A Content Analysis of Advertising in Popular Video Games
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How Lego Constructs a Cross-Promotional Franchise with Video Games David Robert Wooten University of Wisconsin-Milwaukee
University of Wisconsin Milwaukee UWM Digital Commons Theses and Dissertations August 2013 How Lego Constructs a Cross-promotional Franchise with Video Games David Robert Wooten University of Wisconsin-Milwaukee Follow this and additional works at: https://dc.uwm.edu/etd Part of the Mass Communication Commons Recommended Citation Wooten, David Robert, "How Lego Constructs a Cross-promotional Franchise with Video Games" (2013). Theses and Dissertations. 273. https://dc.uwm.edu/etd/273 This Thesis is brought to you for free and open access by UWM Digital Commons. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of UWM Digital Commons. For more information, please contact [email protected]. HOW LEGO CONSTRUCTS A CROSS-PROMOTIONAL FRANCHISE WITH VIDEO GAMES by David Wooten A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in Media Studies at The University of Wisconsin-Milwaukee August 2013 ABSTRACT HOW LEGO CONSTRUCTS A CROSS-PROMOTIONAL FRANCHISE WITH VIDEO GAMES by David Wooten The University of Wisconsin-Milwaukee, 2013 Under the Supervision of Professor Michael Newman The purpose of this project is to examine how the cross-promotional Lego video game series functions as the site of a complex relationship between a major toy manufacturer and several media conglomerates simultaneously to create this series of licensed texts. The Lego video game series is financially successful outselling traditionally produced licensed video games. The Lego series also receives critical acclaim from both gaming magazine reviews and user reviews. By conducting both an industrial and audience address study, this project displays how texts that begin as promotional products for Hollywood movies and a toy line can grow into their own franchise of releases that stills bolster the original work. -
Lego Star Wars Tcs Cheat Lego Star Wars: the Complete Saga Cheat Codes – 2021 Guide
lego star wars tcs cheat Lego Star Wars: The Complete Saga Cheat Codes – 2021 Guide. If you enjoy smashing your way through group of enemies and getting through each level in Lego Star Wars: The Complete Saga, chances are at some points, you’ll notice that there’re things you simply can’t interact with because you don’t have the right character. But don’t worry – we’ve got you covered! This post will help you unlock characters, skills, vehicles, and more. To unlock items, just go to the Mos Eisley Cantina and select the Code menu, then enter the code to unlock the corresponding item. Lego Star Wars: The Complete Saga Skill Codes. CODE SKILL BRJ437 Disguise CLZ738 Force Grapple. Lego Star Wars: The Complete Saga Vehicle Codes. CODE VEHICLE HUT845 Imperial Shuttle DBH897 TIE Fighter INT729 TIE Interceptor AAB123 Tri-Fighter UUU875 Zam’s Speeder. Lego Star Wars: The Complete Saga Power Brick Codes. CODE EFFECT NUJ866 Infinite torpedoes HS9K44 Become invincible FBM152 Minikit detector FBM834 Power brick detector HBF899 Score x2 DQY857 Score x4 NMP499 Score x6 XXY99G Score x8 VXZ123 Score x10 VXZ193 Stud magnet. Lego Star Wars: The Complete Saga Character Codes. CODE CHARACTER ACK646 Admiral Ackbar 584HJF Zam Wesell PLL967 Watto BDC866 Vulture Droid PRX482 Taun We XZNR21 Super Battle Droid NBN431 Stormtrooper CBR954 Sandtrooper EVILR2 R2-Q5 VBJ322 Padme LUM521 Luminara MUN486 Ki Adi Mundi KLJ897 Jango Fett GUA850 Imperial Guard GIJ989 IG-88 ZZR636 Greedo PMN576 General Grievous EWK785 Ewok A32CAM Darth Sidious H35TUX Darth Maul DDD748 Count Dooku QRN714 Captain Tarpals HHY697 Boss Nass LA811Y Boba Fett KPF958 Battle Droid Commander. -
Oblivion's Edge Jeremy Strandberg
Lawrence University Lux Lawrence University Honors Projects 5-12-1998 Oblivion's Edge Jeremy Strandberg Follow this and additional works at: https://lux.lawrence.edu/luhp Part of the Fiction Commons, and the Liberal Studies Commons © Copyright is owned by the author of this document. Recommended Citation Strandberg, Jeremy, "Oblivion's Edge" (1998). Lawrence University Honors Projects. 53. https://lux.lawrence.edu/luhp/53 This Honors Project is brought to you for free and open access by Lux. It has been accepted for inclusion in Lawrence University Honors Projects by an authorized administrator of Lux. For more information, please contact [email protected]. ivion's Jeremy Strandberg Submitted for Honors in Independent Study 5/12/98 Prof. Candice Bradley, Advisor The year is 2042 ... ( Tech no Io g y i s a part of us ... High tech is stylish and chic. Computers have crept into every aspect of life, and billions of users are jacked brain frrst into the internet. Biosculpting can make people look any way they desire. Cybernetic implants-eyes, ears, and prosthetic limbs-break the limits of the human form. Biotechnology feeds billions while saving the lives of millions more. The train from New York to Miami takes under three hours, and there's a bustling tourist trade on Luna. The Veil has thinned ... Supernatural and paranormal phenomena are on the rise. There has been a resurgence of spirituality and superstition. Meditation is taught in grade school Psychic powers are accepted as fact, and most people have encountered a ghost or spirit at least once. Alchemists and fringe scientists are kept on salary by corporations. -
