The document provides details about the naming and descriptive copy for the fictional gaming brand Inclusive Entertainment created by the designer for a class project. It includes the company name and mission statement, founding story, descriptions of two games aimed at different target audiences, key consumer benefits, description of an adaptive controller hardware, proposed merchandise, and suggested social media and video marketing modalities. The purpose is to establish the foundational elements of the brand before developing marketing campaigns.
Alternate Reality Gaming Research Proposalgueste74089
The document proposes creating an alternate reality game (ARG) for Woedend!, a company involved in games, mobile apps, and advertising. An ARG obscures that it is a game by denying its nature as such. It expands spatially, temporally, and socially by blurring boundaries between game and real world. Woedend! should utilize techniques like "TING-ing" a game to immerse players and involve audiences with different levels of awareness, from unaware to fully aware it is an ARG. The proposal discusses how Woedend! can maximize audience attention and brand exposure through an ARG.
Gaming is a mass medium commanding the attention of billions each year.
So, to help marketers of all stripes understand the many business and career opportunities gaming has to offer, here are answers to frequently asked questions (FAQs)
The document discusses the concept of gamification. It defines gamification as incorporating game elements into non-gaming applications to improve engagement and user experience. The purpose of gamification is to motivate long-term user participation and loyalty through psychological techniques that appeal to human nature and make tasks more enjoyable. It can be used to align business and user goals in marketing, learning, health, work and other contexts. Game mechanics are effective motivational tools that tap into intrinsic desires for achievement and self-improvement.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
This document provides an overview of gamification and how it can be used to improve user retention on websites. It defines key elements of games and gamification, explaining that gamification aims to harness intrinsic motivation to motivate users to complete goals. A case study of TOMS' rewards program is presented, along with analysis of user data from the travel site Border Tramp. The document proposes applying gamification principles such as achievements, leaderboards, and charitable donations to Border Tramp in order to increase user engagement and retention.
This document outlines a distribution and marketing plan for the indie game "Forged Factories" created by Deadway Studios. The plan aims to build awareness of the game and studio through social media promotion and establishing a website/database. The target audience is male PC/strategy gamers ages 24-28 in Orlando initially. The plan will utilize forums, social media, and an aggregator to promote the game and analyze its ROI. It considers partnering with large distributors like Numantian Games, Westwood Studios, or Ensemble Studios who have experience with similar real-time strategy games.
Alternate Reality Gaming Research Proposalgueste74089
The document proposes creating an alternate reality game (ARG) for Woedend!, a company involved in games, mobile apps, and advertising. An ARG obscures that it is a game by denying its nature as such. It expands spatially, temporally, and socially by blurring boundaries between game and real world. Woedend! should utilize techniques like "TING-ing" a game to immerse players and involve audiences with different levels of awareness, from unaware to fully aware it is an ARG. The proposal discusses how Woedend! can maximize audience attention and brand exposure through an ARG.
Gaming is a mass medium commanding the attention of billions each year.
So, to help marketers of all stripes understand the many business and career opportunities gaming has to offer, here are answers to frequently asked questions (FAQs)
The document discusses the concept of gamification. It defines gamification as incorporating game elements into non-gaming applications to improve engagement and user experience. The purpose of gamification is to motivate long-term user participation and loyalty through psychological techniques that appeal to human nature and make tasks more enjoyable. It can be used to align business and user goals in marketing, learning, health, work and other contexts. Game mechanics are effective motivational tools that tap into intrinsic desires for achievement and self-improvement.
Gamification: Integrating gaming into your brand strategy TP1
Gamification (or gameful design) is not a new concept, but it has been mishandled by marketing consultants. This presentation will outline the concept for you through the perspective of game design.
This document provides an overview of gamification and how it can be used to improve user retention on websites. It defines key elements of games and gamification, explaining that gamification aims to harness intrinsic motivation to motivate users to complete goals. A case study of TOMS' rewards program is presented, along with analysis of user data from the travel site Border Tramp. The document proposes applying gamification principles such as achievements, leaderboards, and charitable donations to Border Tramp in order to increase user engagement and retention.
This document outlines a distribution and marketing plan for the indie game "Forged Factories" created by Deadway Studios. The plan aims to build awareness of the game and studio through social media promotion and establishing a website/database. The target audience is male PC/strategy gamers ages 24-28 in Orlando initially. The plan will utilize forums, social media, and an aggregator to promote the game and analyze its ROI. It considers partnering with large distributors like Numantian Games, Westwood Studios, or Ensemble Studios who have experience with similar real-time strategy games.
Got Game? The Use of Gaming in Learning and DevelopmentKip Michael Kelly
Organizations ranging from the U.S. Army to IBM use serious video games to recruit and develop their people. They do so because research studies from academia and the public and for profit sectors have established that video games are a highly-effective training and development tool.This UNC Executive Development white paper supports HR and talent management professionals in understanding the latest gaming technology and its applications in learning and development. Specifically, it:• Outlines the various types of video games and the demographics of those who play them • Provides research about the use and effectiveness of gaming for training and development • Discusses how serious games develop organizational talent and examines their future in the world of L&D • Provides examples of companies that use serious games to develop skills and behaviors in the workplace Read how video games are building leaders, solving problems, and developing talent.
This document summarizes Cameron Dufour's chapter on gaming, which breaks gaming down into 5 genres: Killing Time (messing around), Hanging Out, Recreational Gaming, Organizing and Mobilizing, and Augmented Gaming. Killing Time involves casual mobile games played to pass time. Hanging Out is social and bridges differences, like families gaming together. Recreational Gaming is interest-driven and competitive. Organizing and Mobilizing focuses on teamwork through clans and competitions. Augmented Gaming includes game guides, modifications, and fan communities that expand gaming experiences. Overall, the chapter argues against common views of gaming as antisocial, showing how it facilitates social connections across
AltForge Entertainment is developing a video game called Project Memoria to tell a story about depression. The game aims to provide insight into mental disorders through an immersive experience with beautiful art and a novel story. The team believes this can help bridge understanding between those with neurodiversity and the general public. They plan to self-publish on Steam to reach their target audience of fans of story-driven indie games. Market research shows the video game industry is growing and the niche indie game segment remains underserved despite a large audience.
