Expectation marketing and technological, financial and image risk. The case of the release of Cyberpunk 2077 videogame.

UDC.coleccionInvestigación
UDC.conferenceTitleCommunication and Applied Technologies: Proceedings of ICOMTA 2022
UDC.departamentoEmpresa
UDC.endPage190
UDC.grupoInvInvestigación en Marketing Aplicado (iMARKA)
UDC.startPage179
dc.contributor.authorEscourido-Calvo, Manuel
dc.contributor.authorMartínez-Fernández, Valentín-Alejandro
dc.date.accessioned2026-01-14T14:36:30Z
dc.date.available2026-01-14T14:36:30Z
dc.date.issued2022-11-23
dc.description.abstract[Abstract] The relationship between consumer expectations and satisfaction has brought with it, with the help of new communication technologies, the application of what is known as “expectation marketing”, whose objective is to generate the desire to acquire the product, service and/or brand. The generation of an adequate level of expectations and their fulfilment will determine the level of satisfaction that the client reaches. In case of non-compliance, the consequences in terms of loss of customers, sales and reputation may not be recoverable, which means risk in its application. In the case of consumer and leisure technology products, such as videogames, expectation marketing is applied exponentially, giving rise to “hype marketing” which, although it can achieve extraordinary economic results, carries a level of risk (technological, financial, and image) in its application that it is not always well evaluated by companies, as the proposed case study shows. This main conclusion is reached with a descriptive observation methodology, where the “hype marketing” actions carried out before and after the release of the Cyberpunk 2077 video game have been monitored and analyzed. Simultaneously, the impact of this “hype marketing” on the share price and risk level of the production company, CD Projekt, was observed.
dc.identifier.citationEscourido-Calvo, M., Martínez-Fernández, V.A. (2022). Expectation Marketing and Technological, Financial, and Image Risk. The Case of the Release of Cyberpunk 2077 Videogame. In: P.C. López-López, D. Barredo, Á. Torres-Toukoumidis, A. De-Santis, Ó. Avilés (Eds.), Communication and Applied Technologies: Proceedings of ICOMTA 2022 (pp. 179-190). Springer Nature. https://doi.org/10.1007/978-981-19-6347-6_16
dc.identifier.doi10.1007/978-981-19-6347-6_16
dc.identifier.isbn978-981-19-6347-6
dc.identifier.urihttps://hdl.handle.net/2183/46863
dc.language.isoeng
dc.publisherSpringer Nature
dc.relation.urihttps://doi.org/10.1007/978-981-19-6347-6_16
dc.rights.accessRightsopen access
dc.subjectExpectation marketing
dc.subjectHype marketing
dc.subjectTechnological innovation
dc.subjectRisk
dc.subjectVideogames
dc.subjectConsumer satisfaction
dc.subjectConsumer Behavior
dc.titleExpectation marketing and technological, financial and image risk. The case of the release of Cyberpunk 2077 videogame.
dc.typeconference output
dspace.entity.typePublication
relation.isAuthorOfPublication2a754b06-bd82-42bd-9bc6-9be4d7717583
relation.isAuthorOfPublication37e264e8-d655-44aa-a89d-68f0888c951a
relation.isAuthorOfPublication.latestForDiscovery2a754b06-bd82-42bd-9bc6-9be4d7717583

Files

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
EscouridoCalvo_Manuel_2022_Expectation_marketing_technological.pdf
Size:
913.7 KB
Format:
Adobe Portable Document Format