Case Studyresolving Ethical Business Challenges Kent Was Getting Pres ✓ Solved

Case Study Resolving Ethical Business Challenges * Kent was getting pressure from his boss, parents, and wife about the marketing campaign for Broadway Corporation’s new video game called “Lucky.†He had been working for Broadway for about two years, and the Lucky game was his first big project. After Kent and his wife, Amy, graduated from college, they decided to go back to their hometown of Las Cruces, New Mexico, near the Mexican border. Kent’s father knew the president of Broadway, which enabled Kent to get a job in its marketing department. Broadway is a medium-size company with about 500 employees, making it one of the largest employers in Las Cruces. Broadway develops, manufactures, and markets video arcade games Within the video arcade industry, competition is fierce.

Games typically have a life cycle of only 18 to 24 months. One of the key strategies in the industry is providing unique, visually stimulating games by using color graphics technology, fast action, and participant interaction. The target markets for Broadway’s video products are children aged 5 to 12 and teenagers aged 13 to 19. Males constitute 75 percent of the market. When Kent first started with Broadway, his task was to conduct market research on the types of games that players desired.

His research showed that the market wanted more action (violence), quicker graphics, multiple levels of difficulty, and sound. Further research showed that certain tones and types of sound were more pleasing than others. As part of his research, Kent also observed people in video arcades, where he found that many became hypnotized by a game and would quickly put in quarters when told to do so. Research suggested that many target consumers exhibited the same symptoms as compulsive gamblers. Kent’s research results were well received by the company, which developed several new games using his information.

The new games were instant hits with the market. In his continuing research, Kent found that the consumer’s level of intensity increased as the game’s intensity level increased. Several reports later, Kent suggested that target consumers might be willing, at strategic periods in a video game, to insert multiple coins. For example, a player who wanted to move to a higher level of difficulty would have to insert two coins; to play the final level, three coins would have to be inserted. When the idea was tested, Kent found it did increase game productivity.

Kent also noticed that video games that gave positive reinforcements to the consumer, such as audio cues, were played much more frequently than others. He reported his findings to Brad, Broadway’s president, who asked Kent to apply the information to the development of new games. Kent suggested having the machines give candy to the game players when they attained specific goals. For the teen market, the company modified the idea: The machines would give back coins at certain levels during the game. Players could then use the coins at strategic levels to play a “slot-type†chance opening of the next level.

By inserting an element of chance, these games generated more coin input than output, and game productivity increased dramatically. These innovations were quite successful, giving Broadway a larger share of the market and Kent a promotion to product manager. Kent’s newest assignment was the Lucky game—a fast-action scenario in which the goal was to destroy the enemy before being destroyed. Kent expanded on the slot-type game for the older market, with two additions. First, the game employed virtual reality technology, which gives the player the sensation of actually being in the game.

Second, keeping in mind that most of the teenage consumers were male, Kent incorporated a female character who, at each level, removed a piece of her clothing and taunted the player. A win at the highest level left her nude. Test market results suggested that the two additions increased profitability per game dramatically. Several weeks later, Brad asked about the Lucky project. “I think we’ve got a real problem, Brad,†Kent told him.

“Maybe the nudity is a bad idea. Some people will be really upset about it.†Brad was displeased with Kent’s response. Word got around fast that the Lucky project had stalled. During dinner with his parents, Kent mentioned the Lucky project, and his dad said something that affected Kent. “You know, son, the Lucky project will bring in a great deal of revenue for Broadway, and jobs are at stake.

Some of your coworkers are upset with your stand on this project. I’m not telling you what to do, but there’s more at stake here than just a video game.†The next day Kent had a meeting with Brad about Lucky. “Well,†Brad asked, “what have you decided?†Kent answered, “I don’t think we should go with the nudity idea.†Brad answered, “You know, Kent, you’re right. The U.S. market just isn’t ready to see full nudity as well as graphic violence in arcades in their local malls. That’s why I’ve contacted an Internet provider who will take our game and put it on the Internet as an adult product.

I’ve also checked out the foreign markets and found that we can sell the machines to the Mexican market if we tone down the violence. The Taiwanese joint venture group has okayed the version we have now, but they would like you to develop something that is more graphic in both areas. You see, they already have similar versions of this type of game now, and their market is ready to go to the next level. I see the Internet market as secondary because we can’t get the virtual reality equipment and software into an Internet mode. Maybe when PCs get faster, we’ll be able to tap into it at that level, but not now.

