Amsterdam University Press, 2019 eISBN: 978-90-485-3867-6
ABOUT THIS BOOK | AUTHOR BIOGRAPHY | TOC
ABOUT THIS BOOK
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.
AUTHOR BIOGRAPHY
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).
TABLE OF CONTENTS
AcknowledgementsPreliminary Notes iiPreface vIntroductionPart I: Digital Games as an Advertising Medium Chapter 1: Advergames' DefinitionChapter 2. Advergames' HistoryChapter 3. Advergames' EffectivenessPart II. Persuading Players though Digital GamesChapter 4. The Procedural School: A Critical Analysis Chapter 5. Persuasion through Digital Games: A Theoretical ModelPart III. Advertising through Digital Games Chapter 6. Persuasive Strategies for AdvergamesChapter 7. A Case Study: Tem de TankConclusions References Ludography Index