I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
"What is the appeal of social games" WhitepaperClubv3
This document analyzes what makes social games appealing and successful. It discusses three main factors:
1) Recognition - Social games that tap into familiar concepts like cities, cafes, sports, etc. are more successful because they are instantly recognizable to many people.
2) Low effort, high reward - Social games are most appealing when they are easy to access and play, rather than focusing on graphics or complexity. Players value quick, simple interactions over intensive gameplay.
3) Sense of community - Social features that allow sharing achievements, gifting, and interacting with others increase player engagement and the feeling of belonging to a group. Frequent game updates also contribute to a living community.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
The document provides a guide to cooperative games that can be used for social change work, outlining icebreakers, initiatives, trust builders, and closer games. It emphasizes that games should not just be for fun but should be intentionally facilitated to build trust, teamwork, and reflect on lessons that can further social change goals. The guide provides tips for facilitators on framing games purposefully and using reflection to make meaningful connections between the games and social issues.
The document provides a guide to cooperative games that can be used for social change work, outlining icebreakers, initiatives, trust builders, and closer games. It emphasizes that games should not just be for fun but should be intentionally facilitated to build trust, teamwork, and reflect on lessons that can further social change goals. The guide provides tips for facilitators on framing games purposefully and using reflection to make meaningful connections between the games and social issues.
The document discusses how virtual reality games can be used to help treat PTSD. It proposes developing a VR game called MediAir that would expose PTSD patients to simulated fear-inducing situations to help them gradually overcome their fears. A community forum and editorial calendar are presented for marketing the game. Website wireframes and prototypes are also shown to illustrate how the game and its therapeutic benefits could be presented online.
This document discusses gamification and how applying game elements to non-game contexts can drive user engagement and desired behaviors. It defines gamification as using game mechanics for non-entertainment purposes, like achieving business goals. Several key elements of successful gamification are outlined, including having a clear "win" state, giving users choices, providing feedback on progress, rewarding users, creating a sense of purpose, and ensuring the experience is fun. The document also cautions that gamification requires understanding user motivations and targeting behaviors linked to business outcomes. An approach is presented where users first define target behaviors, players/user profiles, and how to design the game experience using the six critical elements. The goal is to get users intrinsically motivated by
Gamification 101 - Why games are becoming a key marketing toolCrayon
Gamification is a marketing technique that uses game mechanics and structures to engage customers and influence their behaviors. It takes advantage of people's natural tendency to engage with games. Common game elements used in gamification include levels, points, rewards, and challenges to motivate behaviors like shopping more, completing surveys, or visiting websites more frequently. Effective gamification follows the four M's of game design: mystery, mastery, membership, and meaning to create engaging experiences for customers.
This document provides an overview of advergames, including definitions, types, concepts, ways to embed brands, user motivations, targeting, technology limitations, examples, and the future of advergames. It discusses how advergames can promote brands through product placement and sponsorships in online games. It also addresses user data collection, virality through social features, and challenges in creating engaging advergames.
The document discusses in-game advertising, which involves placing ads within video games. It provides details on the types of in-game ads, advantages like high reach and engagement, examples of campaigns from McDonald's and Obama, and tips for effective in-game advertising. The future of in-game advertising is predicted to involve games built around brands' social media plans and content unlocked through user engagement.
Want big wins in marketing
and communications?
Use game mechanics.
Gamification is using game mechanics in non-game settings to create engagement. These techniques fulfill our basic needs for competition and connection – whether you use points, badges, competitions or crowdsourcing. And games create engagement through fun and reward. The love of games transcends cultures and generations and the emotional connection that is created can lead to a stronger brand relationship.
- The basics of gamification
- Player types – and how to motivate different players
- Real-world uses of game mechanics
- And using gamification for B2C and B2B
- See more at: http://www.signalinc.com/the-game-of-gamification/
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
This document proposes a retro-style advergame called "coca cola bootleg mario game" that would be released worldwide but targeted towards English-speaking audiences ages 9 and up. The game would have gameplay and mechanics similar to Super Mario Bros. and Mega Man, with the player collecting Coca-Cola to defeat alien enemies, communicating the Coca-Cola brand message in a nostalgic 8-bit graphical style appealing to both young and older generations.
This document provides a marketing plan for the video game "Gary and the Ghost". The plan aims to promote the game's cooperative gameplay between parents and children. Key elements include:
- Producing TV ads featuring popular child and parent celebrities playing the game to appeal to both audiences. These will air for 2 months before and after release.
- Magazine and outdoor ads (billboards, bus shelters) with images of the celebrity players to increase awareness.
- In-store displays and cutouts at retailers.
- A website, social media accounts, and community manager to engage customers online.
- A pre-release video competition on YouTube and a free demo on consoles to generate interest.
Charles Palmer gave a presentation on gamification for business, training, and education. He discussed how applying game design elements like goals, rewards, and motivation can make non-game applications more fun and engaging. Examples included using points, levels, and leaderboards in education and using challenges and status in customer loyalty programs. Palmer also highlighted the importance of understanding different player types and ensuring proper game balance to influence desired behaviors.
Got Game? The Use of Gaming in Learning and DevelopmentKip Michael Kelly
Organizations ranging from the U.S. Army to IBM use serious video games to recruit and develop their people. They do so because research studies from academia and the public and for profit sectors have established that video games are a highly-effective training and development tool.This UNC Executive Development white paper supports HR and talent management professionals in understanding the latest gaming technology and its applications in learning and development. Specifically, it:• Outlines the various types of video games and the demographics of those who play them • Provides research about the use and effectiveness of gaming for training and development • Discusses how serious games develop organizational talent and examines their future in the world of L&D • Provides examples of companies that use serious games to develop skills and behaviors in the workplace Read how video games are building leaders, solving problems, and developing talent.
