Social networks are undoubtedly a phenomenon of current electronic and social communication. Their interactive nature in digital environment allows the use of both traditional and new marketing tools, such as online marketing, viral marketing and advergaming. Playing computer games via social networks has just become a very popular activity because it combines some advantages of computer games with communicability of social networks. The aim of the study is to determine the extent of advergaming on social networks and its importance as an interactive marketing tool, using a questionnaire about advergaming on Facebook, that belongs to the most widely used social networks not only in Slovakia, the Czech Republic and Poland, but also worldwide.
Since 1972, he has worked for the Nintendo Company on solar cell technology for the Laser Clay System Shooting project (simulation of shooting with a light weapon developed by Nintendo in 1973) and Beam Gun SP project. Due to the growing demand for development, he was in charge of the management of the Research & Development 2 Division in´ which they worked on the development of several hardware devices such as games for colour televisions, Nintendo Family Computer (Famicom), Nintendo Entertainment System (NES), Super Nintendo Entertainment System or BS-X Satellaview. Uemura and his group were responsible for a wide range of hardware and software projects (Donkey Kong, Mario Bros). Since 2004 he has been formally retired but he is still acting as a consultant for Nintendo.
Aim. The study aims to explore the current state of digital game-based learning to reflect the extent, possibilities, opportunities, and limitations of its implementation in the specific field of education as visual art, especially photography. Method. The explorative study employed the method of theoretical analysis of available literature and other secondary sources related to the issue, and subsequently applied the method of an illustrative (descriptive) case study. Results. Photo modes of commercially available digital games, originally intended to increase the players’ retention and participation, have led to the birth of a new art form, virtual photography. The technology of photo modes in a larger variety of recent games has made virtual photography available to significantly more players. Photo modes provide artistic control and creative options alongside a whole catalogue of lenses, camera parameters, and other features, reducing the financial burden associated with the purchase of photographic equipment. Furthermore, photo modes offer more than just a substitutable alternative to traditional photography, as added artistic value is found within virtual worlds. Conclusions. Despite some limitations regarding the overall implementation of digital game-based learning in photography classrooms, photo modes of commercially available digital games are a suitable tool for educational efforts in photography through both self-development and measurement of outcome-based learning.
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