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Application of gaming in new media m...
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Mishra, Pratika, (1981-)
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Application of gaming in new media marketing
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Application of gaming in new media marketing/ Pratika Mishra and Swati Oberoi Dham, editors.
其他作者:
Mishra, Pratika,
出版者:
Hershey, Pennsylvania :IGI Global, : [2019],
面頁冊數:
1 online resource (xxvi, 312 p.)
內容註:
Chapter 1. Advent of new media marketing techniques: the inevitable disruption -- Chapter 2. Gamification and advergaming: an overview of the innovative brain tool in the field of advertising -- Chapter 3. Rhetoric of advergames -- Chapter 4. Advergames and children -- Chapter 5. Persuasive advergames: boon or bane for children -- Chapter 6. Food advergames and children: the psychodynamics -- Chapter 7. Understanding the psychology of new media audiences from a marketing perspective -- Chapter 8. Gap between mobile and online advergames: the possible effects of the optimal gaming experience-flow -- Chapter 9. Nuances of media planning in new media age -- Chapter 10. Click to brick: case study of a virtual reality company -- Chapter 11. Social media as a marketing tool -- Chapter 12. Social media marketing: tools and techniques -- Chapter 13. Impact of digital advertising post-demonetization in India -- Chapter 14. Gamification in entertainment industry: glimpses from Indian film industry -- Chapter 15. Gamification to promote the engagement in healtcare and wellness of patients under therapeutic care: gamification and healthcare.
標題:
Internet marketing. -
電子資源:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-6064-7
ISBN:
9781522560654 (ebook)
Application of gaming in new media marketing
Application of gaming in new media marketing
[electronic resource] /Pratika Mishra and Swati Oberoi Dham, editors. - Hershey, Pennsylvania :IGI Global,[2019] - 1 online resource (xxvi, 312 p.)
Includes bibliographical references and index.
Chapter 1. Advent of new media marketing techniques: the inevitable disruption -- Chapter 2. Gamification and advergaming: an overview of the innovative brain tool in the field of advertising -- Chapter 3. Rhetoric of advergames -- Chapter 4. Advergames and children -- Chapter 5. Persuasive advergames: boon or bane for children -- Chapter 6. Food advergames and children: the psychodynamics -- Chapter 7. Understanding the psychology of new media audiences from a marketing perspective -- Chapter 8. Gap between mobile and online advergames: the possible effects of the optimal gaming experience-flow -- Chapter 9. Nuances of media planning in new media age -- Chapter 10. Click to brick: case study of a virtual reality company -- Chapter 11. Social media as a marketing tool -- Chapter 12. Social media marketing: tools and techniques -- Chapter 13. Impact of digital advertising post-demonetization in India -- Chapter 14. Gamification in entertainment industry: glimpses from Indian film industry -- Chapter 15. Gamification to promote the engagement in healtcare and wellness of patients under therapeutic care: gamification and healthcare.
Restricted to subscribers or individual electronic text purchasers.
"This book captures various aspects of gaming and innovation that is facilitated and can be further improvised by digital innovation. It emphasizes upon areas such as the meaning and relevance of advergaming in marketing, its growth, recent trends, practices, issues and main challenges. It also explores the role of gaming and new media marketing"--Provided by publisher.
ISBN: 9781522560654 (ebook)Subjects--Topical Terms:
570186
Internet marketing.
LC Class. No.: HF5415.1265 / .A67 2019e
Dewey Class. No.: 658.8/72015193
Application of gaming in new media marketing
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Chapter 1. Advent of new media marketing techniques: the inevitable disruption -- Chapter 2. Gamification and advergaming: an overview of the innovative brain tool in the field of advertising -- Chapter 3. Rhetoric of advergames -- Chapter 4. Advergames and children -- Chapter 5. Persuasive advergames: boon or bane for children -- Chapter 6. Food advergames and children: the psychodynamics -- Chapter 7. Understanding the psychology of new media audiences from a marketing perspective -- Chapter 8. Gap between mobile and online advergames: the possible effects of the optimal gaming experience-flow -- Chapter 9. Nuances of media planning in new media age -- Chapter 10. Click to brick: case study of a virtual reality company -- Chapter 11. Social media as a marketing tool -- Chapter 12. Social media marketing: tools and techniques -- Chapter 13. Impact of digital advertising post-demonetization in India -- Chapter 14. Gamification in entertainment industry: glimpses from Indian film industry -- Chapter 15. Gamification to promote the engagement in healtcare and wellness of patients under therapeutic care: gamification and healthcare.
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"This book captures various aspects of gaming and innovation that is facilitated and can be further improvised by digital innovation. It emphasizes upon areas such as the meaning and relevance of advergaming in marketing, its growth, recent trends, practices, issues and main challenges. It also explores the role of gaming and new media marketing"--Provided by publisher.
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-6064-7
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