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How Would You Reinvent Roleplaying?
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<blockquote data-quote="Sholari" data-source="post: 2350179" data-attributes="member: 6059"><p>Yeah, I have thought of this before as well. The caution is not just throwing more advertising dollars at a TV commercial. I'm not sure if awareness is the fundamental reason why people chose not to roleplay. Whatever the advertising, it needs to somehow affect people's fundamental biases toward the hobby. It is about identifying people's obstacles to trying it out or sticking with roleplaying, and changing these biases. Here is an example. For a long time in England they ran a TV ad trying to get people to wear seat belts. They ran your standard ad about how you are at greater risk if you don't wear a seat belt. While most people knew that they should where seat belts half of them didn't care to comply. It wasn't until they put forth an ad that very graphically demonstrated the risk to front seat passengers by the back seat passengers that it started to have an affect on behavior. Essentially, a good subset of people realized they weren't just putting their lives in danger, but the people they cared about sitting in front of them as well.</p><p></p><p>Another side note. Quite honestly, I'm surprised that the roleplaying industry isn't more involved in customer relationship marketing, since roleplayers are such a targetted group with a huge customer lifetime value. I think that is where the money is to be made in roleplaying.</p></blockquote><p></p>
[QUOTE="Sholari, post: 2350179, member: 6059"] Yeah, I have thought of this before as well. The caution is not just throwing more advertising dollars at a TV commercial. I'm not sure if awareness is the fundamental reason why people chose not to roleplay. Whatever the advertising, it needs to somehow affect people's fundamental biases toward the hobby. It is about identifying people's obstacles to trying it out or sticking with roleplaying, and changing these biases. Here is an example. For a long time in England they ran a TV ad trying to get people to wear seat belts. They ran your standard ad about how you are at greater risk if you don't wear a seat belt. While most people knew that they should where seat belts half of them didn't care to comply. It wasn't until they put forth an ad that very graphically demonstrated the risk to front seat passengers by the back seat passengers that it started to have an affect on behavior. Essentially, a good subset of people realized they weren't just putting their lives in danger, but the people they cared about sitting in front of them as well. Another side note. Quite honestly, I'm surprised that the roleplaying industry isn't more involved in customer relationship marketing, since roleplayers are such a targetted group with a huge customer lifetime value. I think that is where the money is to be made in roleplaying. [/QUOTE]
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