This document summarizes Cameron Dufour's chapter on gaming, which breaks gaming down into 5 genres: Killing Time (messing around), Hanging Out, Recreational Gaming, Organizing and Mobilizing, and Augmented Gaming. Killing Time involves casual mobile games played to pass time. Hanging Out is social and bridges differences, like families gaming together. Recreational Gaming is interest-driven and competitive. Organizing and Mobilizing focuses on teamwork through clans and competitions. Augmented Gaming includes game guides, modifications, and fan communities that expand gaming experiences. Overall, the chapter argues against common views of gaming as antisocial, showing how it facilitates social connections across
AltForge Entertainment is developing a video game called Project Memoria to tell a story about depression. The game aims to provide insight into mental disorders through an immersive experience with beautiful art and a novel story. The team believes this can help bridge understanding between those with neurodiversity and the general public. They plan to self-publish on Steam to reach their target audience of fans of story-driven indie games. Market research shows the video game industry is growing and the niche indie game segment remains underserved despite a large audience.
I made this presentation at the beginning of 2007 when I had my intern at the Belgian communication agency These Days.
The goal of this presentation was to give a brief overview of the evolution the gaming and advertising scene had gone through up til then (2007). It is my personal view on the things and I am the first to admit that my opinion is not king.
In the future I will make a new presentation because some opinions and conclusions need steering.
I thank you for your comments.
"What is the appeal of social games" WhitepaperClubv3
This document analyzes what makes social games appealing and successful. It discusses three main factors:
1) Recognition - Social games that tap into familiar concepts like cities, cafes, sports, etc. are more successful because they are instantly recognizable to many people.
2) Low effort, high reward - Social games are most appealing when they are easy to access and play, rather than focusing on graphics or complexity. Players value quick, simple interactions over intensive gameplay.
3) Sense of community - Social features that allow sharing achievements, gifting, and interacting with others increase player engagement and the feeling of belonging to a group. Frequent game updates also contribute to a living community.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
The document provides a guide to cooperative games that can be used for social change work, outlining icebreakers, initiatives, trust builders, and closer games. It emphasizes that games should not just be for fun but should be intentionally facilitated to build trust, teamwork, and reflect on lessons that can further social change goals. The guide provides tips for facilitators on framing games purposefully and using reflection to make meaningful connections between the games and social issues.
The document provides a guide to cooperative games that can be used for social change work, outlining icebreakers, initiatives, trust builders, and closer games. It emphasizes that games should not just be for fun but should be intentionally facilitated to build trust, teamwork, and reflect on lessons that can further social change goals. The guide provides tips for facilitators on framing games purposefully and using reflection to make meaningful connections between the games and social issues.
The document discusses how virtual reality games can be used to help treat PTSD. It proposes developing a VR game called MediAir that would expose PTSD patients to simulated fear-inducing situations to help them gradually overcome their fears. A community forum and editorial calendar are presented for marketing the game. Website wireframes and prototypes are also shown to illustrate how the game and its therapeutic benefits could be presented online.
This document discusses gamification and how applying game elements to non-game contexts can drive user engagement and desired behaviors. It defines gamification as using game mechanics for non-entertainment purposes, like achieving business goals. Several key elements of successful gamification are outlined, including having a clear "win" state, giving users choices, providing feedback on progress, rewarding users, creating a sense of purpose, and ensuring the experience is fun. The document also cautions that gamification requires understanding user motivations and targeting behaviors linked to business outcomes. An approach is presented where users first define target behaviors, players/user profiles, and how to design the game experience using the six critical elements. The goal is to get users intrinsically motivated by
Gamification 101 - Why games are becoming a key marketing toolCrayon
Gamification is a marketing technique that uses game mechanics and structures to engage customers and influence their behaviors. It takes advantage of people's natural tendency to engage with games. Common game elements used in gamification include levels, points, rewards, and challenges to motivate behaviors like shopping more, completing surveys, or visiting websites more frequently. Effective gamification follows the four M's of game design: mystery, mastery, membership, and meaning to create engaging experiences for customers.
This document provides an overview of advergames, including definitions, types, concepts, ways to embed brands, user motivations, targeting, technology limitations, examples, and the future of advergames. It discusses how advergames can promote brands through product placement and sponsorships in online games. It also addresses user data collection, virality through social features, and challenges in creating engaging advergames.
The document discusses in-game advertising, which involves placing ads within video games. It provides details on the types of in-game ads, advantages like high reach and engagement, examples of campaigns from McDonald's and Obama, and tips for effective in-game advertising. The future of in-game advertising is predicted to involve games built around brands' social media plans and content unlocked through user engagement.
Want big wins in marketing
and communications?
Use game mechanics.
Gamification is using game mechanics in non-game settings to create engagement. These techniques fulfill our basic needs for competition and connection – whether you use points, badges, competitions or crowdsourcing. And games create engagement through fun and reward. The love of games transcends cultures and generations and the emotional connection that is created can lead to a stronger brand relationship.
- The basics of gamification
- Player types – and how to motivate different players
- Real-world uses of game mechanics
- And using gamification for B2C and B2B
- See more at: http://www.signalinc.com/the-game-of-gamification/
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
This document proposes a retro-style advergame called "coca cola bootleg mario game" that would be released worldwide but targeted towards English-speaking audiences ages 9 and up. The game would have gameplay and mechanics similar to Super Mario Bros. and Mega Man, with the player collecting Coca-Cola to defeat alien enemies, communicating the Coca-Cola brand message in a nostalgic 8-bit graphical style appealing to both young and older generations.
This document provides a marketing plan for the video game "Gary and the Ghost". The plan aims to promote the game's cooperative gameplay between parents and children. Key elements include:
- Producing TV ads featuring popular child and parent celebrities playing the game to appeal to both audiences. These will air for 2 months before and after release.
