Utilization of Advergames in Marketing Strategies
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Serious Games Advergaming, Edugaming, Training and More
Serious games Advergaming, edugaming, training and more Project manager Laurent Michaud [email protected] M83708 – June 2008 Author Julian Alvarez, PhD Science of Communication and Information Contributor Laurent Michaud, Head of the digital leisure division Copyright IDATE 2008, BP 4167, 34092 Montpellier Cedex 5, France Tous droits réservés – Toute reproduction, stockage All rights reserved. None of the contents of this ou diffusion, même partiel et par tous moyens, y publication may be reproduced, stored in a retrieval compris électroniques, ne peut être effectué sans system or transmitted in any form, including accord écrit préalable de l'IDATE. electronically, without the prior written permission of IDATE. ISBN 978-2-84822-169-4 Executive Summary Serious Games Advergaming, edugaming, training and more This study outlines the characteristics, uses and different genres of serious game. It examines the challenges involved in the design, development and distribution of various types of titles, while analysing the outlook for the industry and its growth drivers. 600 million to one billion potential Defining serious gaming Areas addressed users worldwide. There is a huge variety of ways to classify Today, serious games are employed in a At the end of 2007, the global video serious gaming. However, accepting the wide variety of sectors. game industry was worth 30 billion ambiguities and possible challenges in- Defence: one of the most important USD. At the same time, the serious herent in this, this study defines serious areas in terms of client investment and gaming market was estimated to be gaming as follows: orders. Serious games are also used by worth between 1.5 and 10+ billion The purpose of a serious game is to armies in Europe, though less widely than USD. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Benchmarking End-To-End Behavioural Cloning on Video Games
Benchmarking End-to-End Behavioural Cloning on Video Games Anssi Kanervisto* Joonas Pussinen* Ville Hautamaki¨ School of Computing School of Computing School of Computing University of Eastern Finland University of Eastern Finland University of Eastern Finland Joensuu, Finland Joensuu, Finland Joensuu, Finland anssk@uef.fi [email protected].fi villeh@uef.fi Abstract—Behavioural cloning, where a computer is taught to still requires considerable engineering. Even worse, after the perform a task based on demonstrations, has been successfully environment is created, training the agents may take thousands applied to various video games and robotics tasks, with and of years of in-game time [4], [6]. without reinforcement learning. This also includes end-to-end approaches, where a computer plays a video game like humans An alternative approach is imitation learning, in which do: by looking at the image displayed on the screen, and sending agents learn to replicate demonstrators’ actions. Behavioural keystrokes to the game. As a general approach to playing video cloning (BC) [9] is the simplest form of this: given an games, this has many inviting properties: no need for specialized observation and an associated action from a demonstrator, modifications to the game, no lengthy training sessions and the predict this action based on observation (i.e a classification ability to re-use the same tools across different games. However, related work includes game-specific engineering to achieve the task). This has been used to kick-start RL agents [6], [10], but results. We take a step towards a general approach and study also applied alone in e.g. -
The Relationship Between Advergame and Brand Loyalty
International Journal of Economics, Commerce and Management United Kingdom Vol. VI, Issue 11, November 2018 http://ijecm.co.uk/ ISSN 2348 0386 THE RELATIONSHIP BETWEEN ADVERGAME AND BRAND LOYALTY Servet Gura PhD. Student, Department of Marketing & Tourism, Faculty of Economy, University of Tirana, Albania [email protected] Vjollca Hysi Panajoti Prof. Dr., Head of Department of Marketing & Tourism, Faculty of Economy, University of Tirana, Albania Kriselda Sulçaj Gura PhD. Student and Research Assistant, Department of Economics, Faculty of Economics and Administrative Sciences, Epoka University, Albania Abstract The purpose of this study is to investigate the effect of advergame on increasing brand loyalty. It aims to achieve concrete results by comparing the level of brand loyalty among two groups of Vodafone brand customers: