Brand–Player Interaction in Digital Games

View at publisher
Authors: Ömer Çakın, Mahmut Fevzi Cengiz
Cited by: 0
References: 39

Abstract

This study examines the emotional, cognitive, and ethical dimensions of the relationship between brands and players, focusing on McDonald's Video Game, an anti-advergame developed by MolleIndustria. Using a qualitative research design, data were collected through focus group discussions with 14 university students experienced in digital gaming. Participants played the game and were then asked semi-structured questions about their perceptions of the brand and the game experience. The data were analyzed through content analysis to identify key themes and subthemes. Findings reveal that participants largely interpreted the game as a form of critical commentary carrying negative messages about McDonald's, highlighting issues such as hormone use in livestock, environmental destruction, corruption, and unethical production practices. Despite this negative tone, several participants emphasized the game's educational and awareness-raising qualities, noting that it fostered critical thinking about consumer culture.

Fields of Study & Subjects

Digital Games and Media Consumer Behavior in Brand Consumption and Identification Educational Games and Gamification

Publication details

Journal / source
IGI Global eBooks
Pages
191–220
Publication date
5 March 2026
Language
NG
Document type
Book chapter