Publication: Immersion as a Promotional Strategy: Case of Cyberpunk 2077
| dc.contributor.author | Bir, Görkem | |
| dc.contributor.institution | Bir, Görkem, Advertising Department, Bahçeşehir Üniversitesi, Istanbul, Turkey | |
| dc.date.accessioned | 2025-10-05T15:23:18Z | |
| dc.date.issued | 2022 | |
| dc.description.abstract | Video game company CD Projekt RED, recently released a highly anticipated futuristic RPG, Cyberpunk 2077, following a massive integrated marketing campaign. During their exhaustive marketing execution, they constantly used social media to engage with the community and posted technically enhanced visuals along with trailers and gameplay videos. This chapter analyzes the marketing campaign mentioned above, and then using the insights of grounded theory, it attempts to reveal underlying meanings surrounding the discourse of immersion as an experience within the context of Night City Wire, a promotional content created by CD Projekt RED for Cyberpunk 2077. Critical discourse analysis (CDA) is carried out in line with Fairclough’s (1995) three-dimensional framework which covers the examination of text properties, features of discursive practice, and the wider social practice. Results suggest that immersion as a video game consumption experience is indeed offered as a key value of the relevant video game product. Besides, the idea of being in an organic, alive world is also strongly promoted. This study demonstrates that video games are evolved to become more than simple means of entertainment. © 2022 Elsevier B.V., All rights reserved. | |
| dc.identifier.endpage | 120 | |
| dc.identifier.isbn | 9783631856079 | |
| dc.identifier.isbn | 9783631873519 | |
| dc.identifier.scopus | 2-s2.0-85135657485 | |
| dc.identifier.startpage | 103 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.14719/9109 | |
| dc.language.iso | en | |
| dc.publisher | Peter Lang AG | |
| dc.subject.authorkeywords | Campaign | |
| dc.subject.authorkeywords | Cyberpunk 2077 | |
| dc.subject.authorkeywords | Immersion | |
| dc.subject.authorkeywords | Marketing | |
| dc.subject.authorkeywords | Presence | |
| dc.subject.authorkeywords | Video Game Experience | |
| dc.title | Immersion as a Promotional Strategy: Case of Cyberpunk 2077 | |
| dc.type | Book Chapter | |
| dcterms.references | Abbasi, Amir Zaib, An empirical validation of consumer video game engagement: A playful-consumption experience approach, Entertainment Computing, 29, pp. 43-55, (2019), Report, (2021), Witcher 3s Second Biggest Year Drives Cd Projekt Revenues to 124 7m, (2020), Brown, Emily, A grounded investigation of game immersion, Conference on Human Factors in Computing Systems - Proceedings, pp. 1297-1300, (2004), In Game from Immersion to Incorporation, (2011), Carstensdottir, Elin, Naked and on fire: Examining player agency experiences in narrative-focused gameplay, Conference on Human Factors in Computing Systems - Proceedings, (2021), Carù, Antonella, Revisiting consumption experience: A more humble but complete view of the concept, Marketing Theory, 3, 2, pp. 267-286, (2003), Cole, Tom, Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games, Games and Culture, 16, 2, pp. 187-207, (2021), A Look Back at the Eight Year Wait for Cyberpunk 2077 PC Gamer, (2020), Critical Discourse Analysis the Critical Study of Language, (1995) | |
| dspace.entity.type | Publication | |
| local.indexed.at | Scopus | |
| person.identifier.scopus-author-id | 57467842700 |
