Six Factors That Determine the Conceptualization of Persuasive Strategies for Advergames

Author(s):  
Teresa de la Hera Conde-Pumpido

In this chapter, I define six factors that determine the conceptualization of persuasive strategies for advergames. Advergames are understood here as “digital games specifically designed for a brand with the aim of conveying an advertising message” (De la Hera Conde-Pumpido, In Press). These six factors have been used for the analysis of the advergame Tem de Tank (DDB Amsterdam & Flavour, 2010), which was launched in 2010 by Volkswagen to introduce the Volkswagen Polo BlueMotion. The reason for selecting this game as a case study for this chapter is that, although the advergame's goals were properly defined, the game contains, in my opinion, a series of problems in terms of persuasion. Therefore, this game is a perfect case study to exemplify how the factors presented here can be useful to identify problems in the persuasive strategy of an advergame.

2017 ◽  
pp. 572-586
Author(s):  
Teresa de la Hera Conde-Pumpido

In this chapter, I define six factors that determine the conceptualization of persuasive strategies for advergames. Advergames are understood here as “digital games specifically designed for a brand with the aim of conveying an advertising message” (De la Hera Conde-Pumpido, In Press). These six factors have been used for the analysis of the advergame Tem de Tank (DDB Amsterdam & Flavour, 2010), which was launched in 2010 by Volkswagen to introduce the Volkswagen Polo BlueMotion. The reason for selecting this game as a case study for this chapter is that, although the advergame's goals were properly defined, the game contains, in my opinion, a series of problems in terms of persuasion. Therefore, this game is a perfect case study to exemplify how the factors presented here can be useful to identify problems in the persuasive strategy of an advergame.


2021 ◽  
Vol 11 (3) ◽  
pp. 188-200
Author(s):  
Olajumoke Oyedele ◽  
Waliyat Kola Aderoju

The use of serious games is usually common, but digital games are not used in the teaching of German. This study aims to find out the attitude of students of German to the possible use of serious games in the teaching of German at the Obafemi Awolowo University (OAU) and their impression of the game ‘secret of the sky disc’ introduced by the Goethe Institute for the learning of German as a foreign language. Two different sets of questionnaires were administered to the students of German of OAU. The resulting data were analysed, discussed and conclusions were drawn. The results show the readiness of students of German for the use of digital games in teaching German at the university. The study adds to the limited literature on the use of serious games in teaching German as a foreign language   Keywords: German, Nigeria, perception, serious games, Obafemi Awolowo University, students.


Author(s):  
Heather Montgomery

If sex tourism is the dark, if debated, side of tourism, then child sex tourism represents the line in the sand that should never be crossed. While sex tourism involving adults provokes a variety of opinions and positions (Cohen, 1982; Oppermann, 1998; Kempadoo et al., 2005; O’Connell-Davidson and Sánchez Taylor, 2005; Sánchez Taylor, 2006; Day, 2007; Eades, 2009), child prostitution involving tourists is universally condemened and high-profile cases, such as the trial of Gary Glitter, point to the depths of public revulsion against such behaviour. The last 20 years have seen vocal campaigns against child sex tourism, resulting in changes in national legislation in many countries, statements and taskforces from the World Tourism Organization, the inauguration of World Congresses against the Commercial Sexual Exploitation of Children and a universal determination to stamp out a crime and a moral outrage. Despite the public outcry and changes in legislation, however, child sex tourism continues and, in some ways, the moral indignation that the subject arouses obscures certain aspects of the situations in which children caught up in prostitution live and work. There is still a dearth of information about how children meet clients, what is expected of them and their paths in and out of prostitution (Montgomery, 2001a, 2001b). Their clients are even more unknown and there is very little research (as opposed to anecdotal) evidence that discusses their motivations, their modus operandi or their choices about which countries they will visit and where they can find opportunities for sexual activity with children (Ennew, 1986; Montgomery, 2008; for an excellent overview of the available evidence see O’Connell-Davidson, 2005). At both national and international levels, legislation to protect children, although much heralded, has proved inadequate, and left unanswered important questions about enforcement and practical help for the children affected. In this chapter, I examine the legislation in place to tackle the problem of child sex tourism, and contrast this with a case study from Thailand of a small community in which children worked as prostitutes in order to support their parents and themselves. In doing so, I am not arguing for any moral ambivalence or ambiguity in discussions of child sex tourism. Rather, I wish to point out the lacuna between those discussions and the lived realities of the children.


Author(s):  
T. Lim ◽  
S. Louchart ◽  
N. Suttie ◽  
J.M. Ritchie ◽  
R.S. Aylett ◽  
...  

Digital technologies have increased the pace of knowledge creation, sharing, and the way in which learning is being undertaken. This chapter considers how Serious Games (SGs) as a digital technology endeavours to support effective lifelong learning. Three fundamental characteristics of the SG ecosystem, namely, game mechanics, interoperability, and assessment, are considered here as strategic elements that impact upon how SGs are to support learning, how they affect the learning environment, and ultimately, the SG development process. A prospective deconstruction of SGs into its pedagogical elements and its game mechanic nodes is presented to make aware the interoperability modus from which topical (domain) frameworks or architectures can be structured and assessed. To this end, the chapter explores the conceptual underpinnings through a case study on the eAdventure platform and argues that the key elements form the foundation for strategic development and implementation of SGs.


2021 ◽  
pp. 76-94
Author(s):  
Briana Toole

Our ability to dismantle white supremacy is compromised by the fact that we do not fully appreciate what, precisely, white supremacy is. In this chapter, I suggest understanding white supremacy as an epistemological system—an epistemic frame that serves as the foundation for how we understand and interact with the world. The difficulty in dismantling an epistemological system lies in its resilience—a system’s capacity to resist change to its underlying structure while, at the same time, offering the appearance of large-scale reform. Using white supremacy as a case study, here I explore what features enable this resilience. An analysis of white supremacy that presents it as more than a tool of social and political oppression, but as an epistemic system that makes this oppression possible, allows us to better understand, and eventually overthrow, such systems.


2020 ◽  
Vol 9 (2) ◽  
pp. 163-188
Author(s):  
Martti Havukainen ◽  
Teemu H. Laine ◽  
Timo Martikainen ◽  
Erkki Sutinen

2017 ◽  
Author(s):  
Molly Lewis

Natural languages are filled with regularities. Where do these regularities come from? A parsimonious explanation is that these regularities emerge as a consequence of pressures within the broader context in which language is used: Communication among many cognitive systems. In this dissertation, I consider one particular regularity as a case study in how the dynamics of language use might shape language structure. Specifically, I focus on a bias in natural language to map long words on to conceptually complex meanings and short words on to conceptually simple meanings, or a complexity bias. Across a series of experimental and corpus studies, I explore whether languages and their speakers have a complexity bias, what conceptual complexity is, and what pressures might have lead to this bias over the course of language evolution. In the final chapter, I consider a broader range of linguistic phenomena and examine how aspects of language use might influence these structures.


10.2196/12432 ◽  
2019 ◽  
Vol 6 (4) ◽  
pp. e12432 ◽  
Author(s):  
Joseph Fordham ◽  
Christopher Ball

Background Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions. Objective This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming. Methods A case study of Hellblade: Senua's Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health. Results A case study of Hellblade’s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding. Conclusions This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade's depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.


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