Nocebo Æffetc, dirty playing on human needs

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  • This is an MA project  for graphic Branding&Identity that speaks about those irrational and subliminal effects of branding&advertising that trigger a change of perception of the product (weather an object, product or idea) in the head of consumers, more in depht, about branding's PLACEBO&NOCEBO effects.

    It plays around the motivational theory of the hierarchical human needs that , to make it short, explains why you are not concerned about your haircut if you are starving or why certain people feel, and actually is, more confident when showing off status symbols cars or clothes.

    In this point of view, what we are talking about, is nothing more than a PLACEBO EFFECT of some brand that makes you perceive them as a fulfillment of your irrational needs.

    But this is a long story...
    and I invite you to read about it in the Report right down here.

    Thanks

  • How Customers Think
    Gerald Zaltman

  • THE GAME

    The game is a METAPHOR of the process to create a NOCEBO effect with an ADV so that the product advertised would gain the quality of PLACEBO EFFECT for the costumers that buy it.
    The stronger the nocebo effect, the higher the placebo!

  • RULES
  • GAME BOX
  • GAME COMPONENTS
  • GAME BOARD
  • GAME VIEW
  • PLAY CARDS aka NOCEBO CARDS
    Made out of real slogans that these brands adopted for advertising campaigns. They represent how brand's advertising plays on a certain human subliminal need.
  • FIRST PROJECT PROPOSAL

  • "David Bearman"