- Magazine and outdoor ads (billboards, bus shelters) with images of the celebrity players to increase awareness.
- In-store displays and cutouts at retailers.
- A website, social media accounts, and community manager to engage customers online.
- A pre-release video competition on YouTube and a free demo on consoles to generate interest.
Charles Palmer gave a presentation on gamification for business, training, and education. He discussed how applying game design elements like goals, rewards, and motivation can make non-game applications more fun and engaging. Examples included using points, levels, and leaderboards in education and using challenges and status in customer loyalty programs. Palmer also highlighted the importance of understanding different player types and ensuring proper game balance to influence desired behaviors.
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1. B R A N D
P O R T F O L I O
C O M 3 3 4 : I M C M E S S A G E
D E S I G N
S P R I N G 2 3
B Y M I C H A E L F R I A N T
2. 1
Table of Contents
About the Designer & Portfolio
Target Profiles
The Naming & Descriptive Copy
The Brand Identity Guide
Message Design
What I learned
2
3-8
9-17
18-26
27-32
33
3. 2
Introducing the Designer
Hi! I am Michael Friant and a
Communication Studies Major, expected
to graduate from the University of North
Carolina Wilmington in Fall 2023. I am a
passionate advocate for the disability
community as someone with cerebral
palsy. After graduation, I want to
continue challenging people’s perceptions
of what a disability is. One way I plan on
doing this is to utilize the design
principles I learned from this class in
future posts. In my free time, I enjoy
running, adrenaline pumping sports, and
hanging out with friends.
Brand Portfolio Introduction
This Brand Portfolio showcases the significant projects completed while enrolled in
Com 334: Message Design at UNCW. It demonstrates the IMC skills, such as
alligńment, proximity, and repetition, I honed while creating my gaming company
Inclusive Entertainment. Furthermore, these honed skills illustrate my willingness to
take on a challenge even when not knowing how I would accomplish some tasks being
asked of me and being determined to fulfill such duties. Finally, it demonstrates my
growth as an IMC student.
5. R
A
T
IONALE
R
A
T
IONALE
4
The target profile assignment was designed to enlighten me on how
businesses target their customer base through understanding
and analyzing their demographics, geographics, psychographics, and
behavioristics. Companies have to understand a specific customer niche,
create products, and then market those products to that particular niche
of consumers to maximize profitability and customer satisfaction. There
are often multiple customer niches per brand. Through brainstorming,
researching, and developing The Virtual Social Gamer and The Senior
Technically Savvy Gamer for the fictional gaming brand All-Play, I was
both laying the groundwork and practicing for when I developed
Targeted Profiles for my gaming company: Inclusive Entertainment.
DESCRI
P
T
I
O
N
DESCRI
P
T
I
O
N
EXPLA
N
A
T
I
O
N
EXPLA
N
A
T
I
O
N
T A R G E T P R O F I L E S
Since I live with Cerebral Palsy, tend to be isolated from social events
due to the inaccessibility of the world, and have been dismissed due to
my disability, creating The Virtual Social Gamer and the Senior
Technically Savvy Gamer was a no-brainer. I knew that by creating these
target audiences, I would give it my all because I addressed elements that
affect me personally. The layout of each target profile is based on sound
design principles.
The development of these profiles was a process. For the draft, I had the bare
minimum of what was required, relying on shared knowledge and bits and pieces I
gleaned from All-Play’s manual. The placement of the text and pictures lacked any
hierarchy or alignment. Through meeting with the Professor, researching, and heeding
advice from my peers, I produced informed, detailed segmentations with proper
placement and hierarchy of text and images to balance the different elements of the
graphic. This final version has a different background color, and the titles are bolded
black instead of red and purple, respectively, which gives it a more distinct look
overall.
6. 5
The Virtual Sociable Gamer is physically isolated in their residence due to a lack
of accessibility, and/or societal restraints. This segmentation s of all genders, is
between the ages of 18-34, and play between 6-10 hours a week. They are
discovering their individuality and career path. Gaming with others allows them
to learn about themselves through their interactions with others. Some of them
might be in college while others might be starting out in the workforce or starting
families. This segmentation values the ability to kick back, relax, decompress, and
enjoy connecting with their peers from all over the globe after navigating a world
filled with many hurdles that they have to overcome on a daily basis. They value
independence and community which make them loyal customers of the brand.
The Virtual Social Gamer
Detailed Description
The Adaptive Play Journey controller which can be customized to accommodate
those with limited mobility fulfills their belief that everyone deserves a chance to
play. These adaptive controllers in turn allow these players to have the
opportunity for excitement, entertainment, creative thinking, failing,
achievement, socializing, building community and family. The Brothers casual
game franchise would be an excellent choice for this segmentation. Finally, All-
Play’s bundles, which includes the adaptive controllers, makes this brand a must
have for this population.
“One of the biggest joys of my day
is to connect with my friends from
across the world while sitting in my
living room.”
Key Opportunities
7. 6
The Senior Technically Savvy Gamer consists of all genders, makes up 10% of
players, but this 54+ age group still defies the stereotypes of being old and the
inability to learn new technology. Their value of quality family time and
connectivity with their children and grandchildren across generations, the value to
budgeting their money, and, their ability to fulfill these values is what motivates
them to continue to be loyal customers to this company. They also value the
ability to keep their mind sharp by keeping up with the advancing technology
The Senior Technically Savvy
Gamer
Detailed Description
All-Play’s accessible accessories market well with this population because it takes
into consideration their decreased physical ability as they age. This fits in with
All-Play’s belief that “everyone deserves an opportunity to play.” The console
called the All-Play Anywhere System suits this segmentation perfectly because it
is user friendly design for people of all ages. The discount for consoles and
accessories is another plus for this segmentation.
“The ability to have fun with my
grandson while mentally exercising
my brain is very valuable.”
