2019
DOI: 10.3916/c58-2019-10
|View full text |Cite
|
Sign up to set email alerts
|

eGamers’ influence in brand advertising strategies. A comparative study between Spain and Korea

Abstract: The eGames business (online video games) in Spain generated more than 1.8 trillion euros in profits in 2016. Advertising is no stranger to the potential of this market, and brands study the best ways of approaching and adapting to the world of eGames. In this report, we analyze which the most effective advertising strategies for brands in the online video game world are. To do this, the players (eGamers) answered a 60 question survey that addressed issues such as playful habits, the viewing of advertisements i… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
4
2

Relationship

0
6

Authors

Journals

citations
Cited by 8 publications
(1 citation statement)
references
References 11 publications
0
1
0
Order By: Relevance
“…Due to the surge in these phenomena and the overflow in the use and creation of images, new studies and didactic proposals arise which try to give an answer to a subjectivity caused by a society that is completely mediatized, as can be seen in several papers such as those of Marcos-Dipaola (2019), Corrales (2018), Aguado andVillalba (2020), Ortega Caballero (2014), Estrada-Gonzalez et al (2020), or Ramón-Verdú et al (2022, where the creation of photographic images, in situations of sanitary confinement is studied in order to transmit visual messages about feelings and moods. This trend is in full progression, encouraged by communication of the masses, supported mainly by the use of the Internet and a la carte contents to be used, via platforms of audiovisual dissemination and those of videogames (Fanjul-Peyró et al, 2019), all of which exceed the individual's capacity of assimilation (Andrade-Vargas et al, 2021).…”
Section: Introductionmentioning
confidence: 99%
“…Due to the surge in these phenomena and the overflow in the use and creation of images, new studies and didactic proposals arise which try to give an answer to a subjectivity caused by a society that is completely mediatized, as can be seen in several papers such as those of Marcos-Dipaola (2019), Corrales (2018), Aguado andVillalba (2020), Ortega Caballero (2014), Estrada-Gonzalez et al (2020), or Ramón-Verdú et al (2022, where the creation of photographic images, in situations of sanitary confinement is studied in order to transmit visual messages about feelings and moods. This trend is in full progression, encouraged by communication of the masses, supported mainly by the use of the Internet and a la carte contents to be used, via platforms of audiovisual dissemination and those of videogames (Fanjul-Peyró et al, 2019), all of which exceed the individual's capacity of assimilation (Andrade-Vargas et al, 2021).…”
Section: Introductionmentioning
confidence: 99%