Digital Gaming and the Advertising Landscape / Teresa de la Hera.

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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Place / Publishing House:Baltimore, Maryland : : Project Muse,, 2020
©2020
Year of Publication:2020
Language:English
Series:Games and play (Amsterdam, Netherlands)
Physical Description:1 online resource (208 pages) :; color illustrations.
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(MiAaPQ)EBC5880666
(OCoLC)1178720756
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record_format marc
spelling Hera, Teresa de la, author.
Digital Gaming and the Advertising Landscape Teresa de la Hera.
Baltimore, Maryland : Project Muse, 2020
©2020
1 online resource (208 pages) : color illustrations.
text rdacontent
computer rdamedia
online resource rdacarrier
Games and play
This eBook is made available Open Access under a CC BY-NC-ND 4.0 license: https://creativecommons.org/licenses/by-nc-nd/4.0https://www.aup.nl/en/publish/open-access
In English.
Frontmatter -- Contents -- Acknowledgments -- Preface -- 1. Digital Games and the Advertising Landscape: An Introduction -- 2. Advergames: A Definition -- 3. Advergames: History -- 4. Advergames: Effectiveness -- 5. The Procedural School: A Critical Analysis -- 6. Persuasion through Digital Games: A Theoretical Model -- 7. Persuasive Strategies for Advergames -- 8. A Case Study: Tem de Tank -- Conclusions -- About the Author -- Index
Includes bibliographical references and index.
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.
Description based on print version record.
Video games Economic aspects.
Video games industry.
Video games Marketing.
Advergames, persuasive games, advertising, entertaining persuasive communication.
94-6298-715-7
Games and play (Amsterdam, Netherlands)
language English
format eBook
author Hera, Teresa de la,
spellingShingle Hera, Teresa de la,
Digital Gaming and the Advertising Landscape
Games and play
Frontmatter --
Contents --
Acknowledgments --
Preface --
1. Digital Games and the Advertising Landscape: An Introduction --
2. Advergames: A Definition --
3. Advergames: History --
4. Advergames: Effectiveness --
5. The Procedural School: A Critical Analysis --
6. Persuasion through Digital Games: A Theoretical Model --
7. Persuasive Strategies for Advergames --
8. A Case Study: Tem de Tank --
Conclusions --
About the Author --
Index
author_facet Hera, Teresa de la,
author_variant t d l h tdl tdlh
author_role VerfasserIn
author_sort Hera, Teresa de la,
title 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_auth Digital Gaming and the Advertising Landscape
title_alt Frontmatter --
Contents --
Acknowledgments --
Preface --
1. Digital Games and the Advertising Landscape: An Introduction --
2. Advergames: A Definition --
3. Advergames: History --
4. Advergames: Effectiveness --
5. The Procedural School: A Critical Analysis --
6. Persuasion through Digital Games: A Theoretical Model --
7. Persuasive Strategies for Advergames --
8. A Case Study: Tem de Tank --
Conclusions --
About the Author --
Index
title_new Digital Gaming and the Advertising Landscape
title_sort digital gaming and the advertising landscape
series Games and play
series2 Games and play
publisher Project Muse,
publishDate 2020
physical 1 online resource (208 pages) : color illustrations.
contents Frontmatter --
Contents --
Acknowledgments --
Preface --
1. Digital Games and the Advertising Landscape: An Introduction --
2. Advergames: A Definition --
3. Advergames: History --
4. Advergames: Effectiveness --
5. The Procedural School: A Critical Analysis --
6. Persuasion through Digital Games: A Theoretical Model --
7. Persuasive Strategies for Advergames --
8. A Case Study: Tem de Tank --
Conclusions --
About the Author --
Index
isbn 90-485-3867-X
94-6298-715-7
callnumber-first H - Social Science
callnumber-subject HD - Industries, Land Use, Labor
callnumber-label HD9993
callnumber-sort HD 49993 E452 H47 42019
illustrated Not Illustrated
dewey-hundreds 300 - Social sciences
dewey-tens 330 - Economics
dewey-ones 338 - Production
dewey-full 338.4/77948
dewey-sort 3338.4 577948
dewey-raw 338.4/77948
dewey-search 338.4/77948
oclc_num 1178720756
1114970721
work_keys_str_mv AT herateresadela digitalgamingandtheadvertisinglandscape
status_str c
ids_txt_mv (CKB)4100000009151150
(MiAaPQ)EBC5880666
(OCoLC)1178720756
(MdBmJHUP)muse78199
(DE-B1597)536700
(OCoLC)1114970721
(DE-B1597)9789048538676
(EXLCZ)994100000009151150
is_hierarchy_title Digital Gaming and the Advertising Landscape
_version_ 1787551715796451329
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