Games and Advertisement

Author(s):  
David B. Nieborg

The use of digital games for the promotion of goods and services is becoming more popular with the maturing and penetration of the medium. This chapter analyzes the use of advertisement in games and seeks to answer in which way brands are integrated in interactive play. The branding of virtual worlds offers a completely new range of opportunities for advertisers to create a web of brands, and it is the usage of marketing through games that differs considerably. This chapter offers a categorization of advergames and will address the use of advergames from a developmental perspective, differing between commercial games with in-game advertisement and dedicated advergames. Where TV commercials, print ads, and the World Wide Web rely on representation for the conveying of their message, advergames are able to add the extra dimension of simulation as a mode of representation, resulting in various interesting game designs.

Author(s):  
David B. Nieborg

The use of digital games for the promotion of goods and services is becoming more popular with the maturing and penetration of the medium. This chapter analyzes the use of advertisement in games and seeks to answer in which way brands are integrated in interactive play. The branding of virtual worlds offers a completely new range of opportunities for advertisers to create a web of brands, and it is the usage of marketing through games that differs considerably. This chapter offers a categorization of advergames and will address the use of advergames from a developmental perspective, differing between commercial games with in-game advertisement and dedicated advergames. Where TV commercials, print ads, and the World Wide Web rely on representation for the conveying of their message, advergames are able to add the extra dimension of simulation as a mode of representation, resulting in various interesting game designs.


Author(s):  
David B. Nieborg

The use of digital games for the promotion of goods and services is becoming more popular with the maturing and penetration of the medium. This chapter analyzes the use of advertisement in games and seeks to answer in which way brands are integrated in interactive play. The branding of virtual worlds offers a completely new range of opportunities for advertisers to create a web of brands, and it is the usage of marketing through games that differs considerably. This chapter offers a categorization of advergames and will address the use of advergames from a developmental perspective, differing between commercial games with in-game advertisement and dedicated advergames. Where TV commercials, print ads, and the World Wide Web rely on representation for the conveying of their message, advergames are able to add the extra dimension of simulation as a mode of representation, resulting in various interesting game designs.


Author(s):  
Jacqueline A. Gilbert

The World Wide Web (WWW) was initially written as a “point and click hypertext editor” (Berners-Lee, 1998, para. 2). Used as a search device by academia and industry, it has over the years experienced both rapid and explosive growth. Earlier incarnations of the World Wide Web were known as “Web 1.0.” Since its inception however the internet has undergone a rapid transformation into what is now considered a sense of community, a reciprocal sharing among users, and a sense of “cognitive presence” (Garrison, Anderson, & Archer, 2000), which has been facilitated by a plethora of software tools that allowed users to widely share their work, in thought (e.g., blogs), in creative endeavors, and in collaborative projects. Siemens’ (2005) theory of “connectivism” encompasses the feeling that sharing promotes and encourages a sense of community that is continually being recreated by its audience. The newest forms of interaction are in the form of virtual worlds, in which avatars can attend class, build their own edifices, sell objects, and meet with other individuals in a global virtual exchange. What was once considered static computing has been transformed into a rich, dynamic environment that is defined by the people who peruse it, as evidenced in the following quotation: “The breaking down of barriers has led to many of the movements and issues we see on today’s internet. File-sharing, for example, evolves not of a sudden criminality among today’s youth, but rather in their pervasive belief that information is something meant to be shared” (Downes, 2006, para. 15). As of 2006, the Web had a billion users worldwide (Williams, 2007). Today’s Web users for the most part are not simply information seekers, but co-creators who wish to collaborate and share information in an electronic environment.


Author(s):  
Bay Arinze ◽  
Christopher Ruth

Searching for and purchasing personal goods and services on the Internet, termed hereafter as “Web shopping,” has seen tremendous growth over the past 2-3 years. With the advent of the Internet and accompanying technologies such as broader bandwidth modems, more robust browsers and multimedia, growth for Web shopping should explode, sustained only by consumers’ perceptions of this new market channel and their subsequent adoption behavior based on these perceptions. Surprisingly, little research has empirically tested an adoption model to this technology to determine critical factors that may influence adoption decisions at the consumer level.


2009 ◽  
pp. 546-552
Author(s):  
Jacqueline A. Gilbert

The World Wide Web (WWW) was initially written as a “point and click hypertext editor” (Berners-Lee, 1998, para. 2). Used as a search device by academia and industry, it has over the years experienced both rapid and explosive growth. Earlier incarnations of the World Wide Web were known as “Web 1.0.” Since its inception however the internet has undergone a rapid transformation into what is now considered a sense of community, a reciprocal sharing among users, and a sense of “cognitive presence” (Garrison, Anderson, & Archer, 2000), which has been facilitated by a plethora of software tools that allowed users to widely share their work, in thought (e.g., blogs), in creative endeavors, and in collaborative projects. Siemens’ (2005) theory of “connectivism” encompasses the feeling that sharing promotes and encourages a sense of community that is continually being recreated by its audience. The newest forms of interaction are in the form of virtual worlds, in which avatars can attend class, build their own edifices, sell objects, and meet with other individuals in a global virtual exchange. What was once considered static computing has been transformed into a rich, dynamic environment that is defined by the people who peruse it, as evidenced in the following quotation: “The breaking down of barriers has led to many of the movements and issues we see on today’s internet. File-sharing, for example, evolves not of a sudden criminality among today’s youth, but rather in their pervasive belief that information is something meant to be shared” (Downes, 2006, para. 15). As of 2006, the Web had a billion users worldwide (Williams, 2007). Today’s Web users for the most part are not simply information seekers, but co-creators who wish to collaborate and share information in an electronic environment.


2001 ◽  
Vol 13 (3) ◽  
pp. 401-426 ◽  
Author(s):  
P Phillips ◽  
T Rodden

2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Philip Rosendale

Even before they really existed, I deeply believed that virtual worlds would have a profound impact on the real world, ultimately affecting the lives of people worldwide, in much the same way that the World Wide Web itself has brought about a dramatic transformation in how we communicate. Now that Second Life—and more broadly, virtual worlds—have become at least "worthy of criticism,” I am all the more convinced that this will prove to be true. We will soon see virtual worlds expand from millions of active users to billions.


2009 ◽  
Author(s):  
Blair Williams Cronin ◽  
Ty Tedmon-Jones ◽  
Lora Wilson Mau

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