those who have been part of the "Vodafone City" advergame and those who have not played it. The method chosen in this paper is the Quantitative Method. Study Approach is Deductive Approach. The research material used in this paper is collected through the Survey. The sample of this study consists of 600 people, clients of "Vodafone Albania" Sh.A. The main findings of the study are: (1) Advergame has a positive impact on brand loyalty, (2) Loyalty to advergame is closely related to brand loyalty. This study is the first of its kind in Albania. To date, there is no study which investigates advergame practice as a brand communication tool. Presenting concrete results, the current study can contribute to the existing literature and be an impetus for further studies in this regard. Keywords: Advergame, Brand Loyalty, Vodafone City Advergame, Vodafone Brand Licensed under Creative Common Page 183 © Gura, Panajoti & Gura INTRODUCTION Nowadays the main focus is not “to produce” but to be successful in transferring it from producer to consumer. -
Theescapist 086.Pdf
This week, Mur Lafferty returns to That explains the fast moving forward It’s a greedy game company’s smart discuss the rising number of game and cutting off anything left behind move to allow autonomy for the design degree programs with various tactic (“we don’t need anything that developers, since that will produce best We hear from a lot of people on a weekly industry insiders. Newcomer Blake doesn’t make us money”), as well as the games which will establish a base for basis wishing to write for the magazine. Schreurs shares the trials of an indie clinging to the Genesis system (“it made success (and thus - money) in the long Some just like the magazine’s style and game designer trying to get noticed by a us more money than any other attempt, run (think franchises), it’s too bad they want to be involved. Sometimes, they’ve publisher. Sara Grimes explores a so we must try and milk it for all it’s didn’t think of others - customers and 3d already looked at our editorial calendar potential outcome of child-focused worth”) and expensive(-ity of) add-ons. party developers - more. and have an issue in particular for which advergaming: datamining. Erin Hoffman they’d like to write. And some come jumps in to give the history and explain - shadowbird forward with fully fleshed out pitches or the importance of those in the bright T- articles, great ideas, but not at all shirts at GDC, the Conference In response to “Uwe Boll and the related to our calendar. -
A Browser-Based Advergame As Communication Catalyst: Types of Communication in Video Games
Comunicação e Sociedade, vol. 27, 2015, pp. 75 – 94 doi: http://dx.doi.org/10.17231/comsoc.27(2015).2090 A browser-based advergame as communication catalyst: types of communication in video games Heinrich Söbke & Thomas Bröker Abstract Video games are a comprehensive, interactive media. Online games foster communica- tion and extend the range of communication types considerably. We examine prevailing types of communication in video games using the browser-based advergame Fliplife. This game pro- vides all a clear, delimited structure, an unpretentious user interface and the characteristics of a multiplayer online game. Thus Fliplife is an excellent frame to demonstrate the wide range of communication initiated in a video game. Among contained types of communication are verbal and non-verbal communications using graphics and actions/non-actions. Found communica- tion typically serves controlling and coordination of the game play, however private discussions and social banter exist also besides demonstration of player status and community identifica- tion. In our work we draw on the basic definition of communication as conveying information from a sender to a recipient. We categorize the found types of communication according to an abstract model of communication derived from common definitions. The compiled enumeration of communication elements and possible manifestations represents a draft of categorization for communication in video games in general. Although it still needs extended validation, this enumeration demonstrates that video games provide frameworks which host and initiate a wide variety of communication. As a significant difference compared to other media, video games and their notion of interactivity allow players to communicate through action and to change roles of sender and receiver. -
Video Games As Marketing Tools – the IUS Campus Life Pinball Video Game Project Robert H
