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This study will examine how branded games in the LEGO Ninjago franchise communicate the brand narrative through their mechanical, semiotic and referential design. Digital games as communicative tools facilitate a new paradigm of marketing focusing on experience creation through integrated marketing communication plans. The LEGO brand creates highly successful games that communicate the brand effectively. To explore the possibilities and counteract the simplistic use of branded games, this study introduces an innovative framework to formally analyze branded games and their communication of a brand narrative through mechanical, semiotic and referential layers. This framework introduces formal game design to advertising studies, while dragging game studies into branded ecosystems. Using the framework, we analyze LEGO Ninjago the Movie – The Videogame, to identify how this paid digital game expands the Ninjago universe and fulfills specific marketing purposes oriented to LEGO toy sets. Our analysis shows that on a mechanical and semiotic layer, the game presents a standalone experience catering to the universe of the Ninjago movie and the values of the Ninjago brand narrative. However, by framing the whole game as LEGO – in its materiality and interactable objects – the LEGO brand narrative of creative construction informs the act of play. The referential design in these games makes use of playful disruption of rules to instill additive comprehension in the player related to purchasable sets and content.
This paper examines the selection criteria for design roles in the videogame industry and examines the profiles of students undertaking game design studies at NHTV in the expectation of working in the industry. A total of four analyses were conducted: job advertisements for design and production roles; an industry survey; MBTI profiling of a cross-section of IGAD students; and a survey of Design and Production students. In 2010 NHTV University of Applied Sciences initiated the Design and Production (D&P) specialization within its existing International Game Architecture Design (IGAD) bachelor degree. In preparing the specialization the authors analyzed a range of job advertisements for design and production staff in the videogame development industry and profiled its first intake of students according to gender, age, personality (Myers-Brigg (MBTI), Brainhex) and play preferences. Which students were successful in their first year of game studies? How did they compare to programmers and artists? In recent years, design positions in the game industry have increased in direct correlation with the focus on producing sequel titles/levels in established franchises. These titles require more design staff, namely game designers, level designers and narrative designers. The need to critically examine the role and personality of a designer in the game industry is vital to replicating them on a scale that surpasses previous production pipelines where one game designer envisioned the game on a macro level and a handful of level designers implemented gameplay on a micro level. NHTV initiated this first stage of research to gain insight into what the videogame industry needs in terms of design and production skills and personnel and what NHTV, in terms of students and curriculum, is providing. Ultimately the authors hope their research will innovate the game design production pipeline.
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This paper is a cultural analysis of the business of videogame production, the industry's personalities, its development practices and market influences. It is a critique of the 'I' methodology of game design and its influence on game content, especially characterization. It provides insight into the impact of US publishers and markets on Australian game development 2004 - 2009. Results of related studies and literature are reviewed and supplemented with anecdotal reports to construct a picture of the current forces in play in videogame production. While it may be fun to play games, it is often far from fun to make them.
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