Digital Gaming and the Advertising Landscape

Digital Gaming and the Advertising Landscape PDF Author: Teresa de la Hera
Publisher: Games and Play
ISBN: 9789462987159
Category : Electronic games
Languages : en
Pages : 0

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Book Description
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.

Multiplayer

Multiplayer PDF Author: Thorsten Quandt
Publisher: Routledge
ISBN: 1134092199
Category : Language Arts & Disciplines
Languages : en
Pages : 271

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Book Description
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.

The dark and the light side of gaming

The dark and the light side of gaming PDF Author: Felix Reer
Publisher: Frontiers Media SA
ISBN: 2832543367
Category : Science
Languages : en
Pages : 199

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Book Description


Social, Casual and Mobile Games

Social, Casual and Mobile Games PDF Author: Michele Willson
Publisher: Bloomsbury Publishing USA
ISBN: 150132019X
Category : Games & Activities
Languages : en
Pages : 319

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Book Description
The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.

News Media Innovation Reconsidered

News Media Innovation Reconsidered PDF Author: Maria Luengo
Publisher: John Wiley & Sons
ISBN: 1119706491
Category : Language Arts & Disciplines
Languages : en
Pages : 260

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Book Description
A guide to journalistic ethics for today’s digital technologies With contributions from an international panel of experts on the topic, News Media Innovation Reconsidered offers a guide for the revitalizing of the ethical and civil ideals of journalism. The authors discuss how to energize journalistic practices and products and explore how to harness the power of digital technological innovations such as immersive journalism, the automatization and personalization of news, newsgames, and artificial-intelligence news production. The book presents an innovative framework of “creative reconstruction” and reviews new journalistic concepts, models, initiatives, and practices that clearly demonstrate professional ethics that embrace truth seeking, transparency, fact checking, and accuracy, and other ethical considerations. While the contributors represent numerous countries, many of examples are drawn from the Spanish-speaking media and can serve as models for an international audience. This important book: Explores the impact on the news media from mobile-first, virtual reality, and artificial intelligence-driven platforms Examines the challenges of maintaining journalistic ethics in today’s digital world Demonstrates how to use technology to expose readers to news outside their comfort zones Provides information for discerning truth from fake news Written for researchers, students in journalism and communication programs, New Media Innovation Reconsidered offers a much-needed guide for recreating journalistic ethics in our digital age.

Law, Video Games, Virtual Realities

Law, Video Games, Virtual Realities PDF Author: Dale Mitchell
Publisher: Taylor & Francis
ISBN: 1000987833
Category : Law
Languages : en
Pages : 290

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Book Description
This edited volume explores the intersection between the coded realm of the video game and the equally codified space of law through an insightful collection of critical readings. Law is the ultimate multiplayer role-playing game. Involving a process of world-creation, law presents and codifies the parameters of licit and permitted behaviour, requiring individuals to engage their roles as a legal subject – the player-avatar of law – in order to be recognised, perform legal actions, activate rights or fulfil legal duties. Although traditional forms of law (copyright, property, privacy, freedom of expression) externally regulate the permissible content, form, dissemination, rights and behaviours of game designers, publishers, and players, this collection examines how players simulate, relate, and engage with environments and experiences shaped by legality in the realm of video game space. Featuring critical readings of video games as a means of understanding law and justice, this book contributes to the developing field of cultural legal studies, but will also be of interest to other legal theorists, socio-legal scholars, and games theorists.

Handbook of Digital Games

Handbook of Digital Games PDF Author: Marios C. Angelides
Publisher: John Wiley & Sons
ISBN: 1118796276
Category : Technology & Engineering
Languages : en
Pages : 611

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Book Description
This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.

Online Gaming in India

Online Gaming in India PDF Author: Lovely Dasgupta
Publisher: CRC Press
ISBN: 1040166385
Category : Computers
Languages : en
Pages : 265

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Book Description
This book offers a comprehensive overview from diverse perspectives of online gaming technology, policy, and experiments to understand and review the Indian approach. It starts with the technological viewpoint on the governance and regulation of online gaming and includes the Indian experiment in governing and regulating it. The book brings a nuanced approach related to the perspectives of various stakeholders, the players, the developers, the gamers, the regulators, the law enforcement agencies, the industry and most importantly, the consumers, who are also the intended audience of the work. Present a holistic view of the online gaming industry from technical, legal and policymaking perspectives Offers critical technical highlights include Online transactions, online games ecosystem, online games varied platforms, web3, metaverse, AI and Fantasy Games Includes a comparative analysis to evaluate better the laws, rules, and regulations and the governance of online gaming in India Encapsulates the Indian experience in intervening and streamlining the online gaming industry The book is for Professionals and scholars in the fields of Online Gaming in computer science, Law, and other related discipline. It also serves as a textbook for students for Online Gaming courses.

Popular Culture in Everyday Life

Popular Culture in Everyday Life PDF Author: Charles Soukup
Publisher: Taylor & Francis
ISBN: 100092310X
Category : Social Science
Languages : en
Pages : 261

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Book Description
An accessible and engaging introduction to the critical study of popular culture, which provides students with the tools they need to make sense of the popular culture that inundates their everyday lives. This textbook centers on media ecology and equipment for living to introduce students to important theories and debates in the field. Each chapter engages an important facet of popular culture, ranging from the business of popular culture to communities, stories, and identities, to the simulation and sensation of pop culture. The text explains key terms and features contemporary case studies throughout, examining aspects such as memes and trends on social media, cancel culture, celebrities as influencers, gamification, "meta" pop culture, and personalized on-demand music. The book enables students to understand the complexity of power and influence, providing a better understanding of the ways pop culture is embedded in a wide range of everyday activities. Students are encouraged to reflect on how they consume and produce popular culture and understand how that shapes their sense of self and connections to others. Essential reading for undergraduate and postgraduate students of media studies, communication studies, cultural studies, popular culture, and other related subjects.

Exploring Animal Crossing

Exploring Animal Crossing PDF Author: Bruce Baer Arnold
Publisher: Anthem Press
ISBN: 1839980087
Category : Law
Languages : en
Pages : 144

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Book Description
Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.