dc.contributor.author | Jonas Heide, Smith | |
dc.contributor.editor | Carlsson, Ulla | |
dc.date.accessioned | 2014-11-21T12:55:29Z | |
dc.date.available | 2014-11-21T12:55:29Z | |
dc.date.issued | 2009-11 | |
dc.identifier.citation | Nordicom Review 30 (2009) 2, pp. 53-68 | sv |
dc.identifier.uri | http://hdl.handle.net/2077/37490 | |
dc.description.abstract | The 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.extent | 16 p. | sv |
dc.language.iso | eng | sv |
dc.publisher | Nordic Council of Ministers, Nordicom | sv |
dc.subject | video games | sv |
dc.subject | rhetoric | sv |
dc.subject | advertisingpersuasion | sv |
dc.subject | persuasion | sv |
dc.title | Playful Persuasion. The Rhetorical Potential of Advergames | sv |
dc.type | Text | sv |
dc.type.svep | article, peer reviewed scientific | sv |
dc.contributor.organization | The Danish Film Institute | sv |
dc.contributor.organization | Department of International Culture and Communication Studies, Copenhagen Business School, Frederiksberg | sv |