000 04191nam a22006495i 4500
001 9789048538676
003 DE-B1597
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008 200406t20192019ne fo d z eng d
020 _a9789048538676
024 7 _a10.1515/9789048538676
_2doi
035 _a(DE-B1597)536700
035 _a(OCoLC)1114970721
040 _aDE-B1597
_beng
_cDE-B1597
_erda
041 0 _aeng
044 _ane
_cNL
050 4 _aHF6146.D54
_bH47 2019
072 7 _aNON000000
_2bisacsh
100 1 _ade la Hera, Teresa,
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
245 1 0 _aDigital Gaming and the Advertising Landscape /
_cTeresa de la Hera.
264 1 _aAmsterdam :
_bAmsterdam University Press,
_c[2019]
264 4 _c©2019
300 _a1 online resource (208 p.)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 0 _aGames and Play
505 0 0 _tFrontmatter --
_tContents --
_tAcknowledgments --
_tPreface --
_t1. Digital Games and the Advertising Landscape: An Introduction --
_t2. Advergames: A Definition --
_t3. Advergames: History --
_t4. Advergames: Effectiveness --
_t5. The Procedural School: A Critical Analysis --
_t6. Persuasion through Digital Games: A Theoretical Model --
_t7. Persuasive Strategies for Advergames --
_t8. A Case Study: Tem de Tank --
_tConclusions --
_tAbout the Author --
_tIndex
506 0 _aOpen Access
_uhttps://purl.org/coar/access_right/c_abf2
_funrestricted online access
_2star
520 _aThe 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.
538 _aMode of access: Internet via World Wide Web.
540 _aThis eBook is made available Open Access under a CC BY-NC-ND 4.0 license:
_uhttps://creativecommons.org/licenses/by-nc-nd/4.0https://www.aup.nl/en/publish/open-access
546 _aIn English.
588 0 _aDescription based on online resource; title from PDF title page (publisher's Web site, viewed 06. Apr 2020)
650 0 _aAdvertising
_xComputer games.
650 0 _aAdvertising.
650 0 _aComputer games.
650 0 _aVideo games.
650 7 _aNON-CLASSIFIABLE.
_2bisacsh
773 0 8 _iTitle is part of eBook package:
_dDe Gruyter
_tAUP eBook Package 2019
_z9783110661521
773 0 8 _iTitle is part of eBook package:
_dDe Gruyter
_tEBOOK PACKAGE COMPLETE 2019 English
_z9783110610765
773 0 8 _iTitle is part of eBook package:
_dDe Gruyter
_tEBOOK PACKAGE COMPLETE 2019
_z9783110664232
_oZDB-23-DGG
773 0 8 _iTitle is part of eBook package:
_dDe Gruyter
_tEBOOK PACKAGE Engineering, Computer Sciences 2019 English
_z9783110610154
773 0 8 _iTitle is part of eBook package:
_dDe Gruyter
_tEBOOK PACKAGE Engineering, Computer Sciences 2019
_z9783110606096
_oZDB-23-DEI
856 4 0 _uhttps://doi.org/10.1515/9789048538676
_zOpen Access
856 4 2 _3Cover
_uhttps://www.degruyter.com/cover/covers/9789048538676.jpg
912 _a978-3-11-061015-4 EBOOK PACKAGE Engineering, Computer Sciences 2019 English
_b2019
912 _a978-3-11-061076-5 EBOOK PACKAGE COMPLETE 2019 English
_b2019
912 _a978-3-11-066152-1 AUP eBook Package 2019
_b2019
912 _aGBV-deGruyter-alles
912 _aZDB-23-DEI
_b2019
912 _aZDB-23-DGG
_b2019
912 _aZDB-23-GOA
999 _c537336
_d537334