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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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Hera, Teresa de la (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Baltimore, Maryland : Project Muse, 2020
Colección:Games and play (Amsterdam, Netherlands)
Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Hera, Teresa de la,  |e author. 
245 1 0 |a Digital Gaming and the Advertising Landscape /   |c Teresa de la Hera. 
264 1 |a Baltimore, Maryland :  |b Project Muse,  |c 2020 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2020 
264 4 |c ©2020 
300 |a 1 online resource (208 pages):   |b illustrations. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 0 |a Games and play 
500 |a Issued as part of book collections on Project MUSE. 
504 |a Includes bibliographical references and index. 
506 0 |a Open Access  |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. 
588 |a Description based on print version record. 
650 0 |a Video games  |x Economic aspects. 
650 0 |a Video games industry. 
650 0 |a Electronic games  |x Marketing. 
655 7 |a Electronic books.   |2 local 
710 2 |a Project Muse,  |e distributor. 
776 1 8 |i Print version:  |z 9789462987159 
710 2 |a Project Muse.  |e distributor 
830 0 |a Games and play (Amsterdam, Netherlands) 
830 0 |a Book collections on Project MUSE. 
856 4 0 |z Texto completo  |u https://projectmuse.uam.elogim.com/book/67786/