So, Kent, do you understand what you need to be doing on Lucky?†Question(s): 1. Identify and discuss the ethical and legal issues? What are Kent’s options? (600 words) 2. Discuss the acceptability and commercial use of sex, violence, and gambling in the United States. (Minimum 2 options & 2 consequences, 400 words) 3. Are marketing sex, violence, and gambling acceptable in other countries if they fit their culture? (At least 2 options, 300 words) *This case is strictly hypothetical; any resemblance to real persons, companies, or situations is coincidental.

Rubrics for grading: Q. No Criteria/ achievement levels Good mark Average Mark Low Mark 1. Student should explain both the legal and ethical issues in this case and Kent’s options. 600 words. Good and clear explanation of the legal and ethical issue and Kent’s options is discussed with proper references.

Marks: 5 Good and clear of the legal and ethical issue and Kent’s options is discussed without proper references. Marks: 2.5 Student does not examine the legal and ethical issue and Kent’s options related to the case. Marks: Students should point out the acceptability and commercial use of sex, violence, and gambling in the United States. 400 words. Concepts are clearly explained along with proper references Marks: 3 Student explains only one or two concepts without the references.

Marks: 1.5 Concepts are not clear, and the explanation is incomplete. Marks: Students should argue marketing sex, violence, and gambling acceptable in other countries if they fit their culture. 300 words. Arguments are well explained and justified with proper references. Marks: 2 Arguments are provided but not clearly explained and no references are provided.

Marks: 1 No arguments are given. Marks: 0

Paper for above instructions


Introduction


In the competitive video game industry, marketing strategies must balance various interests and ethical concerns. Kent's situation at Broadway Corporation, pressured by multiple stakeholders to proceed with an ethically questionable marketing campaign, highlights the complexities involved in business decisions. This paper will explore the ethical and legal issues Kent faces, the acceptability of sex, violence, and gambling in the United States, and whether marketing such content is acceptable in other cultural contexts.

1. Ethical and Legal Issues: Kent’s Dilemma


The main ethical issue surrounding the marketing of the "Lucky" game involves the inclusion of nudity and its implications. Kent recognizes that while the nudity may attract consumer attention, it could also cause significant backlash and harm the company’s reputation. According to the American Psychological Association (2017), sexualized content in media contributes to harmful stereotypes and could perpetuate the objectification of women. Thus, promoting such imagery, particularly in a product aimed at young audiences, raises serious ethical questions.
From a legal standpoint, video game regulation varies widely. In the U.S., the Entertainment Software Rating Board (ESRB) provides age ratings to inform parents about the content of video games (ESRB, 2021). Given that "Lucky" is targeted towards teenagers, nudity could lead to an “Adults Only” rating, severely restricting its marketability (American Psychological Association, 2019). The legal implications extend beyond age ratings; companies can be subject to lawsuits if their products are deemed harmful or if they fail to provide adequate warnings or ratings. Kent must consider that the implementation of nudity could result in breach of standards set forth by the ESRB, exposing Broadway to potential litigation and loss of consumer trust.
Given these ethical and legal dilemmas, Kent faces several options:
1. Advocate for Modifications: Kent can continue to voice his concerns and advocate for a version of the game that excludes nudity, suggesting alternative marketing strategies that maintain excitement without crossing ethical boundaries.
2. Accept Alternative Markets: Kent could align with Brad on pursuing international markets, only if they comply with culturally acceptable practices, thus avoiding controversy in the U.S. while capitalizing on opportunities elsewhere.
3. Resign: If Kent feels strongly against the project in its present form, he has the option to resign from the position. This action, while economically risky, would align his professional integrity with personal values, thereby preserving his ethical stance.
In conclusion, Kent faces a challenging predicament that involves potential conflict with his ethical beliefs, possible legal repercussions, and the pressure of looming financial implications for his company. Each option he considers will have far-reaching consequences not only on his career but also on the broader societal impacts of the marketing campaign.

