Urbarium A Socially - Based Game Platform

Author(s):  
Robert G. Reynolds ◽  
Farshad Fotouhi
Keyword(s):  
Author(s):  
Steffi De Jans ◽  
Liselot Hudders ◽  
Laura Herrewijn ◽  
Klara Van Geit ◽  
Veroline Cauberghe

As adolescents’ advertising literacy is not yet fully developed with regard to non-traditional advertising, they should be made more resilient to this contemporary advertising. Therefore, the current study conducted a three-level, between-subjects experiment (advertising literacy intervention: control condition versus informational booklet versus serious mini-game platform) to examine the effectiveness of advertising literacy interventions among adolescents (aged ten to sixteen). The results showed that an advertising literacy intervention (compared to no intervention) increased Belgian adolescents’ (N = 211, Mage = 13.22) perceived dispositional advertising literacy, and subsequently, their motivation to critically reflect on advertising. In addition, the advertising literacy serious mini-game platform (compared to the informational booklet) increased the experience of flow among the adolescents, which in turn positively affected enjoyment, and perceived learning. Perceived learning then further increased adolescents’ motivation to critically reflect on advertising and their motivation to interact with the learning materials.


Author(s):  
Anne Mette Thorhauge

With this paper I aim to analyse and discuss the Steam game platform in a platform economic perspective. I will argue that Steam represents a special type of platform economy due to its roots in gaming economies: Steam’s platform economy can be seen as a specific way of capitalising on the player-driven economies that arise within and beyond key game titles offered on the platform. The API offered to third party developers on Steams websites can be described as a ‘palette of monetization strategies’ that run from simple retail models in the game store, over various ways of integrating user generated content in the Steam Workshop to the prospects of harnessing and capitalising from players’ economic action in the Community market. A look some of the most-played games titles shows that this gives rise to a variety of diverse monetization strategies. Many of those monetization strategies move beyond advertising and the attention economy, making players trades another potential source of income. In all cases, of course, Steam gets its share.


2015 ◽  
Vol 15 (5) ◽  
pp. 119-130
Author(s):  
Chang Ok Yun ◽  
◽  
Jun Hong Kim ◽  
Woo Suk Ju ◽  
Tae Soo Yun
Keyword(s):  

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