Digital Gaming And The Advertising Landscape PDF Download
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Author | : Teresa de la Hera |
Publisher | : Games and Play |
Total Pages | : 0 |
Release | : 2019 |
Genre | : Electronic games |
ISBN | : 9789462987159 |
Download Digital Gaming and the Advertising Landscape Book in PDF, ePub and Kindle
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.
Author | : Thorsten Quandt |
Publisher | : Routledge |
Total Pages | : 271 |
Release | : 2013-10-30 |
Genre | : Language Arts & Disciplines |
ISBN | : 1134092199 |
Download Multiplayer Book in PDF, ePub and Kindle
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.
Author | : Mishra, Pratika |
Publisher | : IGI Global |
Total Pages | : 312 |
Release | : 2018-09-07 |
Genre | : Business & Economics |
ISBN | : 1522560653 |
Download Application of Gaming in New Media Marketing Book in PDF, ePub and Kindle
The advent of the internet largely changed the landscape of marketing to adopt a wide variety of communication techniques and creative selling on virtual platforms. Gaming provides a highly pervasive and influential mode of offering new media communication to consumers that can be further improved by digital innovation. Application of Gaming in New Media Marketing is a collection of vital research on the methods and applications of gaming in marketing, including its growth, recent trends, practices, issues, and main challenges. Highlighting a range of topics including digital advertising, media planning, and social media marketing, this book is ideally designed for marketers, software developers, managers, business researchers, academicians, and graduate-level students seeking current research on new and innovative methods to reach and connect with audiences through games in a highly interactive, measurable, and focused way.
Author | : Michele Willson |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 319 |
Release | : 2017-08-24 |
Genre | : Games & Activities |
ISBN | : 150132019X |
Download Social, Casual and Mobile Games Book in PDF, ePub and Kindle
The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.
Author | : Stephen Kline |
Publisher | : McGill-Queen's Press - MQUP |
Total Pages | : 388 |
Release | : 2003 |
Genre | : Business & Economics |
ISBN | : 9780773525917 |
Download Digital Play Book in PDF, ePub and Kindle
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.
Author | : Teresa De La Hera |
Publisher | : |
Total Pages | : |
Release | : 2021-03-23 |
Genre | : |
ISBN | : 9789463728805 |
Download Persuasive Gaming in Context Book in PDF, ePub and Kindle
The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
Author | : Marcella Szablewicz |
Publisher | : Springer Nature |
Total Pages | : 229 |
Release | : 2020-02-18 |
Genre | : Social Science |
ISBN | : 303036111X |
Download Mapping Digital Game Culture in China Book in PDF, ePub and Kindle
In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.
Author | : Stephen Kline |
Publisher | : McGill-Queen's Press - MQUP |
Total Pages | : 376 |
Release | : 2003-05-26 |
Genre | : Technology & Engineering |
ISBN | : 077357106X |
Download Digital Play Book in PDF, ePub and Kindle
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.
Author | : Felix Reer |
Publisher | : Frontiers Media SA |
Total Pages | : 199 |
Release | : 2024-01-23 |
Genre | : Science |
ISBN | : 2832543367 |
Download The dark and the light side of gaming Book in PDF, ePub and Kindle
Author | : Amanda C. Cote |
Publisher | : NYU Press |
Total Pages | : 274 |
Release | : 2020-09-01 |
Genre | : Social Science |
ISBN | : 1479802204 |
Download Gaming Sexism Book in PDF, ePub and Kindle
Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.