It's Not the Model That Doesn't Fit, It's the Controller! the Role of Cognitive
Butler University Digital Commons @ Butler University Scholarship and Professional Work - Communication College of Communication 8-2015 It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Ryan Rogers Butler University, [email protected] Nicholas David Bowman Mary Beth Oliver Follow this and additional works at: https://digitalcommons.butler.edu/ccom_papers Part of the Communication Technology and New Media Commons Recommended Citation Rogers, Ryan; Bowman, Nicholas David; and Oliver, Mary Beth, "It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games" (2015). Scholarship and Professional Work - Communication. 144. https://digitalcommons.butler.edu/ccom_papers/144 This Article is brought to you for free and open access by the College of Communication at Digital Commons @ Butler University. It has been accepted for inclusion in Scholarship and Professional Work - Communication by an authorized administrator of Digital Commons @ Butler University. For more information, please contact [email protected]. It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Ryan Rogers a,* , Nicholas David Bowman b , Mary Beth Oliver c a Marist College, United States b West Virginia University, United States c Pennsylvania State University, United States * Corresponding author. Abstract This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
Who Wants to Be a Gamer?
M Com Industry Reports Vol. 2017 Issue 1 Who Wants to be a Gamer? Who Wants to be a Gamer? Nintendo Switch, the PlayStation 4, and the Aaron Taylor April 10, 2017 Xbox One S. Though the decision of which to purchase can be very difficult for new or Everyone has a favorite hobby. Some branching-out gamers to make, an analysis people love sports, some painting, some of the overall trends of sales for consoles hiking, some music, etc. One potential and games by these companies may make struggle within any hobby, however, is this decision easier. Three methods of sales knowing where to start, or what to change analysis may be done in order to help when looking for new experiences. This determine which console to purchase: struggle is just as challenging as it is for any hardware sales, software sales, and sales other hobby as it is for video gaming. according to the tie-ratio. Though the industry is declining slightly, as Hardware can be seen by the closing down of 150 GameStop stores in America, many gaming Analyzing the volume of consoles sold platforms are still widely popular and historically can help predict overall console available to those wanting to play video sales for the future. If one console in the games.1 One may use a smartphone, a past sold more than another, the likelihood handheld console, a home console, or even a virtual reality console. Of all the many options, one of the most common choices is a home console. However, even within the subcategory of home consoles there are many consoles to choose from. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
Branded Entertainment As an Experiential Marketing Tool to Generation Y Consumers in South Africa
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Wits Institutional Repository on DSPACE Branded Entertainment as an experiential marketing tool to Generation Y consumers in South Africa Ninel Lara Musson A research report submitted to the Faculty of Commerce, Law and Management, University of the Witwatersrand, in partial fulfilment of the requirements for the degree of Master of Management in Strategic Marketing. Johannesburg, March 2014 ABSTRACT Branded Entertainment is defined as the integration of brands and brand messages into entertainment vehicles. Branded Entertainment has evolved over the last eight decades to become a popular marketing practice worldwide and a multi-billion dollar industry, spanning several forms of media and entertainment. Several insights into the evolution of Branded Entertainment, how it is defined, the benefits and challenges for practitioners and the environmental factors affecting its use today are discussed in this report. The purpose of this research is to offer a greater understanding of the views of practitioners and consumers in South Africa on Branded Entertainment. This study presents the views of a sub-set of South African consumers towards Branded Entertainment. The sub-set of respondents is Generation Y consumers, born between 1980 and 2000. This group of consumers is believed to be marketing savvy, disloyal and difficult to reach with traditional marketing; at the same time, this group is important to markets due to their sheer size and spending power. The research methodology adopted was a mixed method approach. Twelve semi-structured in-depth interviews were conducted with marketing practitioners from agencies and representatives of brands that are involved in Branded Entertainment. -
Integrated Communication in Retail Fashion: a Study of Integration Between Advertising and Communication at the Point of Sale
