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Digital Gaming and the Advertising Landscape
  • Language: en
  • Pages: 208

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 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.

Persuasive Gaming in Context
  • Language: en

Persuasive Gaming in Context

  • Type: Book
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  • Published: 2021-03-23
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  • Publisher: Unknown

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 o...

The dark and the light side of gaming
  • Language: en
  • Pages: 199

The dark and the light side of gaming

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Social Interactions in Virtual Worlds
  • Language: en
  • Pages: 433

Social Interactions in Virtual Worlds

This cross-disciplinary exploration of MMOs and other complex online worlds melds work from computer science, psychology and social science.

New Approaches in Media and Communication
  • Language: en

New Approaches in Media and Communication

With a collection of chapters on a wide range of topics in the field of communication and media, this edited book offers its readers to comprehend the current situation of the new media and communication practices in Turkey.

Trigger Happy
  • Language: en
  • Pages: 268

Trigger Happy

Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.

Advertising and Branding: Concepts, Methodologies, Tools, and Applications
  • Language: en
  • Pages: 1838

Advertising and Branding: Concepts, Methodologies, Tools, and Applications

  • Type: Book
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  • Published: 2017-01-06
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  • Publisher: IGI Global

Effective marketing techniques are a driving force behind the success or failure of a particular product or service. When utilized correctly, such methods increase competitive advantage and customer engagement. Advertising and Branding: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on emerging technologies, techniques, strategies, and theories for the development of advertising and branding campaigns in the modern marketplace. Featuring extensive coverage across a range of topics, such as customer retention, brand identity, and global advertising, this innovative publication is ideally designed for professionals, researchers, academics, students, managers, and practitioners actively involved in the marketing industry.

Persuasive Games
  • Language: en
  • Pages: 463

Persuasive Games

  • Type: Book
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  • Published: 2010-08-13
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  • Publisher: MIT Press

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 ...

Crime, Punishment, and Video Games
  • Language: en
  • Pages: 236

Crime, Punishment, and Video Games

Moving beyond discussions of potential linkages between violence and video games, Crime, Punishment, and Video Games examines a broad range of issues related to the representation of crime and deviance within video games and the video game subculture. The context of justice is discussed with respect to traditional criminal justice agencies, but also expanded throughout to include issues related to social justice. The text also presents the potential cultural, social, and economic impact of video games. Considering the significant number of video game players, from casual to competitive players, these issues have become even more salient in recent years. Regardless of whether someone consider...

New Perspectives on the Social Aspects of Digital Gaming
  • Language: en
  • Pages: 219

New Perspectives on the Social Aspects of Digital Gaming

Expanding on the work in the volume Multiplayer, this new book explores several other areas related to social gaming in detail. The aim is to go beyond a typical "edited book" concept, and offer a very concise volume with several focal points that are most relevant for the current debate about multiplayer games, both in academia and society. As a result, the volume offers the latest research findings on online gaming, social forms of gaming, identification, gender issues and games for change, primarily applying a social-scientific approach.