Southern Illinois University Carbondale OpenSIUC Research Papers Graduate School Spring 4-12-2011 Video Games as Marketing Tools – The IUS Campus Life Pinball Video Game Project Robert H. Craig Southern Illinois University Carbondale, [email protected] Follow this and additional works at: http://opensiuc.lib.siu.edu/gs_rp Recommended Citation Craig, Robert H., "Video Games as Marketing Tools – The IS U Campus Life Pinball Video Game Project" (2011). Research Papers. Paper 58. http://opensiuc.lib.siu.edu/gs_rp/58 This Article is brought to you for free and open access by the Graduate School at OpenSIUC. It has been accepted for inclusion in Research Papers by an authorized administrator of OpenSIUC. For more information, please contact [email protected]. VIDEO GAMES AS MARKETING TOOLS – THE SIU CAMPUS LIFE PINBALL VIDEO GAME PROJECT by Robert H. Craig B.S., Murray State University, 1998 A Research Paper Submitted in Partial Fulfillment of the Requirements for the Masters of Science Degree Department of Mass Communications and Media Arts in the Graduate School Southern Illinois University Carbondale May 2011 Copyright by Robert H. Craig, 2011 All Rights Reserved RESEARCH PAPER APPROVAL VIDEO GAMES AS MARKETING TOOLS – THE SIU CAMPUS LIFE PINBALL VIDEO GAME PROJECT By Robert H. Craig A Research Paper Submitted in Partial Fulfillment of the Requirements for the Degree of Masters of Science in the field of Professional Media and Media Management Studies Approved by: Dr. Paul Torre, Chair Graduate School Southern Illinois University Carbondale April 12, 2011 AN ABSTRACT OF THE RESEARCH PAPER OF Robert H. Craig, for the Masters of Science degree in Professional Media and Media Management Studies, presented on 12 April 2011, at Southern Illinois University Carbondale. -
Designing Controllers for Computer Generated Forces with Evolutionary Computing: Experiments in a Simple Synthetic Environment
Designing controllers for computer generated forces with evolutionary computing: Experiments in a simple synthetic environment A. Taylor Defence Research and Development Canada – Ottawa Technical Memorandum DRDC Ottawa TM 2012-162 October 2013 Designing controllers for computer generated forces with evolutionary computing: Experiments in a simple synthetic environment A. Taylor Defence Research and Development Canada – Ottawa Technical Memorandum DRDC Ottawa TM 2012-162 October 2013 c Her Majesty the Queen in Right of Canada as represented by the Minister of National Defence, 2013 c Sa Majesté la Reine (en droit du Canada), telle que représentée par le ministre de la Défense nationale, 2013 Abstract Military exercises and experiments are increasingly relying on synthetic environments to reduce costs and enable realistic and dynamic scenarios. However current simulation tech- nology is limited by the simplicity of the controllers for the entities in the environment. Realistic simulations thus require human operators to play the roles of red and white forces, increasing their cost and complexity. Applied research project 13oc aims to re- duce that human workload by improving artificial intelligence in synthetic environments. One approach identified early in the project was to use learning in artificial intelligence (AI). Further work identified evolutionary computing as a method of simplifying the design of AI. Described herein are experiments using evolutionary computing to design controllers in a simple synthetic environment. Controllers with a simple framework are evolved with genetic algorithms and compared to a hand-crafted finite-state-machine controller. Given careful parameter choices, the evolved controller is able to meet the performance of the hand-crafted one. -
Exergames and the “Ideal Woman”
Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive. -
Smiljanić Veljko Full Text
ADVERGAMING: A LAWYER’S TAKE by Veljko Smiljanić 1. Introduction “Can you pitch a product to a god when even mortals go out of their way to avoid us?” Ilya Vedrashko There is no need to explain the importance of advertising in the age when information is paramount, and presence on the stage highly coveted, this is an established fact. Little space should be devoted to extolling the virtues of new forms of media in getting ideas or products noticed1. Advergaming is one such attempt to woo the networked consumer and make him listen. One of the facets of digital culture is corporate and technological convergence, which has now produced a seamless integration of content and advertising. The opening quote summed up the challenge that awaits a marketing expert who travails this new medium. Gamers are a strange