INTEGRATED COMMUNICATION IN RETAIL FASHION: A STUDY OF INTEGRATION BETWEEN ADVERTISING AND COMMUNICATION AT THE POINT OF SALE Marcela Bortotti Favero Universidade de São Paulo São Paulo (SP) – Brazil Francisco J.S.M. Alvarez Universidade de São Paulo São Paulo (SP) – Brazil ABSTRACT This paper aims to verify if there is integration and consistency between the messages and positioning used in communication campaigns propagated by television and print media in relation to existing communication at point of sale, the major department stores of fashion. The study is based on the importance of communication from the point of sale with in the compound of integrated communications. The research methodology involved multiple case studies, and the stores surveyed were: C&A, Riachue lo and Marisa. Data collection took two steps: mapping of communication actions at the point of sale through visits and research of television campaigns and printed via virtual files. The analysis focused on the discourse promoted by the material and identified that there is a consistency in the message and also the similarity of communication these brands. Keywords: fashion retail, communication at the point of sale, advertising, integrated communications. 1. INTRODUCTION According to Odgen (2002, p. XI) "in today's competitive marketplace, companies and professionals should ensure that messages reach consumers about products and services are clear, concise and integrated."The use of integrated communication correctly allows the company to leverage the impact of communications on your audience, and present results for more effective communication. Odgenand Crescitelli (2007) argue that there are three groups in the communication mix: traditional, complementary and innovative. -
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Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51. -
NOVAVERSES ISSUE 5D
NOT ALL UNIVERSES ARE THE SAME NO: 5 NOT ALL UNIVERSES ARE THE SAME RISE OF THE CORPS Arc 1: Whatever Happened to Richard Rider? Part 1 WRITER - GORDON FERNANDEZ ILLUSTRATION - JASON HEICHEL and DAZ RED DRAGON PART 3 WRITER - BRYAN DYKE ILLUSTRATION - FERNANDO ARGÜELLO STARSCREAM PART 5 WRITER - DAZ BLACKBURN ILLUSTRATION - EMILIANO CORREA, JOE SINGLETON and DAZ DREAM OF LIVING JUSTICE PART 2 WRITER - BYRON BREWER ILLUSTRATION - JASON HEICHEL Edited by Daz Blackburn, Doug Smith & Byron Brewer Front Cover by JASON HEICHEL and DAZ BLACKBURN Next Cover by JOHN GARRETSON Novaverses logo designed by CHRIS ANDERSON NOVA AND RELATED MARVEL CHARACTERS ARE DULY RECOGNIZED AS PROPERTY AND COPYRIGHT OF MARVEL COMICS AND MARVEL CHARACTERS INC. FANS PRODUCING NOVAVERSES DULY RECOGNIZE THE ABOVE AND DENOTE THAT NOVAVERSES IS A FAN-FICTION ANTHOLOGY PRODUCED BY FANS OF NOVA AND MARVEL COSMIC VIA NOVA PRIME PAGE AND TEAM619 FACEBOOK GROUP. NOVAVERSES IS A NON-PROFIT MAKING VENTURE AND IS INTENDED PURELY FOR THE ENJOYMENT OF FANS WITH ALL RESPECT DUE TO MARVEL. NOVAVERSES IS KINDLY HOSTED BY NOVA PRIME PAGE! ORIGINAL CHARACTERS CREATED FOR NOVAVERSES ARE THE PSYCHOLOGICAL COSMIC CONSTANT OF INDIVIDUAL CREATORS AND THEIR CENTURION IMAGINATIONS. DOWNLOAD A PDF VERSION AT www.novaprimepage.com/619.asp READ ONLINE AT novaprime.deviantart.com Rise of the Nova Corps obert Rider walked somberly through the city. It was a dark, bleak, night, and there weren't many people left on the streets. His parents and friends all warned him about the dangers of 1 Rwalking in this neighborhood, especially at this hour, but Robert didn't care. -
Where Madison Avenue Meets Hollywood and Vine: the Business, Legal, and Creative Ramifications of Product Placements
UCLA UCLA Entertainment Law Review Title Where Madison Avenue Meets Hollywood and Vine: The Business, Legal, and Creative Ramifications of Product Placements Permalink https://escholarship.org/uc/item/1jm2j9h5 Journal UCLA Entertainment Law Review, 11(2) ISSN 1939-5523 Author Savare, Matthew Publication Date 2004 Peer reviewed eScholarship.org Powered by the California Digital Library University of California Where Madison Avenue Meets Hollywood and Vine: The Business, Legal, and Creative Ramifications of Product Placements Matthew Savare* TABLE OF CONTENTS I. INTRODUCTION ........................................... 332 II. CONFUSED JURISPRUDENCE: AN HISTORICAL EXAMINA- TION OF THE CONSTITUTIONAL PROTECTIONS FOR EN- TERTAINMENT AND COMMERCIAL SPEECH ............... 336 A. Entertainment Speech ................................ 336 B. Commercial Speech .................................. 340 1. Chapter One: Judicial Recognition of Commer- cial Speech ....................................... 341 2. Chapter Two: Judicial Retreat from Broad Com- mercial Speech Protection ....................... 346 3. Chapter Three: The Rejuvenation of Judicial Pro- tection of Commercial Speech ................... 349 Ill. CONTENT, CASH, AND CALLS To REGULATE: THE BUSI- NESS AND LEGAL ASPECTS OF PRODUCT PLACEMENTS . 356 A. The Business of Product Placements ................. 356 B. The Current Regulatory Approach to Product Placements ........................................... 361 IV. THE REGULATION OF ADVERTAINMENT: PRODUCT PLACEMENTS, COMMERCIAL SPEECH, AND