| 000 | 04191nam a22006495i 4500 | ||
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| 001 | 9789048538676 | ||
| 003 | DE-B1597 | ||
| 005 | 20200803184628.0 | ||
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| 007 | cr || |||||||| | ||
| 008 | 200406t20192019ne fo d z eng d | ||
| 020 | _a9789048538676 | ||
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_a10.1515/9789048538676 _2doi |
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| 035 | _a(DE-B1597)536700 | ||
| 035 | _a(OCoLC)1114970721 | ||
| 040 |
_aDE-B1597 _beng _cDE-B1597 _erda |
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| 041 | 0 | _aeng | |
| 044 |
_ane _cNL |
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| 050 | 4 |
_aHF6146.D54 _bH47 2019 |
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| 072 | 7 |
_aNON000000 _2bisacsh |
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| 100 | 1 |
_ade la Hera, Teresa, _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut |
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| 245 | 1 | 0 |
_aDigital Gaming and the Advertising Landscape / _cTeresa de la Hera. |
| 264 | 1 |
_aAmsterdam : _bAmsterdam University Press, _c[2019] |
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| 264 | 4 | _c©2019 | |
| 300 | _a1 online resource (208 p.) | ||
| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 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 |
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| 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 |
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| 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. |
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| 650 | 0 | _aAdvertising. | |
| 650 | 0 | _aComputer games. | |
| 650 | 0 | _aVideo games. | |
| 650 | 7 |
_aNON-CLASSIFIABLE. _2bisacsh |
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| 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 |
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_a978-3-11-061015-4 EBOOK PACKAGE Engineering, Computer Sciences 2019 English _b2019 |
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_a978-3-11-061076-5 EBOOK PACKAGE COMPLETE 2019 English _b2019 |
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| 912 |
_a978-3-11-066152-1 AUP eBook Package 2019 _b2019 |
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| 912 | _aGBV-deGruyter-alles | ||
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_aZDB-23-DEI _b2019 |
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