Key Opportunities
8. 7
Rationales
The Virtual Social Gamer
Since “People with disabilities are 51% more likely to be socially isolated than their
non-disabled peers” (ablegamers.org), play from 6-10 hours a week, falls under the
category of Casual Gamer, and is equally divided among genders (All-Play, p. 5), The
Virtual Social Gamer is an ideal segmentation for All-Play’s brand. All-play’s belief
that “everyone deserves to play” manifests itself in their “multiple sizes of Journey
Controllers with different button configurations as well as their Adaptive Play Journey
Controllers which can be programmed to accommodate those with limited mobility”
(All-Play, p. 3). Furthermore All-Plays’s commitment to “excitement, entertainment,
creative thinking, failing, achievement, socializing, building community, and family”
(All-Play, p. 2) provides this segmentation with the tools that it needs to be an
integrated member of society though they may be alone in their respective residences.
Thus, capturing their loyalty.
The Senior Technical Savvy Gamer
The Senior Technical Savvy Gamer is another ideal segmentation for All-Play’s Brand
because it is multifaceted, intergenerational, complex and “has an equal makeup of
each gender” (All-Play, p.5) “The fifty-plus consumer is … more financially secure than
previous generations at this age” (Blakeman, p. 37). However, for the Senior Technical
Savvy Gamer who is not as financially stable as they would prefer, All-Play’s Loyalty
Members Program, which maintains a $100 a year subscription for a discount on all
hardware and software, and a 10 % discount (All-Play, p. 3) appeals to this
segmentation and grabs their loyalty. Furthermore, “59 % of parents say that video
games are a great way for the family to spend time together” (ESA, p. 13). Thus,
endearing this segmentation and fulfilling All-Play’s mission of “ excitement,
entertainment, creative thinking, failing, achievement, socializing, building community
and family” (All-Play, p. 2).
9. 8
All-Play Gaming, (2022). “Company spotlight report: 2022 point of view”
Blakeman, R. (2018). Integrated Marketing Communication: Creative Strategy
from Idea to Implementation (Third). Rowman & Littlefield Publishers.
Charity, A., A., & Gaming, G. (2023, February 9). AbleGamers - Combating
Social Isolation Through Play. The AbleGamers Charity.
https://ablegamers.org/
NDA Group (2022). “2022 Essential Facts About the Video Game i
Industry.” Entertainment Software Association. www.theesa.com/wp-
content/uploads/2022/06/2022-Essential-Facts-About-the-Video-Game-
Industry.pdf
Image 1: https://www.dreamstime.com/disabled-man-wheelchair-playing-video-
games-home-disabled-young-man-playing-video-games-sitting-wheelchair-
home-image181818814
Image 2: https://www.kotaku.com.au/2013/01/watch-this-84-year-old-mans-
reactions-while-playing-video-games/
Bibliography
The End
11. R
A
T
IONALE
R
A
T
IONALE
10
The Naming and Descriptive Copy was where I crafted the origins, such
as the Mission Statement, founding story, two games, marketing
strategies, merchandise, targeted audiences, and logo designs ideas, of my
fictional gaming brand: Inclusive Entertainment. These elements in the
Naming and Description Copy are the foundation of a successful brand,
which has to know what they are selling, why, and to whom before they
creates marketing campaigns to promote their products. In the case of
merchandise, a brand has to have a logo to sell branded products.
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C O P Y
The company’s name and mission statement signify that we are inclusive
when so much of the world is not. The founding story is what motivates
me to create the said company. The games and targeted audiences are
based on the isolation that I face and the awkward interactions that I
encounter with people on the street, which is rooted in the fear of the
unknown. The social message methods have gotten me to click on an ad.
The design ideas for the logo are based on my understanding of fonts.
The color scheme was chosen due to good contrast. However, green
served as the foundation color since it signifies Cerebral Palsy, which I
have.
The development of the Naming and Descriptive copy was an evolution. For the draft,
I had elements of each section. However, through meeting with the Professor, and
heeding advice from my peers, I was able to produce a more detailed final version for
each section. One of the elements that went through a complete transformation was the
founding story. In the draft, I had an entirely fictional story, but during the revision, I
decided to base it around a real-life scenario. In addition, the final submission was a
simple document. In contrast, this version has dividers and a purple background.
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Company’s Information
Company’s Name:
INCLUSIVE ENTERTAINMENT
Mission Statement:
Our mission is to provide everyone the opportunity to experience the joy of escapism
through gaming. We, Inclusive Entertainment, provide adaptive technology, such as
versatile controllers, that has the capability for modification to enables those with
limited mobility to play with friends regardless of set up. We also strive to eliminate
ableism by letting people experience the representation of different bodies,
functionalities, and lived experiences in our games.
Founding Story:
On one spring evening in 2018, Michael Friant, who has Cerebral Palsy, was hanging
out with his buddy Nathan at his place in downtown Wilmington, NC. At some point
in the evening, Nathan inquired if Michael had played the Nintendo Switch. When
Michael replied in the negative, Nathan handed Michael a controller. After a few
rounds, Michael noticed that Nathan was playing halfheartedly. This saddened
Michael and demonstrated to him that Nathan did not view him as an equal, but
rather someone who needed to be shown pity. Every time they would play together,
Michael would notice Nathan playing halfheartedly. As a result, it dawned on
Michael that Nathan was showing signs of ableism. Frustrated by this reality, Michael
set out to create an The Inclusive Adaptive Controller that would work on all current
gaming systems including Nintendo Switch. In addition to the adaptive controller,
Michael had the idea of making a game that would allow players to experience
situations from a disability perspective in hopes of creating a more empathetic world.
Since Michael was a full time student at Cape Fear Community College studying
coding, it took two years to develop the adaptive controller and stimulation game.
