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dc.contributor.authorJonas Heide, Smith
dc.contributor.editorCarlsson, Ulla
dc.date.accessioned2014-11-21T12:55:29Z
dc.date.available2014-11-21T12:55:29Z
dc.date.issued2009-11
dc.identifier.citationNordicom Review 30 (2009) 2, pp. 53-68sv
dc.identifier.urihttp://hdl.handle.net/2077/37490
dc.description.abstractThe use of video games for advertising purposes is persuasive communication which directly involves the recipient in the construction of an argument. This form is becoming increasingly common, and the present article explores the phenomenon of game-based advertising. We begin by discussing the increased reliance on participatory and digital rhetoric. We then proceed to examine game-based persuasion in light of rhetorical theory, and we propose an analytical model for such games which is applied to three sample games. The analytical model takes into account the degree to which the game makes a self-contained argument, the degree to which the product or service is integrated into the game, and whether the game goal and learning goal overlap. Finally, we discuss perspectives for the integration of communication studies and game studies.sv
dc.format.extent16 p.sv
dc.language.isoengsv
dc.publisherNordic Council of Ministers, Nordicomsv
dc.subjectvideo gamessv
dc.subjectrhetoricsv
dc.subjectadvertisingpersuasionsv
dc.subjectpersuasionsv
dc.titlePlayful Persuasion. The Rhetorical Potential of Advergamessv
dc.typeTextsv
dc.type.sveparticle, peer reviewed scientificsv
dc.contributor.organizationThe Danish Film Institutesv
dc.contributor.organizationDepartment of International Culture and Communication Studies, Copenhagen Business School, Frederiksbergsv


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