Fake-Vertising and Mobile Games: Case Study of ‘Pull the Pin’ Ads

Authors

  • Zdenko Mago University of Ss. Cyril and Methodius in Trnava Author

DOI:

https://doi.org/10.0000/3s394314

Keywords:

advertising, design, digital games, fake ads, gameplay, marketing, mobile games, ‘pull the pin’, rating, review

Abstract

The mobile games segment currently represents the biggest share of the global game market with the highest year-on-year growth rate. Logically, the importance of mobile game marketing is increasing as well. However, some practices operate ‘on the edge’. Utilising ads presenting fake gameplay footage, which can mislead potential new gamers and lure them to install such games, has become quite common and tolerated advertising practice (so far). This study examines the design and forms of already implemented fake ads on mobile games, concentrating particularly on the case study of originally fictional ‘pull the pin’ mechanics devised for this purpose and utilised by several games’ promotions. The study aims to investigate how misrepresentations concerning ‘pull the pin’ fake ads on mobile games influence their overall rating expressed through the gamers’ reviews of selected games on Google Play, as well as the impact of fake ads on other aspects of the mobile gaming sector by applying a discursive analysis.

Author Biography

  • Zdenko Mago, University of Ss. Cyril and Methodius in Trnava

    Zdenko Mago is an Assistant Professor at the Faculty of Mass Media Communication at the University of Ss. Cyril and Methodius in Trnava, Slovakia. He particularly focuses on interconnections between digital game studies and marketing communication. He is the author of the monograph World of Advergaming: Digitálne hry ako nástroje reklamy. In 2014 and 2017, he was a programme committee member of the international scientific conference Central and Eastern European Games Studies. At the beginning of 2018, he acted as a visiting researcher at Ritsumeikan University in Kyoto, Japan. He is the Editor-in-Chief of the scholarly journal Acta Ludologica.

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Published

2020-11-24

How to Cite

Mago, Z. (2020). Fake-Vertising and Mobile Games: Case Study of ‘Pull the Pin’ Ads. Communication Today, 11(2), 132-147. https://doi.org/10.0000/3s394314