Inclusive Entertainment was founded in January 2020 coinciding with the launch of the
Inclusive Adaptive Controller. Then Covid-19 hit leaving Michael even more isolated
than he had already been due to him not being able to drive and the general lack of
accessibility of the world. As a result, he added a game specifically designed to let
young adults with accessibility issues socialize with their peers.
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Game Descriptions
Differently Abled
Genre: Simulation
Ages: 9+
Target audience: The Progressive Gamer
Description: Differently Abled is a game for both genders where kids will have the
choice to be an avatar who has a disability that accomplishes things that an individual
would be able to do in real life. The players will have the option to either play a storyline
where they would be following a specific stimulation or go rogue and forge their own
path through the game, experiencing successes and failures along the way.
Difficulty: Low
Available on: Nintendo Switch Xbox series X, PlayStation 5, and PC with the Inclusive
Adaptive Controller as an additional option for players.
Virtual Social Networking
Genre: Leisure
Ages: 18-34
Target audience: The Virtual Sociable Gamer
Description: Virtual Social Networking is a game for all genders where players of all
neurological abilities can log on to a live game stream, participate in the game while
chatting with their virtual peers. They will have the ability to either play independently,
collaboratively, or in teams. The game will a simple problem game set in a fantasy city
with the ability to rack up points and unlock special levels to play.
Difficulty: Low
Available on: Nintendo Switch Xbox series X, PlayStation 5, and PC with the Inclusive
Adaptive Controller as an additional option for players.
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Two Key Consumer Benefits to the Company:
Education. Inclusive Entertainment provides much needed enlightenment
concerning the disability community that can then be beneficial when encountering
a person with disability in real life.
Accessibility. Inclusive Entertainment provides the software that allows people with
disabilities to connect with others to form a community and a sense of belonging
and identity.
Description of Hardware:
The Inclusive Adaptive controller can connect to multiple gaming systems including the
Nintendo Switch, Xbox series X, PlayStation5, and PC. The controller will look
standard with software that can be customized to meet different neurological abilities.
For example, if a user is unable to reach all of the buttons, the individual will have the
ability to program certain buttons to perform different functions with a variety of
gestures. This individual will also have the ability to increase the sensitivity of the
buttons if they are not able to apply the necessary force to solicit the desired function.
It will be for The Virtual Sociable gamer who is more likely to experience limited hand
dexterity, namely neurological disorders. It will be sold as an accessory for all the
previously mentioned systems at $100.
15. 14
Communication Brand
Types of Merchandise Available
T-shirts with a sophisticated portrayal of the company’s name, Inclusive
Entertainment, on the back and maybe the logo on the front.
Stickers/ bumper stickers with the Inclusive Entertainment logo. They can then be
stuck on the purchaser’s water bottle, on the back of your car etc.
Mugs with the Inclusive Entertainment Logo.
Messaging Modalities:
Social media posts on Facebook, Instagram, and TikTok because these days we’re
constantly on our electronics. As a result, this gives the best chance of reaching our
target audiences.
Facebook is traditionally geared towards the older generations, the posts will target
parents who have the desire for their children to be well grounded in their inclusion
mindset.
Instagram and TikTok being used by an younger demographic, their posts will be
targeting the consumer directly whether that be geared towards their inclusiveness
or their need for community.
Video/testimonials because there nothing better than hearing from others who have
used the company’s products for the person who is considering buying into the
brand. They also form a strong sense community and connection for those who use
the company’s products. These videos will be shared on Facebook, TikTok,
Instagram, and in email blasts.
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Target Audience Segmentations
The Progressive Gamer
Detailed Description
The Progressive Gamer engages with gaming systems in order to expand their range of
knowledge concerning different lived experiences in their communities through
stimulations. They are of both genders, is age 9+ and play around 6-10 hours week.
Their curiosity about different life experiences is either ignited by how they are being
raised by their parents, what is happening in the world, a specific requirement of their
place of employment, or their own experiences with people of different lived experiences
than their own. They engage in these simulations to become a more empathetic person
to the people around them by addressing their own blind spots and to understand what
actions they can take in order to create more positive experiences for the community
around them.
Quote:
“Being able to enlighten myself on the different lived experiences of others through
simulation is fulfilling because it allows me to see my own blind spots. This allows me to
be a better ally to these individuals.”
Key Opportunity:
Inclusive Entertainment allows customers to learn about different lived experiences in a
safe but yet engaging environment. This is done through our simulation game
“Differently Abled.” Through playing this game, they are able to become better friends,
co-workers, and allies of the disabled community. Thus, creating a more pleasant
experience for these individuals and becoming more evolved humans themselves. In
addition, Inclusive Entertainment provides software like the Virtual Social Networking
for users to engage with the disabled community. The ability to engage directly with the
disabled community cannot compete with simulation because no simulation can
accurately portray the emotional component of their lived experience. Finally, our
Inclusive Adaptive controller allows our users to practice what they learn through
the simulation and interactions with the disabled community by engaging with them
on equal footing. Something everyone can appreciate and value.
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Target Audience Segmentations
The Virtual Sociable Gamer
Detailed Description
The Virtual Sociable gamer is physically isolated in their residence due to a lack of
accessibility, and/or societal restraints. This segmentation is of all genders, is between
the ages of 18-34, and play between 6-10 hours a week. They are discovering their
individuality and career path. Gaming with others allows them to learn about
themselves through their interactions with others. Some of them might be in college
while others might be starting out in the workforce or starting families. This
segmentation values the ability to kick back, relax, decompress, and enjoy
connecting with their peers from all over the globe after navigating a world filled with
many hurdles that they have to overcome on a daily basis. They value independence and
community which make them loyal customers.
Quote:
“One of the biggest joys of my day is to connect with my friends from across the world
while sitting in my living room.”
