Muutke küpsiste eelistusi

E-raamat: Digital Gaming and the Advertising Landscape

  • Formaat: EPUB+DRM
  • Sari: Games and Play
  • Ilmumisaeg: 01-Oct-2025
  • Kirjastus: Amsterdam University Press
  • Keel: eng
  • ISBN-13: 9781040786215
  • Formaat - EPUB+DRM
  • Hind: 55,89 €*
  • * hind on lõplik, st. muud allahindlused enam ei rakendu
  • Lisa ostukorvi
  • Lisa soovinimekirja
  • See e-raamat on mõeldud ainult isiklikuks kasutamiseks. E-raamatuid ei saa tagastada.
  • Formaat: EPUB+DRM
  • Sari: Games and Play
  • Ilmumisaeg: 01-Oct-2025
  • Kirjastus: Amsterdam University Press
  • Keel: eng
  • ISBN-13: 9781040786215

DRM piirangud

  • Kopeerimine (copy/paste):

    ei ole lubatud

  • Printimine:

    ei ole lubatud

  • Kasutamine:

    Digitaalõiguste kaitse (DRM)
    Kirjastus on väljastanud selle e-raamatu krüpteeritud kujul, mis tähendab, et selle lugemiseks peate installeerima spetsiaalse tarkvara. Samuti peate looma endale  Adobe ID Rohkem infot siin. E-raamatut saab lugeda 1 kasutaja ning alla laadida kuni 6'de seadmesse (kõik autoriseeritud sama Adobe ID-ga).

    Vajalik tarkvara
    Mobiilsetes seadmetes (telefon või tahvelarvuti) lugemiseks peate installeerima selle tasuta rakenduse: PocketBook Reader (iOS / Android)

    PC või Mac seadmes lugemiseks peate installima Adobe Digital Editionsi (Seeon tasuta rakendus spetsiaalselt e-raamatute lugemiseks. Seda ei tohi segamini ajada Adober Reader'iga, mis tõenäoliselt on juba teie arvutisse installeeritud )

    Seda e-raamatut ei saa lugeda Amazon Kindle's. 

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.
Acknowledgments 9(2)
Preface 11(4)
1 Digital Games and the Advertising Landscape: An Introduction
15(12)
Part I Digital Games as an Advertising Medium
2 Advergames: A Definition
27(20)
3 Advergames' History
47(20)
4 Advergames' Effectiveness
67(12)
Part II Persuading Players through Digital Games
5 The Procedural School: A Critical Analysis
79(16)
6 Persuasion through Digital Games: A Theoretical Model
95(54)
Part III Advertising through Digital Games
7 Persuasive Strategies for Advergames
149(22)
8 A Case Study: Tern de Tank
171(24)
Conclusions 195(4)
About the Author 199(2)
Index 201
Teresa de la Hera is University Lecturer at Erasmus University Rotterdam where she is member of the Erasmus Research Centre for Media, Communication and Culture and the Research Cluster Gaming Matters. She has been visiting scholar at the University of Amsterdam, and has worked as a researcher at the Centre for the Study of Digital Games and Play at Utrecht University, as well as the communication studies department of the University of Santiago de Compostela (Spain).