Specifics of the digital marketing strategies in the video games industry in different countries exemplified by Ubisoft
Characteristics of digital marketing and its role for modern business. Basic analysis of the video game industry in the United States, China, Germany, France and Russia. Consideration of Ubisoft's digital marketing strategy in different countries.
Рубрика | Маркетинг, реклама и торговля |
Вид | магистерская работа |
Язык | английский |
Дата добавления | 13.07.2020 |
Размер файла | 1,7 M |
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Moreover, it is vital to focus marketing efforts on channels that customers frequently use. This allows the company to provide targeted digital marketing tactics to its players as well as allowing it to be seen as a leader within the space by truly understanding their target audience. It is important for a company to bear in mind the significance of understanding the platform of their target audience or to exclude the possibility of a risk and a media collapse.
Finally, study Ubisoft Russia showed us that companies of that kind tend to stick to an glocalization strategy. The application of the adaptation strategy in the company is connected with the need to adapt to the peculiarities of the huge number of foreign markets in which the company successfully operates and consider various limitations.
3.3 Limitations of the study and propositions for the future studies
One important limitation to note boils down to the fact that the most successful video games marketing in Russia is coming from the U.S.-based companies that localize and implement their own marketing campaigns into the Russian market with the account of some limits described in the paper. It was rather challenging to carry out an in-depth analysis of the marketing strategies for the video games born in Russia. However, the research has helped to indicate the existing problem of the video games industry in Russia and its marketing strategies, correspondingly.
Another major challenge was linked to finding certain data. Most of companies tend to keep their data on strategy related matters strictly confidential, for example, proportional budget spread by digital marketing channels in different region and other data of this kind. That would allow us to find the ground for such a spread and identify reasons for such decision-making.
One more limitation that has been encountered is that there is no solely right way of assessing the digital success of a gaming company. Sometimes, the return on marketing investment is difficult to reflect and it might be rather challenging to track what exactly was the reason that caused a certain result: a conscious marketing effort or spontaneous social activity caused by heated debate about the game. The topic was quite challenging to work on as it is not often investigated especially with regards to the Russian market, so choosing the right way to estimate the data was quite tough.
Apart from that, it is definitely worth highlighting the video game industry as well as digital marketing are the areas growing with rapid speed. They are firmly connected and often inseparable. And they both raise a number of opportunities for future research due to its constant and swift development. As much as nowadays traditional marketing tools may not be so efficient in some markets, some of the digital marketing strategies we name in this work may not be as demanded and effective in the future as now, too. It might be interesting to further investigate the way marketing evolves over time in different regions and what factors lie on the ground of choosing one or another set of marketing campaigns when building a digital marketing strategy.
Conclusion
In this research, we have carried out an analysis of the Russian video games market and compared it to the different countries such as the U.S, China, France, Germany and identified differences between digital marketing strategies for distinct markets and presented the factors that are in essence the major impacts for those strategies' development and implementation.
The first chapter of the paper was devoted to examining the essence of digital marketing strategies and their role in context of the video games industry. We have conceptualized the role of digital marketing for modern businesses, establish an understanding of digital marketing strategies and figured out the specifics of digital marketing strategies implementation in various industries as well.
In the second chapter, we have led the analysis of the digital marketing strategies in the American, Russian, French, German and Chinese gaming industries by analysing their current state of in the given countries, taking a look at Ubisoft digital marketing strategies introduced in France and Russia and overviewing the most prominent marketing practices in the video games industry.
In the final chapter, we have summarized the results of the study, formulated relevant conclusions and presented recommendations for digital marketing strategy development in Russia, proving and rejecting the hypotheses set in the introduction.
We have ascertained that global video games developing companies in Russia are not yet established and most of the digital marketing content related to PC and console video games comes from the global strategies that are localized, adapted and adjusted for the Russian reality with the careful account of existing limitations, social and political specifics.
However, it is not just content that has to be adjusted when introducing it to the Russian customer. It is also important to deeply examine the local distribution channels and actively utilize them in order to reach as many potential and existing customers as possible. We have also established that the proportion of budget spread for different digital channels allocation differs depending on the region.
The major differences, however, were mostly related to adapting the digital marketing campaigns with respect to local specifics and peculiarities, which have been discussed in this work in context of Russian and the U.S. video games markets. Taking all that into consideration, we may conclude that the primary goal of this paper has been met.
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