3 SEO / SEM and ASO positioning.
5.2 When to communicate?
5.2.1 Time of year
5.2.2 Type of consumer
5.2.3 Customer Journey and Touch Points
5.3 Creation of Materials.
5.4 Communication tools.
5.5 The Roadmap.
6. PUBLICATION AND POST-LAUNCH PHASE
6.1 Release Hype and Timing
6.2 Distribution and Platforms
6.3 Earned Media
6.3.1 Types of Press
6.3.2 Types of Coverage
6.4. POST-LAUNCH
6.4.1 Press Reviews and Follow-up
6.4.2 Social Networking, Support, Community-driven programs and Pricing game
6.4.3 Updates, content extensions and series
6.4.4 Others: Awards, Merchandising and technical back catalog
6.4.5 Post-mortem: Budgeting and Learning Reports
The grade of each student will be calculated following the following percentages:
Final grade = A1 x 0,1 + A2 x 0,15 + A3 x 0,25 + A4 x 0,2 + A5 x 0,3
Considerations:
Recovery:
DRESKIN, Joel (2016). A Practical Guide to Indie Game Marketing. FL: Taylor & Francis.
Kotler, Philip (1999). Kotler on Marketing. NY: The Free Press.
ZACKARIASSON, Peter, & DYMEK, Mikolaj (2017). Video Game Marketing. A student textbook. NY: Routledge.
by BONO, Edward. (2016). Six Thinking Hats. Life.
HOLIDAY, Ryan (2014). Growth Hacker Marketing: A Primer on the Future of PR, Marketing, and Advertising. NY: Penguin Group.
KLEIN, Laura (2018). UX for Lean Startups: Faster, Smarter User Experience Research and Design. US: O'Reilly Media Inc.
NAGLE, Thomas, & MÜLLER, Georg (2017). The strategy and tactics of pricing: A guide to growing more profitably. Routledge.
DRACHEN, Anders, MIRZA-BABAEI, Pejman, & NACKE, Lennart (Eds.). (2018). Games User Research. Oxford University Press.
FUTTER, Michael (2017) The Gamedev Business Handbook: How to build the business you'll build games with! Bithell Games: London, UK.
FUTTER, Michael (2018) The Gamedev Budgeting Handbook: How to finish your game on time and on budget! Bithell Games: London, UK.