sort, the creators, heroes and deities of their experience, at the same time shackled like no one in the real world2 and with powers parallel to none. Computer games are surging to prominence in the modern media and entertainment structure3 so much that there is more and more talk about the “gamification”4 of everyday activities. It seems that everybody plays these days – which naturally opens the door to a whole slew of connected enterprise. The forests of advergaming are still untamed, opportunities considered abundant and possibilities of expression refreshing. Indeed, it is a tree that has been expected to bear serious fruit for a while. When the author first broached this topic, advergaming seemed like a hip, new idea. “The rise of the social networks”, the “advent of the casual gamer”, were the headlines supposed to dominate this introduction. -
Developing Game Worlds: Gaming, Technology, and Innovation in Peru Eduardo Marisca Alvarez
Developing Game Worlds: Gaming, Technology, and Innovation in Peru by Eduardo Marisca Alvarez B.A., Pontifical Catholic University of Peru (2008) Submitted to the Department of Comparative Media Studies/Writing in partial fulfillment of the requirements for the degree of Master of Science in Comparative Media Studies at the MASSACHUSETTS INSTITUTE OF TECHNOLOGY June 2014 c Eduardo Marisca Alvarez, 2014. The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. Author.............................................................. Department of Comparative Media Studies/Writing May 9, 2014 Certified by. T.L. Taylor Associate Professor of Comparative Media Thesis Supervisor Accepted by . Heather Hendershot Director of Graduate Studies, CMS Professor of Comparative Media 2 Developing Game Worlds: Gaming, Technology, and Innovation in Peru by Eduardo Marisca Alvarez Submitted to the Department of Comparative Media Studies/Writing on May 9, 2014, in partial fulfillment of the requirements for the degree of Master of Science in Comparative Media Studies Abstract In this work, I've documented the origins, growth and structure of the Peruvian video game industry. Because of its underground origins, the Peruvian game industry provides an alter- native, more organic gateway to developing technology industries than forms of the \technological sublime" that have been recurrent over Peruvian technological history. Driven by creative rather than commercial objectives, people interested in game devel- opment figure out ways to get around gaps in existing training options to acquire the interdisciplinary skills they need to create games | setting up alternative infrastruc- tures to connect to each other, share information, and set up collaborations. -
Imitation-Driven Cultural Collapse
1 Imitation-driven Cultural Collapse a,* a,* 2 Salva Duran-Nebreda and Sergi Valverde a 3 Evolution of Technology Lab, Institute of Evolutionary Biology (UPF-CSIC), Passeig de la Barceloneta, E-08003, 4 Barcelona. * 5 [email protected]; [email protected] 6 ABSTRACT A unique feature of human society is its ever-increasing diversity and complexity. Although individuals can generate meaningful variation, they can never create the whole cultural and technological knowledge sustaining a society on their own. Instead, social transmission of innovations accounts for most of the accumulated human knowledge. The natural cycle of cumulative culture entails fluctuations in the diversity of artifacts and behaviours, with sudden declines unfolding in particular domains. Cultural collapses have been attributed to exogenous causes. Here, we define a theoretical framework to explain endogenous cultural collapses, driven by an exploration-reinforcement imbalance. This is demonstrated by the historical market crash of the 7 Atari Video Console System in 1983, the cryptocurrency crash of 2018 and the production of memes in online communities. We identify universal features of endogenous cultural collapses operating at different scales, including changes in the distribution of component usage, higher compressibility of the cultural history, marked decreases in complexity and the boom-and-bust dynamics of diversity. The loss of information is robust and independent of specific system details. Our framework suggests how future endogenous collapses can be mitigated by stronger self-policing, reduced costs to innovation and increased transparency of cost-benefit trade-offs. 8 Introduction 9 Comparative studies between humans and other animals emphasize the unique aspects of human learning, including their 1,2 10 capacity for high-fidelity copying .