Semiotics
What is semiotics? Semiotics is the study of signs and symbols and what they are trying to portray about a product or service. Within advertising semiotics is used to have messages within the advert, messages that will appeal to different consumers and how different consumers will interpret those messages and based on their understanding this could lead to the potential consumer purchasing the product or service. So basically semiotics is the relationship between symbols and language and by using these different symbols and language this will increase the potential consumers likeliness of purchasing the product pr service.
Things such
as gaming has a very certain image that represents your typical gamer, this
stereotype tends to be a male and some would labeled them lazy due to the fact
that they would rather play games rather then doing psychical activities.
Prior to the
launch of the Nintendo Wii, people viewed gaming for those who have to much
time on their hands. Gaming is also strongly symbolized with the youth and very
male dominated some of the most successful games are strongly targeted towards
males the likes of FIFA and Call of Duty have seen massive success of the years
due to the following from the male consumer.
Also before
the Nintendo Wii, many would relate gaming to people which you could describe
as “Couch Potatoes” i.e. those who don’t have a lot going on throughout their
day and therefore use gaming to pass time and also as a means of entertainment,
therefore this also relates gamer as lazy of having a “Lazy” culture.
Nintendo has
realised that this was occurring and therefore generated a solution, by
creating a new console, which would not have such a male dominant following and
that would also appeal to all ages. It combined gaming with human interaction
and creating activities, which the users would need to complete in order to get
to the next level. Research into the consumer wants a needs would have properly
concentrated on “More” of everything, better graphics, more levels, better
gameplay and so on, But Wii want against this and concentrate less on the
graphics they were still very acceptable by they trainer to create and
experience rather than just a game. The
Wii for the first time allowed consumers to use the controls and a way, which
they had never been used before, playing tennis games would involve moving the
controller as if you were to move a tennis racket to a hit the ball, so this
just created an experience and an experience which could be shared with the
family.
So the Wii changed the semiotics, the
stereotypical gamer, and it did this very effectively, Wii proved to be a really
good selling console which was more family and fun orientated. Yes most of the
people that purchased the console also had other consoles such as PlayStation 3
or Xbox but this console was when the user just wanted to have fun.
Lucozade
used semiotics very effectively within their “YES” campaign, Lucozade is an
energy drink and to portray the energy in which Lucozade provides its consumer
within Lucozade launched the YES campaign, which wasn’t totally focused only on
sport but was also focused on music.
Those within the 16-24 age group,
stats show that 16-24 year olds are the largest consumers of energy drinks with
73% of those ages within the age group being regular consumers of energy drinks
(Daily Mail, 2011). To target the
younger audience which are very much into their music, Lucozade created the YES
campaign using 3 main adverts which shows the brand remarketing itself into the
younger age group using music to target the younger audience as they can relate
to the chart topping current artists.
Lucozade attempted to change the
opinion and the attitude of its consumer towards the product. In the Tinie
Tempah advert the energetic ad shows the energy in which Lucozade “would”
provide the consumer. Within the ad there is a shot of the drummer “Travis
Barker” drumming to the beat and the I focuses on the drum sticks which show to
be heavily marked which would have been caused by the amount of energy the
drummer is being given from Lucozade in performing to the best of he’s ability.
Lucozade attempted to change the
opinion of the drink i.e. symbolizing that Lucozade can also be used by those
who are not only interested within sport but also those who just need an energy
boost throughout the day.
The YES campaign proved to be
very popular and It allowed Lucozade to target a different market, not only
with a different age group but also target those who may not be totally into
sport but are in need of an energy boast throughout the day.
Semiotics is
a very useful tool to use different tools to inform the consumer about a
product and in Lucozade’s case the energy it proves the consumer, and taking
into account the advert, analysing the lighting the tempo of the advert and
other factors within the advert, which portray the effect in which Lucozade
provides its consumer with. Nintendo Wii also changed the semiotics of the
typically gamer by creating a new console, which wasn’t totally dependent on
graphics but concentrating on it unique selling point i.e. the involvement it
has with the consumer and also with the family orientated gaming and getting
everyone involved in playing these games.