Digital Gaming and the Advertising Landscape

Digital Gaming and the Advertising Landscape
Author: Teresa de la Hera
Publisher: Games and Play
Total Pages: 0
Release: 2019
Genre: Electronic games
ISBN: 9789462987159

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.

Multiplayer

Multiplayer
Author: Thorsten Quandt
Publisher: Routledge
Total Pages: 271
Release: 2013-10-30
Genre: Language Arts & Disciplines
ISBN: 1134092199

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.

Social, Casual and Mobile Games

Social, Casual and Mobile Games
Author: Michele Willson
Publisher: Bloomsbury Publishing USA
Total Pages: 319
Release: 2017-08-24
Genre: Games & Activities
ISBN: 150132019X

The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.

Persuasive Gaming in Context

Persuasive Gaming in Context
Author: Teresa De La Hera
Publisher:
Total Pages:
Release: 2021-03-23
Genre:
ISBN: 9789463728805

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.

Application of Gaming in New Media Marketing

Application of Gaming in New Media Marketing
Author: Mishra, Pratika
Publisher: IGI Global
Total Pages: 338
Release: 2018-09-07
Genre: Business & Economics
ISBN: 1522560653

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.

Data in Digital Advertising

Data in Digital Advertising
Author: Dominik Kosorin
Publisher:
Total Pages: 188
Release: 2018-03-15
Genre: Data protection
ISBN: 9788090713802

This book is your ultimate guide to advertising data landscape. It covers everything from basic concepts all the way to developing a successful data strategy. You will learn where advertising data comes from and how it flows around the ecosystem. It will help you understand what data is available for targeting from third-party vendors, as well as standalone advertising platforms, such as Facebook, Google, or Amazon. Data Management Platforms (DMPs) are explored in depth, with detailed profiles of the most popular providers. All of this is set into context of key privacy regulations, including General Data Protection Regulation (GDPR). The final chapter gives you a blueprint for designing your own successful data strategy.

News Media Innovation Reconsidered

News Media Innovation Reconsidered
Author: Maria Luengo
Publisher: John Wiley & Sons
Total Pages: 260
Release: 2021-05-11
Genre: Language Arts & Disciplines
ISBN: 1119706491

A guide to journalistic ethics for today’s digital technologies With contributions from an international panel of experts on the topic, News Media Innovation Reconsidered offers a guide for the revitalizing of the ethical and civil ideals of journalism. The authors discuss how to energize journalistic practices and products and explore how to harness the power of digital technological innovations such as immersive journalism, the automatization and personalization of news, newsgames, and artificial-intelligence news production. The book presents an innovative framework of “creative reconstruction” and reviews new journalistic concepts, models, initiatives, and practices that clearly demonstrate professional ethics that embrace truth seeking, transparency, fact checking, and accuracy, and other ethical considerations. While the contributors represent numerous countries, many of examples are drawn from the Spanish-speaking media and can serve as models for an international audience. This important book: Explores the impact on the news media from mobile-first, virtual reality, and artificial intelligence-driven platforms Examines the challenges of maintaining journalistic ethics in today’s digital world Demonstrates how to use technology to expose readers to news outside their comfort zones Provides information for discerning truth from fake news Written for researchers, students in journalism and communication programs, New Media Innovation Reconsidered offers a much-needed guide for recreating journalistic ethics in our digital age.

Persuasive Games

Persuasive Games
Author: Ian Bogost
Publisher: MIT Press
Total Pages: 463
Release: 2010-08-13
Genre: Games & Activities
ISBN: 0262261944

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.