2. Acceptability and Commercial Use of Sex, Violence, and Gambling in the United States


The acceptability of sex, violence, and gambling in the U.S. is a complex issue shaped by varying cultural values, regulatory frameworks, and public attitudes.
Option 1: Violence in Video Games
One of the most prevalent concerns during the marketing of video games is violence. The violent content is often justified by a large segment of consumers who believe that gameplay should reflect real-world challenges. However, research suggests potential societal impacts—especially among the younger demographics exposed to violent video games. Many parents advocate for regulations to mitigate exposure to such content. Furthermore, several studies have linked violent video games to aggressive behavior in adolescents (Anderson & Dill, 2000). The consequence of this normalization of violence could lead to desensitization and an increase in aggressive behavior among players.
Option 2: Sexuality and Objectification
Sexual content, including nudity, remains a contentious issue, particularly when marketed to teenagers and young adults. While some argue that sexual content can empower consumer engagement, it risks objectifying women and contributes to unhealthy body image perceptions. Notably, the Me Too movement has further emphasized the importance of combating sexualized imagery in media. The consequence of perpetuating such stereotypes could manifest in wider societal issues related to gender inequality, further complicating the marketing landscape for such products.
In summary, while both violence and sexual content have avenues of acceptability within certain consumer demographics, they remain fraught with controversy and ethical implications.

3. Acceptability of Marketing Sex, Violence, and Gambling in Other Countries


When considering whether the marketing of sex, violence, and gambling is acceptable in other countries, it largely depends on cultural norms and societal values.
Option 1: Different Cultural Norms
Countries like Japan and South Korea exhibit different thresholds for sexual and violent content in video games, often showcasing more liberal attitudes towards such themes. The success of games and media genres that include mature content in these markets indicates a consumer base that is more accepting. The marketing of sexually explicit or violent material could be deemed acceptable as it aligns with existing cultural norms, resulting in commercial success without facing the backlash experienced in the U.S.
Option 2: Regulation and Responsibility
Conversely, in many Middle Eastern and African countries, conservatism and strict adherence to social values make the marketing of such content unacceptable. Nations with stringent regulations against gambling, violence, and sexualized imagery enforce strict penalties against the sale of such products. Adapting marketing strategies to comply with these regulations becomes essential for any business looking to enter these markets. Failure to do so could result in significant legal repercussions and damaged reputations.
In conclusion, while marketing sex, violence, and gambling is acceptable in some cultures, it can lead to conflict in others. Businesses must navigate these differences carefully to remain respectful of cultural contexts while still pursuing commercial objectives.

Conclusion


Kent’s challenge at Broadway Corporation brings to light several ethical and legal issues concerning marketing strategies involving sensitive content. The contextual acceptance of sex, violence, and gambling varies greatly between cultures, necessitating a nuanced approach to international marketing. Ultimately, ethical considerations should guide corporate strategies, promoting responsible choices that consider societal impacts.

References


1. American Psychological Association. (2017). The impact of violent video games: An overview. Retrieved from https://www.apa.org
2. Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790.
3. Entertainment Software Rating Board. (2021). Rating summaries. Retrieved from https://www.esrb.org
4. American Psychological Association. (2019). Video Game Violence: A Public Policy Perspective. Retrieved from https://www.apa.org
5. Ferguson, C. J. (2017). Do Angry Birds Make for Angry Children? A Meta-Analytic Review of the Effect of Violent Video Game on Children. Perspectives on Psychological Science, 3(2), 141-156.
6. Coyne, S. M., & Gottfried, M. D. (2016). Exploring the impact of sex and violence in media on race and socioeconomic status. Journal of Communication, 66(4), 564-589.
7. Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144-152.
8. Przybylski, A. K., & Weinstein, N. (2019). Digital screen time limits and young children's psychological well-being: Evidence from a population-based study. Child Development, 90(1), e56–e65.
9. Anderson, C. A. (2018). Video games and aggression: Review of the media effects literature. Personality and Social Psychology Review, 22(3), 280–298.
10. Brown, J., & Larson, R. (2009). Video games: A new medium for human development or an agent of social isolation? American Journal of Lifestyle Medicine, 3(5), 317-327.
By ensuring that future marketing campaigns prioritize ethical standards while remaining competitive, companies like Broadway can navigate the tumultuous waters of the video game industry.