Tuesday 13 May 2014

Wii Fit Plus Case Study

Name of Game: Wii Fit Plus
Release Date: 2009
Institutions Behind the Game: Nintendo
Gaming Platforms: Wii

Print:

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3) The reviews for Wii Fit Plus are mostly positive with some negatives as well like all games:
-Can create your own workout routines
-Most of the new balance games are fun
-Multiplayer limited to nine games

4) Wii Fit Plus has not featured on magazine front covers however it would be very helpful with promoting it. Front cover feature is so successful in promoting a game to its target audience because it catches their attention and it indicates to them that if it's good enough to be on the front of a magazine it's probably good enough for them to buy it as well. Also, the game is aimed at mostly adults between 25-45 that are very likely to read magazines and when they notice something like a game that isn't all about violence and looks relaxing, they might take a look at it.

Broadcast:
1) This TV Advert covers some of the key conventions. It includes the institution logo at the start, voiceover at the end, in-game footage, platforms it is available on and the official website.

2) This Wii Fit Plus trailer is effective because it's targeted at adults that probably own the Wii Fit game already and just want to upgrade it. The trailer would show them what is different and new about the game to boost up their desire of upgrading their copy of the game. The new additions and improvements shown in the trailer might make them feel like their version is old and can't do most of the things that the new one can which will cause them to at least think about purchasing it.

3) The gameplay of the game promotes it effectively as it introduces the audience to the game and shows them what the game is like and what they can expect of the game. If they are having doubts about whether to buy it or not, the gameplay can persuade them to do so, showing them that it's something they are looking for, especially because the man looks very happy and enthusiastic about playing the game. 

E-media:

1) The official website attracts and maintains the interest of the audience because the sliding images show different aged people which can motivate them as it shows you can play the game no matter the age. Also, the target audience which is mainly adults, might also like the fact that the page has simple colours, green and white and it's very organised.

2) The colour green which is dominant on the official website can be associated with peace which could be an indication of that playing the game and working out can give you peace of mind. Also it shows different aspects of the game like aerobics, balance, training, yoga and strength. 

3) No, the game doesn't have a YouTube channel.

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5) User Generated Content helps to promote the game because it is done by average people that play the game and you can make your own opinion based on that instead of you reading reviews and judging the game by what others say about it. In addition, it gives the audience an idea of what the game is like and how it's played which can either like or dislike the game.

6) The game doesn't have an official Facebook page.

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8) There is no Twitter hashtag for Wii Fit Plus.

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Hashtag on Instagram - #wiifitplus

Pre- and Post-Release: 

1) Release Dates:
Japan: October 1, 2009
North America: October 4, 2009
Australia: October 15, 2009
European Union: October 30, 2009

2) Wii Fit Plus was originally announced during Nintendo's E3 media briefing on June 2, 2009.

3) The institution promoted the game by releasing final trailers and adverts of the game and they also relied a lot on the word of mouth, sharing the videos and people creating the buzz themselves.

4) Wii Fit Plus does not have in-game purchases however it release newer versions of the same game, persuading people to purchase the updated version.

Other:

1) Target audience demographics:
*22-54 years old
*64% female 36% male
*ABC1 social demographics
*part time jobs

I think this demographics suits the game because most of the players would be working adult females trying to improve their figure at home because they don't have motivation to do it outside by themselves. 

Psychographics
*succeeders
*explorers
*reformers

2) Australian celebrity endorsement was used in the adverts to create an average feel of the game, that anyone can play it in their living room in casual working out clothes.

3) The campaign creates an emotional connection by using celebrity endorsement in adverts. When the celebrities that might be thought to be always wearing designer formal clothes wear causal every day clothes then that makes the person feel like they know that celebrity personally because he is just like a normal person.

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5) Nintendo promotes all of their games by using celebrity endorsement in their own cosy living room with family or friends in casual clothes having fun since their overall target audience is families. 

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