2016
DOI: 10.4324/9781315748900
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Video Game Marketing

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Cited by 8 publications
(8 citation statements)
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“…The former relates not only to the lucrative entertainment industry which the medium has fostered but also to how the internal dynamics of games work. The latter refers to technological innovation, such as advanced interfaces, algorithmic power, extended internet connectivity and networked devices that all support the spread of video game culture (Zackariasson, 2016).…”
Section: Converging Institutional Logicsmentioning
confidence: 99%
“…The former relates not only to the lucrative entertainment industry which the medium has fostered but also to how the internal dynamics of games work. The latter refers to technological innovation, such as advanced interfaces, algorithmic power, extended internet connectivity and networked devices that all support the spread of video game culture (Zackariasson, 2016).…”
Section: Converging Institutional Logicsmentioning
confidence: 99%
“…Ezék az óriásvállalatók még a kézdétékbén félismérték mékkóra léhétőségét nyújthat számukra, ha játékósítják bizónyós térmékéikét, szólgáltatásaikat [9]. Érdémés mégémlíténi, hógy a 2014-és "Thé Bést Usé Of Gaming" címét a "MyCókéRéwards" markétingkampányával a Cóca-Cóla nyérté még, térmészétésén a gamifikációt alkalmazva [10]. Egy másik érdékésség, hógy 2012-bén a Niké élindítótta a Niké Plus névű alkalmazását, améllyél a félhasználók nyómón tudják kövétni édzésstatisztikáikat, illetve megoszthatják ismérőséikkél.…”
Section: Markétingunclassified
“…Thanks to these successes, CDPR became an essential brand for players, one that becomes associated positively with memories and histories experienced in previous gamesand shaping their future shopping habits (e.g., Palomba, 2018, Zackariasson & Dymek, 2016. Gamers tend to buy games because of the brand, as they assume it shows qualities they value (Lin, 2010;Zackariasson & Dymek, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…Thanks to these successes, CDPR became an essential brand for players, one that becomes associated positively with memories and histories experienced in previous gamesand shaping their future shopping habits (e.g., Palomba, 2018, Zackariasson & Dymek, 2016. Gamers tend to buy games because of the brand, as they assume it shows qualities they value (Lin, 2010;Zackariasson & Dymek, 2016). Before Cyberpunk 2077, CDPR was valued not only because of high-quality games but it was also perceived as gamer-friendly (see, e.g., Epps, 2020, Siuda & Troszynski, 2017, even to the point where gamers and journalists were willing to tolerate to an extent accusations of difficult working conditions for employees (see, e.g., Burton, 2022;Morris, 2017;Purchese, 2017).…”
Section: Introductionmentioning
confidence: 99%
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