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...
Clasificación: | Libro Electrónico |
---|---|
Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Amsterdam :
Amsterdam University Press,
[2019]
|
Colección: | Games and Play ;
3 |
Temas: | |
Acceso en línea: | Texto completo Texto completo |
MARC
LEADER | 00000nam a22000005i 4500 | ||
---|---|---|---|
001 | DEGRUYTERUP_9789048538676 | ||
003 | DE-B1597 | ||
005 | 20220629043637.0 | ||
006 | m|||||o||d|||||||| | ||
007 | cr || |||||||| | ||
008 | 220629t20192019ne fo d z eng d | ||
020 | |a 9789048538676 | ||
024 | 7 | |a 10.1515/9789048538676 |2 doi | |
035 | |a (DE-B1597)536700 | ||
035 | |a (OCoLC)1114970721 | ||
040 | |a DE-B1597 |b eng |c DE-B1597 |e rda | ||
041 | 0 | |a eng | |
044 | |a ne |c NL | ||
050 | 4 | |a HD9993.E452 |b H47 2019 | |
072 | 7 | |a DES007020 |2 bisacsh | |
082 | 0 | 4 | |a 338.4/77948 |2 23 |
100 | 1 | |a Hera, Teresa, |e author. |4 aut |4 http://id.loc.gov/vocabulary/relators/aut | |
245 | 1 | 0 | |a Digital Gaming and the Advertising Landscape / |c Teresa Hera. |
264 | 1 | |a Amsterdam : |b Amsterdam University Press, |c [2019] | |
264 | 4 | |c ©2019 | |
300 | |a 1 online resource (206 p.) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
347 | |a text file |b PDF |2 rda | ||
490 | 0 | |a Games and Play ; |v 3 | |
505 | 0 | 0 | |t Frontmatter -- |t Contents -- |t Acknowledgments -- |t Preface -- |t 1. Digital Games and the Advertising Landscape: An Introduction -- |t Part I. Digital Games as an Advertising Medium -- |t 2. Advergames: A Definition -- |t 3. Advergames: History -- |t 4. Advergames: Effectiveness -- |t Part II. Persuading Players through Digital Games -- |t 5. The Procedural School: A Critical Analysis -- |t 6. Persuasion through Digital Games: A Theoretical Model -- |t Part III. Advertising through Digital Games -- |t 7. Persuasive Strategies for Advergames -- |t 8. A Case Study: Tem de Tank -- |t Conclusions -- |t About the Author -- |t Index |
506 | 0 | |a Open Access |u https://purl.org/coar/access_right/c_abf2 |f unrestricted online access |2 star | |
520 | |a 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. | ||
538 | |a Mode of access: Internet via World Wide Web. | ||
540 | |a This eBook is made available Open Access under a CC BY-NC-ND 4.0 license: |u https://creativecommons.org/licenses/by-nc-nd/4.0https://www.aup.nl/en/publish/open-access | ||
546 | |a In English. | ||
588 | 0 | |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 29. Jun 2022) | |
650 | 0 | |a Electronic games |x Marketing. | |
650 | 0 | |a Video games industry. | |
650 | 0 | |a Video games |x Economic aspects. | |
650 | 4 | |a Art and Material Culture. | |
650 | 4 | |a Film, Media, and Communication. | |
650 | 4 | |a Game Studies. | |
650 | 4 | |a Media Studies. | |
650 | 7 | |a DESIGN / Graphic Arts / Branding & Logo Design. |2 bisacsh | |
653 | |a Advergames, persuasive games, advertising, entertaining persuasive communication. | ||
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t Amsterdam University Press Complete eBook-Package 2019 |z 9783110661521 |
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t EBOOK PACKAGE COMPLETE 2019 English |z 9783110610765 |
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t EBOOK PACKAGE COMPLETE 2019 |z 9783110664232 |o ZDB-23-DGG |
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t EBOOK PACKAGE Engineering, Computer Sciences 2019 English |z 9783110610154 |
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t EBOOK PACKAGE Engineering, Computer Sciences 2019 |z 9783110606096 |o ZDB-23-DEI |
856 | 4 | 0 | |u https://doi.uam.elogim.com/10.1515/9789048538676?locatt=mode:legacy |7 0 |z Texto completo |
856 | 4 | 0 | |u https://degruyter.uam.elogim.com/isbn/9789048538676 |7 0 |z Texto completo |
912 | |a 978-3-11-061015-4 EBOOK PACKAGE Engineering, Computer Sciences 2019 English |b 2019 | ||
912 | |a 978-3-11-061076-5 EBOOK PACKAGE COMPLETE 2019 English |b 2019 | ||
912 | |a 978-3-11-066152-1 Amsterdam University Press Complete eBook-Package 2019 |b 2019 | ||
912 | |a GBV-deGruyter-alles | ||
912 | |a ZDB-23-DEI |b 2019 | ||
912 | |a ZDB-23-DGG |b 2019 | ||
912 | |a ZDB-23-GOA |