Promoting consumer products with fictional stories

Mizuki Sakamoto, Tatsuo Nakajima, Sayaka Akioka

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Our everyday consumer lifestyle has been enhanced by embedding stories in our daily life. The stories define the meaning of an artifact appeared in them. In Japan, promoting consumer products with fictional animation stories is recently very common. We believe that analyzing the stories gives us useful insights to design future ambient intelligent services that integrate virtual and real worlds. This paper discusses the analysis of several product promotions that use fictional Japanese animation movies, and presents guidelines for successful promotions. The insights presented in the paper are effective for designing future product promotions.

Original languageEnglish
Title of host publicationHCI International 2013 - Posters' Extended Abstracts - International Conference, HCI International 2013, Proceedings
PublisherSpringer Verlag
Pages719-723
Number of pages5
EditionPART I
ISBN (Print)9783642394720
DOIs
Publication statusPublished - 2013 Jan 1
Event15th International Conference on Human-Computer Interaction, HCI International 2013 - Las Vegas, NV, United States
Duration: 2013 Jul 212013 Jul 26

Publication series

NameCommunications in Computer and Information Science
NumberPART I
Volume373
ISSN (Print)1865-0929

Conference

Conference15th International Conference on Human-Computer Interaction, HCI International 2013
Country/TerritoryUnited States
CityLas Vegas, NV
Period13/7/2113/7/26

Keywords

  • Alternate Reality Game
  • Fictional stories
  • Product promotion
  • Reality
  • Transmedia storytelling

ASJC Scopus subject areas

  • Computer Science(all)
  • Mathematics(all)

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