Key Opportunity:
Inclusive Entertainment provides the Inclusive Adaptive controller which can be
customized to accommodate those with limited mobility fulfills their belief that everyone
deserves an opportunity to experience escapism through gaming. These adaptive
controllers in turn allow these players to have the opportunity for socializing and
building community online. The Virtual Social Networking Game would be an excellent
choice for this segmentation. This opportunity to foster online friendships will
undoubtedly lead to more tangible benefits in real life, such as meetups, hangouts, or
just a listening ear when needed. Thus, improving their quality of life. In addition,
Inclusive Entertainment provides a safe space through stimulations and socializing for
people with disabilities to start to deconstruct their own internalized ableism against
themselves and others with disabilities. This will hopefully result in less in fighting and
more of an united front in terms of gaining equality in the world.
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Design For The Logo & Documentation Fonts
I would definitely use a shade of green because it is a color that represents Cerebral
Palsy, one of the most common reasons for poor dexterity in the hands.
In addition, I would use a light shade of blue, red, and yellow for visibility purposes
as the company is geared towards those with disabilities.
I would use Canva Sans because of its easy readability for logo.
I would use Times New Roman for documents because it is commonly used.
The logo would be something that incorporates a controller in the hands of
someone with Inclusive Entertainment above. It will be in the form of a circle.
The End
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The Brand Identity Guide is a reference document for Inclusive
Entertainment Employees. It has the logos, fonts, and colors of Inclusive
Entertainment. In addition, it houses examples of some merchandise, and
official document aspects, such as the letterhead and sig-off. Finally, it
describes Inclusive Entertainment’s tone as a brand in using certain
words and the allowances and inappropriate usage of the logos. It
ensures uniform usage of everything mentioned previously by all
Employees of Inclusive Entertainment.
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All Elements of the Brand Identity Guide were chosen for easy
readability, including logos, fonts, color schemes, examples of
merchandise, etc. It was designed for the accessible location of the
different aspects of it, with one element on each page. The dividers are
to aid in the navigation of each page. The bullet points also serve to
assist in locating each of the different points under each section.
The draft had all the necessary elements to earn full credit. Through the revision
process, I expanded on the different aspects, such as rationales for the fonts, the
allowance, and inappropriate logos usage. The final submission was poorly delivered,
with some sections strung over several pages. I did not have many of the bullet points,
so it was difficult to locate different subsections. The colors were a screenshot from the
website that I utilized to choosing the color scheme and the codes for each was in a
straight line making it hard to locate. Contrast this with the neatly designed one page
section for each of the different elements with dividers. The colors are actual squares
and the codes for each color are nicely stacked for easy locating.
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Brand Logos
Assets:
The Controller
All other are from Canva
Primary Logo Graphic with & without text/
in black and white
The rationale for the Logo:
The Cerebral Palsy Green represents the diagnosis of Cerebral palsy, one of the causes
that the Virtual Social gamer has to contend with.
The Yellow Golden stars and Royal Purple often are often used to represent the
feeling of being seen and valued. Since Inclusive Entertainment is an inclusive brand
we want everyone to feel unique and special.
The controller is inclusive Entertainment’s hardware designed to give people with
disabilities the opportunity to experience escapism from their often lonely life through
gaming.
The Canva Sans is an easily readable font. The outlines are for people with low
visibility.
Secondary Graphic
Logo (minimalist)
Text based Logo:
Inclusive
Entertainment
23. 22
TYPOGRAPHY
Times New Roman, size 12
For documents for it is commonly used. According to the ADA website Time New
Romans is an accessible font which is what we want our documents to be to everyone. It
can be read easily in a number of formats and size.
Canva Sans, size 27.5
For the Lougo due to easily readability. The thickness of the front also provides for an
easier read.
Helvetica size 12 unless it is headers.
Use on the website because it has a professional look which is desired as it is often the
first way that people hear about us. Its clearness is readable at diffeent distances
as well
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COLORS
Cerebral Palsy Green
CYMK= 78, 0, 45, 0
RGB= 55, 255, 139
HEX= 37FF8B
Yellow Golden
CYMK= 0, 29, 100,
0 RGB= 255, 180, 0
HEX= FFB400
Damaged Black
CYMK= 97, 44, 0,
85 RGB= 1, 22, 39
HEX= 011627
Royal Purple
CYMK= 8, 6, 0, 2
RGB= 229, 234, 250
HEX= E5EAFA
Color Rationale
Cerebral Palsy Green- green is the color designated to represent Cerebral palsy.
Yellow Golden- yellow is often associated with recognition and standing out in a
good way. We want our clients to feel seen and heard especially in the disability
community.
Royal purple- purple is also a widely recognized color for royalty and special.
Damage Black
Damage Black and yellow golden are well known colors and they contrast each
other well.
26. 25
Inclusive Entertainment
601 South College Road
Wilmington, NC 28403
Phone: 910-962-3000
Email: Inclusiveentertainmen.com
Official Documents
Letterhead
Sign off:
In the Spirit of Inclusiveness,
Michael Friant,
CEO Inclusive Entertainment
MichaelfriantInclusiveEntertainment.com
27. 26
Application
Tone Setting, Key Words/phrases to use and avoid/ Articulation of circumstantial tones.
Do’s
Talk about our Simulation game “Differently Abled” as a positive thing that brings
values into their life.
Talk about how the Virtual Social Networking game is for everyone.
Use person first language “person with a disability” or “people with disabilities”at all
times.
Don’ts
Don’t use the term ableism in a derogatory manner.
Don’t talk about the Virtual Gaming Virtual Social Networking game as being only
for people with disabilities.
Don’t use the the phrase “Disabled people.
Asset Usage
Use the text Logo on all internal documents when needed to save on the cost of
printing.
The main logo with the controller should be used on all official merchandise and
public disseminations.
Those seeking the right to use it will have to explain their reasoning and get
signed off by our marketing team. The logo must remain the same at all times.
The following are not acceptable:
Logo with
turned controller
Logo without
stars
Logo with poor
readability &
contrast
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The message design are social media messages for various platforms
using the targeted segmentations, the company’s games and logo. I chose
Instagram, Facebook a billboard and an email blast as the method of
promoting Inclusive Entertainment and its products. The website is the
container for those messages along with the mission statement, founding
story, the merchandise, and a call to action.
