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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Produktplacering i Advergaming-spel : och dess möjligheter att skapa varumärkeserinran hos konsumenten

Milbrink, Erik, Lindkvist, Anders January 2008 (has links)
No description available.
2

Produktplacering i Advergaming-spel : och dess möjligheter att skapa varumärkeserinran hos konsumenten

Milbrink, Erik, Lindkvist, Anders January 2008 (has links)
No description available.
3

El entretenimiento y la interactividad del advergaming en el mantenimiento de vínculos emocionales hacia la marca Harry Potter. El caso del videojuego Lego Harry Potter 1

Mallqui Vivanco, Susana Kilina 03 November 2017 (has links)
El desarrollo de las nuevas tecnologías ha cambiado la forma de comunicación publicitaria de las marcas, lo que ahora estamos viviendo se enfoca hacia una publicidad en espacios digitales, todo ello producto de las nuevas necesidades de un consumidor digital que exige y manifiesta su participación, y da a conocer sus experiencias entono a una marca o producto. Lo fundamental ahora es la experiencia de marca. En este nuevo entorno digital confluyen y se unen la publicidad, el contenido informativo, el contenido de entretenimiento, y el componente lúdico mediante los videojuegos para dar paso a una nueva estrategia publicitaria, que agrupa estos aspectos y es el Advergaming. Esta nueva estrategia publicitaria mediante videojuegos se produce por la necesidad de brindar experiencias de marca de manera directa al consumidor por medio de dos elementos fundamentales son el entretenimiento e interactividad, para mantener vínculos emocionales entre marca y consumidor. El presente trabajo se enfoca en los fans de la marca de Harry Potter, conocida por las sagas de sus libros y películas vistos en nuestro país, y en esta oportunidad el caso de estudio será el advergaming Lego Harry Potter 1-4. / The development of recent technologies has changed the way of brand advertising, what we are now living is focused on advertising in digital spaces, all product of the new needs of a digital consumer that demands and manifests its participation, and makes its experiences known to a brand or product. The fundamental thing now is the brand experience. In this new digital environment, advertising, informational content, entertainment content and the playful component come together through videogames to make way for a new advertising strategy, which groups these aspects together and is called Advergaming. This new advertising strategy through videogames is produced by the need to provide brand experiences directly to the consumer through two fundamental elements, which are entertainment and interactivity, to maintain emotional links between brand and consumer, especially focused on the fans of the Harry Potter brand, known for the sagas of his books and movies seen in our country, and this time the case study will be the advergaming Lego Harry Potter 1-4. / Tesis
4

La publicidad encubierta y nuevas modalidades publicitarias

Marín Barraza, Claudia 25 September 2017 (has links)
En la siguiente entrevista, la Dra. Ljubica Vodanovic nos comenta sobre la importancia de contar con un tipo de protección a los consumidores financieros en el Perú. Asimismo, analiza la labor que realiza el INDECOPI y la SBS en cuanto al consumidor de las AFP, así como la autorregulación realizada por la ASBANC. Finalmente, propone una revisión de la estructura del sistema financiero peruano, que vaya más allá de quienes sean los agentes; es decir, enfocándose más bienen la actividad que estos realicen.
5

1n-G4me 4dvertising : En studie rörande produktplacering i Tv- och datorspel

Linkruus, Kim, Nilsson, Kristian, Westerberg, Andreas January 2011 (has links)
Introduktion: Produktplacering I TV och datorspel har ökat dramatisk under senare åren. Detta till stor del för att datorspelutvecklare idag kan återge pro-dukter med hög detaljrikedom. En hög återgivningsgrad är dock ingen förut-sättning för att lyckas med en produktplacering.  Istället torde det finnas fler faktorer som påverkar spelares attityd emot de produkter som exponeras i spel. Denna studie försöker bidra med kriterier som kan vara viktiga för en spelare vid produktplacering i förstapersonsskjutarspel. Forskningsfråga: Vilka kriterier kan vara betydelsefulla för generation Y och Z rörande produktplacering i FPS-spel? Metod: Denna studie behandlar FPS-spel som ett fall. Den startar kvalitativt inriktad för att sedan övergå mer kvantitativt. De empiriska data som har bli-vit insamlade är först från en fokusgrupp som hjälpt till att skapa de kriterier som sedan undersöks genom en enkät. Resultat: utifrån fokusgruppen tolkade författarna av studien åtta kriterier som antogs vara av betydelse för FPS-spelare. Slutsats: Informationssamlande, dynamisk produktplacering och tematisk överensstämmelse  anses vara av stor betydelse för båda generationerna. / Introduction: Product placements in TV and computer games have increased dramatically in recent years. This is largely due to the fact that it’s possible for computer game developers to show great details in the games through graphic rendering. However, a high graphic rendering is not likely to be the sole factor affecting players’ attitudes toward the products exposed in a game. This study tries to provide some of the other criteria that might be im-portant when using product placement in first-person-shooter-games. Research question: Which criteria can be significant for generation Y and Z concerning product placement in FPS-games? Methods: This study treats the FPS-game genre as a case. The study is di-vided in two parts with the first part starting of qualitatively oriented and the second parts proceeds in a more quantitatively oriented manner. The empiri-cal data that was gathered came from a focus group and the empirical data was later tested by a questionnaire. Results: Eight possible criteria for successful product placement in FPS-games were derived from the focus group. Conclusion: Information gathering, thematic congruence and dynamic prod-uct placement is considered to be of high importance for both generations.
6

Možnosti využití mobilních technologií a rozšířené reality v destinačním marketingu / Possibilities of application of mobile technology and augmented reality in destination marketing

Štěpánová, Ludmila January 2014 (has links)
ŠTĚPÁNOVÁ LUDMILA: Possibilities of application of mobile technology and augmented reality in destination marketing. Masters thesis. University of Economics, Prague. Department of Tourism. Thesis supervisor: Ing. Martin Vaško. Grade of qualification: Masters degree. Prague 2016. 80 pages. Masters thesis focuses on new trends in development of mobile technologies and their application in tourism. The objective of this thesis is to find out possibilities of application of mobile technologies, advergaming, augmented and virtual reality in destinations marketing activities. The thesis is also looking into activities of CzechTourism agency in this field.

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