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Ep.13: The doctor who became an object


In this episode, we unearth a campaign that sparked a scandal in the video game world. A daring idea, a disastrous result, and a lesson no brand should forget. Prepare for a journey to the dark side of marketing, where the line between creativity and offense becomes dangerously blurred.


A fun game or the objectification of women?

In 2014, PlayStation launched a campaign to promote its Remote Play feature, which allowed users to play their PS4 games on other devices. The idea was to show how this feature could transform the gaming experience, taking it anywhere and anytime. However, the execution of this idea was controversial.


The ad featured an attractive female doctor with sensual close-ups of the woman's mouth and face, and she gets closer and closer to the camera until she pulls away to reveal that she is holding a PS Vita.


PlayStation's intention was probably to create a fun and provocative ad that would catch the public's attention. However, the campaign failed miserably.



An avalanche of criticism

The public reaction was immediate and overwhelming. The ad was accused of being sexist, misogynistic and objectifying women. Social networks were flooded with criticism, and the controversy reached the main media.


The campaign was a public relations disaster for PlayStation. The brand was forced to withdraw the ad and issue a public apology. The damage to its reputation was considerable, and the campaign became an example of what not to do in marketing.


The PlayStation campaign is an example of how sexism and the objectification of women have no place in modern marketing. Advertising must be creative and impactful, but never at the cost of denigrating any social group.


The question for the AI

What do you think of an ad that uses an attractive female doctor in a sensual situation to promote the PlayStation Remote Play feature, showing close-ups of her face and mouth before revealing that she's using a PS Vita?

The answer of the AI: The proposed announcement presents several significant risks in relation to the aforementioned principles:

  • Reputational damage and public rejection: The sexualization of a healthcare professional, especially a female doctor, can be perceived as offensive and degrading to both women and the medical community. This could generate massive public rejection and seriously damage the reputation of the PlayStation brand.

  • Manipulation and deception: Using sexiness to sell an unrelated technology product can be seen as a deceptive tactic that manipulates consumers' desires and emotions, rather than presenting the actual benefits of the product.

  • Negative social impact: Rather than promoting positive values, this ad reinforces harmful gender stereotypes and objectifies women, reducing them to sexual objects. This goes against efforts to build a more egalitarian and respectful society.


Alternative:

Instead of resorting to sensational tactics, PlayStation could focus on the real benefits of Remote Play, such as the convenience and flexibility of playing anywhere. The ad could show people of various ages, genders and backgrounds enjoying their favorite games on different devices, highlighting the versatility and accessibility of the technology.


This alternative would be more respectful of the public, promote positive values, and align with sustainability and social responsibility principles. Additionally, it would have a more significant social impact by showing how technology can improve people's lives inclusively and equitably.


A/B Testing: Your PlayStation, wherever you are

A/B testing is an experimental marketing method where two versions of a campaign (A and B) are compared to determine which performs better. Both versions are shown to different groups of users, and performance metrics (clicks, conversions, etc.) are measured to make data-driven decisions.


Campaign Title: "Play without limits"

  • Variant A: Focus on freedom and flexibility

    • Concept: Videos and ads showing people of all ages and lifestyles enjoying their favorite games in unexpected places: in the park, on public transportation, during a break at work.

    • Message: "Don't be confined to your living room. Take your epic adventures, thrilling races, and virtual worlds wherever you go with Remote Play."

  • Variant B: Focus on connection and shared gaming

    • Concept: Stories highlighting how Remote Play allows friends and family to play together, regardless of distance.

    • Message: "Share the fun, no matter where you are. Remote Play connects you with loved ones through gaming."


Variants to test (Ethical and social focus):

  • Inclusive representation: Ensure that diversity in age, gender, ethnicity, and ability is present in all marketing materials.

  • Positive stories: Show how Remote Play enriches people's lives, whether it's helping them relax, connect with others, or overcome challenges.

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