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Acta Ludologica
|
2018
|
vol. 1
|
issue 2
18-33
EN
Advergames have been appearing alongside digital games since the very beginning. Although they had been originally created as marketing tools, their gaming nature has made from them an important part of digital-gaming industry heritage. At the same time, advergames, which persisted over time, may represent significant advantages for the brands they promote. The aim of the study is an examination of advergames’ timelessness based on a theoretical framework and a qualitative-quantitative content analysis of advergames released across their history up to 2000, taking into account aspects of both digital games’ and advertising timelessness. Besides general popularity, archetypal character, current playability and preservation, the analysis also focuses on the advergame design and brand implementation forms.
PL
Dzisiejsze kampanie reklamowe wykraczają poza billboardy widoczne na ulicach czy spoty wyświetlane w telewizji. Coraz częściej firmy odpowiedzialne za popularne marki w celu zaprezentowania swoich produktów sięgają po medium gier komputerowych, traktując je jako atrakcyjną formę promocji sprzedawanych dóbr. Takie rozwiązania wychodzą nierzadko poza typowy product placement oferując swoim odbiorcom wysokiej jakości produkcje, a nawet całe systemy transmedialne. Branded content to strategia obecna w elektronicznej rozrywce już od pewnego czasu, dlatego możną ją analizować koncentrując się na projektowaniu unikalnego doświadczenia kojarzonego z konkretnym produktem i budowaniu więzi konsumenta z marką poprzez kontakt z grą.
EN
Nowadays advertising campaigns are more than just billboards in the streets or TV commercials. Frequently, the companies responsible for popular brands use the video game medium, treating it as an attractive way of promoting their goods. Such solutions often go beyond typical product placement by offering its customers high-quality productions and even entire transmedia systems. Branded content is a strategy that has been present for some time in electronic entertainment, so it may be analyzed by focusing on designing a unique experience associated with a particular product and building consumer relationships with a brand through contact with the game.
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