Digital gaming and the advertising landscape:
The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to con...
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Amsterdam
Amsterdam University Press
[2019]
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Schriftenreihe: | Games and play
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Schlagworte: | |
Online-Zugang: | kostenfrei kostenfrei |
Zusammenfassung: | The evolution of the game industry and changes in the advertising landscape in recent years have led to a keen interest of marketers in using digital games for advertising purposes. However, despite the increasing interest in this marketing strategy, the potential of digital games as a medium to convey advertising messages remains unexploited. Digital Gaming and the Advertising Landscape explores the different ways advertising messages can be embedded within digital games. An interdisciplinary approach is used to help explain how persuasive communication works within digital games. It does so by forging new links within the area of game studies where the emphasis of this book clearly lies, while also taking up new subjects such as design theories and their relation to games as well as how this relationship may be used in a practical context |
Beschreibung: | Erscheint als Open Access bei De Gruyter |
Beschreibung: | 1 Online-Ressource (205 Seiten) |
ISBN: | 9789048538676 904853867X |
DOI: | 10.1515/9789048538676 |
Internformat
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505 | 8 | |a 1. Digital Games and the Advertising Landscape: An Introduction; Part I: Digital Games as an Advertising Medium; 2. Advergames: A Definition; 3. Advergames' History; 4. Advergames' Effectiveness; Part II: Persuading Players through Digital Games; 5. The Procedural School: A Critical Analysis; 6. Persuasion through Digital Games: A Theoretical Mod; Part III: Advertising through Digital Games; 7. Persuasive Strategies for Advergames; 8. A Case Study: Tem de Tank; Conclusions | |
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Datensatz im Suchindex
DE-BY-FWS_katkey | 738344 |
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adam_text | |
any_adam_object | |
author | Hera, Teresa de la |
author_GND | (DE-588)1079417370 |
author_facet | Hera, Teresa de la |
author_role | aut |
author_sort | Hera, Teresa de la |
author_variant | t d l h tdl tdlh |
building | Verbundindex |
bvnumber | BV046191670 |
collection | ZDB-23-DGG ZDB-23-GOA ZDB-94-OAB ZDB-4-EOAC |
contents | 1. Digital Games and the Advertising Landscape: An Introduction; Part I: Digital Games as an Advertising Medium; 2. Advergames: A Definition; 3. Advergames' History; 4. Advergames' Effectiveness; Part II: Persuading Players through Digital Games; 5. The Procedural School: A Critical Analysis; 6. Persuasion through Digital Games: A Theoretical Mod; Part III: Advertising through Digital Games; 7. Persuasive Strategies for Advergames; 8. A Case Study: Tem de Tank; Conclusions |
ctrlnum | (ZDB-94-OAB)DOAB38426 (OCoLC)1123126960 (DE-599)HBZHT020210597 |
doi_str_mv | 10.1515/9789048538676 |
format | Electronic eBook |
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id | DE-604.BV046191670 |
illustrated | Not Illustrated |
indexdate | 2025-02-20T07:07:40Z |
institution | BVB |
isbn | 9789048538676 904853867X |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-031571038 |
oclc_num | 1123126960 |
open_access_boolean | 1 |
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physical | 1 Online-Ressource (205 Seiten) |
psigel | ZDB-23-DGG ZDB-23-GOA ZDB-94-OAB ZDB-4-EOAC |
publishDate | 2019 |
publishDateSearch | 2019 |
publishDateSort | 2019 |
publisher | Amsterdam University Press |
record_format | marc |
series2 | Games and play |
spellingShingle | Hera, Teresa de la Digital gaming and the advertising landscape 1. Digital Games and the Advertising Landscape: An Introduction; Part I: Digital Games as an Advertising Medium; 2. Advergames: A Definition; 3. Advergames' History; 4. Advergames' Effectiveness; Part II: Persuading Players through Digital Games; 5. The Procedural School: A Critical Analysis; 6. Persuasion through Digital Games: A Theoretical Mod; Part III: Advertising through Digital Games; 7. Persuasive Strategies for Advergames; 8. A Case Study: Tem de Tank; Conclusions Computerspielindustrie (DE-588)7564534-8 gnd Werbung (DE-588)4065541-6 gnd |
subject_GND | (DE-588)7564534-8 (DE-588)4065541-6 |
title | Digital gaming and the advertising landscape |
title_auth | Digital gaming and the advertising landscape |
title_exact_search | Digital gaming and the advertising landscape |
title_full | Digital gaming and the advertising landscape Teresa de la Hera |
title_fullStr | Digital gaming and the advertising landscape Teresa de la Hera |
title_full_unstemmed | Digital gaming and the advertising landscape Teresa de la Hera |
title_short | Digital gaming and the advertising landscape |
title_sort | digital gaming and the advertising landscape |
topic | Computerspielindustrie (DE-588)7564534-8 gnd Werbung (DE-588)4065541-6 gnd |
topic_facet | Computerspielindustrie Werbung |
url | https://www.doabooks.org/doab?func=fulltext&uiLanguage=en&rid=38426 https://doi.org/10.1515/9789048538676 |
work_keys_str_mv | AT herateresadela digitalgamingandtheadvertisinglandscape |