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I choose Facebook, Instagram, a billboard and an email blast because I
knew they would be the appropriate mediums to covey my messages. The
layouts of each ad are visually appealing as to cause the reader to want
to find out more. The copy for each ad provides further information
about the products being sold while addressing the targeted audiences.
While developing the draft of the ads, I had the basic concepts of how I wanted them to
look. Though the revision process I was able to future polish those visual to maximize
the emotional responses solicited. For example, I added the Nintendo Switch to each of
the ads to make it more apparent that the games could be played on the said console.
For the email blast I only had copy on an urgent memo template. Contrast that with
the final version which has the logo, hierarchy of the text etc. Likewise, the billboard
went from just having some text, the website, and the logo in the center to having a
picture of a man in a wheelchair playing a video game with a copy, logo strategically
positioned on the ad to maximize the desired impact it would have on drivers passing
by and to cause them to look further into the brand.
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Instagram Ad Rationale:
Instagram is the chosen platform because the average gamer is in their thirties which is
the demographic that primarily uses the platform. The phrase “Disabled, Homebound
due to Inaccessibility, and Lonely” is in the center because this ad explicitly targets
people with disabilities. The yellow background is meant to draw the attention of the
reader. The Emblem is the brand’s logo. It is placed at the top center because people
must know what brand they are being recruited by. The controller refers to the kind of
brand we are and a product our company explicitly designed for people with disabilities,
which people can read more about in the caption. ”Virtual Social Networking” & April
21st at in all caps because it is meant to signal their importance of them. The game
“Virtual Social Networking” is cited because it was designed to provide social
opportunities for people with disabilities who cannot go out and socialize. The white
background with the black text provides a good contrast. The
“inclusiveentertainment.com” standing alone conveys the message “Hey this is where
you go to get further information.” The Nintendo Switch logo is meant to signify that
the game is for that console. The ESRB rating is meant to signal that game is for
everyone. Though the brownish background is not necessarily part of the brand’s
color scheme, it provides a good contrast with the other assets in the ad.
Facebook Ad Rationale:
Facebook is the chosen platform for this ad because it targets parents who primarily use
it. It targets parents because ethical it is inappropriate to solicit children with products.
The emblem is the Brand’s logo which signifies the name and type of company. The
green border around the ad represent Cerebral Palsy, a kind of disability and a core
inspiration behind the brand. The black surrounding the inner square provides excellent
contrast and makes it stand out more. The Nintendo Switch logo represents the console
that can be used to play the game. The ESRB is to signify that it is for everyone. The use
of “educational game” to describe “Differently Abled” is because it is a simulation
game. The bold words are meant to convey importance to the audience. The bullet
points give the reader an overview of what the game could do for their child. The order
of the bullet points convey that education comes a more emphatic child toward the
disabled community. They also are meant to cause the viewer to read the copy which
further explains the mission of the game. The second paragraph of the copy is meant for
the general audience whose newsfeed this might come across. The earn more button is
an opportunity for the reader to further their curiosity if interested.
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Billboard:
Billboard Rationale:
With all the political drama and violence in the world, I feel like people are searching for
something genuine regarding a community. After all, the name of the brand is one of
inclusion. Hence the phrasing. As a billboard, I thought just keeping it simple would
work due to how quickly people would pass it. The Emblem is the Brand’s logo, placed
in the center to signify the advertiser's name. The black text against the gold backdrop
provides excellent contrast and easy readability. The picture of the guy in a wheelchair
playing a game is to signal to the drivers that it is a gaming company and to create an
emotional response as well. The website is the most prominent copy because, if nothing
else, we want the drivers passing by to at least be curious about the website and thus
look it up.
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Email Blast:
Email Blast Rationale:
The red background contrast well the other colors. The word game situated near the
top, brief description of each game on each side of the emblem and and the website
across the bottom are all white to convey to the recipient that they are all connected. It
follows how we normally read a page. The all caps date is to highlight it as being
something of importance. The New Arrivals texts running off the screen signals
something new. The ten percent discount is meant to entice viewers to buy the game. The
Nintendo Switch logo represents the console that can be used to play the game. The
ESRB is to signify that it is for everyone. The emblem is centered because it is important
that they know which brand is soliciting one for their products.
The End
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What I Learned
At the beginning of the semester, I was unaware of all the technical aspects of a brand.
Every week it felt like I was learning something new. Whether this be the different
components of a brand or design principles such as alignment, contrast, proximity, and
repetition. For example, I had no idea what a targeted segmentation was or the amount
of research needed though I have been part of targeted segmentations.
As an aspiring entrepreneur, I know this class has given me a great introduction to what
it requires to formulate a successful company or companies one day. However, what I
have learned can utilize in the short as well by applying the basic principles of design into
future posts I make for social media platforms, my website, and potential clients. For
example, through my work on logo and creating the website for my message for Inclusive
Entertainment I realized that green background with little text does not provide for good
readability. As a result, changed the background to a light grey color. For future
presentations an other interactions with potential employers, I will implement the concise
nature of several aspects of what I did for several of the project in order to increase my
chances of getting is job or persuade someone in power to do whatever I want.
While this class taught me valuable skills that I can implement elsewhere, there were
several challenges along the way. One of these challenges were some of the assignments
that required us to use Adobe software. As a person who has a disability and primarily
uses an iPad, which doesn’t always run Adobe software effectively, this provided a
challenge. Though through the use canva and with the help of certain individuals, I was
able accomplish all the assignments.
Finally, getting a job a month before the end of the semester is not the most ideal of
circumstances due to how time consuming the projects were. Nevertheles, I was able to
stay on top of my assignments and turn several assignments in including the one you are
reading right now. As a result, I learned that I am capable of doing things that I had
previously not thought possible.