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Broken Promises Marketing. Relations, Communication Strategies, and Ethics of Video Game Journalists and Developers

The Case of Cyberpunk 2077

Bibliographic Data

ID12804646
AuthorsP Siuda (0000-0002-1644-5915, Kazimierz Wielki University in Bydgoszcz, corresponding author), Dariusz Reguła (0009-0008-1399-6210, Kazimierz Wielki University in Bydgoszcz), Jakub Majewski (0000-0002-3183-8119, Kazimierz Wielki University in Bydgoszcz), Anna Kwapiszewska (0009-0003-1482-1539, Kazimierz Wielki University in Bydgoszcz)
Year2023
Volume19
Issue5
Pages650-669
Publication date2023-05-09
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publishing (PUBLISHER • US)
DOI10.1177/15554120231173479
OpenAlexW4376113653
LanguageEN
Citations received1
References cited19

Cyberpunk 2077 's negative reception stood in striking contrast to the pre-release hype around the video game built by the producer's marketing campaign and the gaming press. This study examines a selection of gaming websites, to consider their pre-release Cyberpunk 2077 coverage and the discrepancies between these early reports and the released game. Using inductive conventional content analysis, framed as thematic analysis, 148 press articles were investigated divided into nine subcategories, and three categories. These articles told an almost exclusively positive narrative, promising great performance and features. The uncritical reception of publisher information by journalists allows the authors to propose the notion of “broken promises marketing”. The article contextualizes this term in the gaming ecosystem, arguing that over-optimistic marketing is amplified through features of the online press ecology. Finally, the results are considered from a business ethics perspective, with a set of communications recommendations for both journalists and game publishers

Advertising · Art · Business · Game design · Game Developer · Game studies · Literature · Marketing communication · Media studies · Multimedia · Narrative · Narratology · Perspective (graphical · Political science · Public relations · Qualitative research · Set (abstract data type · Social science · Sociology · Thematic analysis · Video game · Visual arts · Computer Science · Digital Games and Media · Digital Marketing and Social Media · Gender, Feminism, and Media

  • Bodies, Brands, and Bullies

    Open Access•David Murphy, Joshua Jarrett•Social Media + Society•2024

  • Video Game Marketing

    Peter Zackariasson, Mikolaj Dymek•Video Game Marketing•2016

  • Content Analysis

    Open Access•Nancy L Kondracki, Nancy S Wellman et al.•Journal of Nutrition Education…•2002

  • Thematic Analysis

    Open Access•Braun, Virginia Braun et al.•Handbook of Research Methods in…•2019

  • The cruel optimism of “good crunch”

    Open Access•Amanda C Cote, Brandon C Harris•New Media & Society•2021

  • Natives and tourists of prosumer capitalism

    Open Access•P Siuda, Marek Troszyński•International Journal of Cultural…•2016

  • Using thematic analysis in psychology

    Open Access•Braun, Virginia Braun et al.•Qualitative Research in Psychology•2006

  • A Dependency Model of Mass-Media Effects

    Open Access•Sandra J Ball‐rokeach, S J Ball-Rokeach et al.•Communication Research•1976

  • Three Approaches to Qualitative Content Analysis

    Open Access•Hsiu-Fang Hsieh, Sarah E Shannon•Qualitative Health Research•2005

Citations per year0.5
Citation span2024 - 2024 (1)
Highly citedNo

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