Lately, online games have been gaining increasing attention as an outlet. In "positive psychology", Csikszentmihalyi (1991) found out that a large part of happiness is achieved by voluntary activities-half of which is determined by flow. Csikszentmihalyi studied people's inner states while pursuing activities that appear to contain intrinsic rewards, such as dance, sports and music. He highlighted an experience of "flow state" which is merging action and awareness through total immersion in an activity that is challenging yet closely matched to one's skills (1991). Gaming may be emancipatory due to their framing within interactive, decentralized and self-organizing platforms. While flow is highly correlated with subjective well-being, it also enhances focus, perception, learning capacity, recall and self-esteem of players. Playing online games that are embedded in social media such as Facebook and Twitter is more than an isolated competition against a computer; it is both an interactive experience of a second self and a shared group action. Getting immediate feedback can induce high levels of engagement in the game as well as a feeling of control and development. Such games provide the highest degree of concentration simultaneously with social networking. Consequently, this new venue may enhance an optimal experience of flow along with a heightened interest in creativity, collaborative discovery and learning, if employed properly. Based on both the prior empirical research and literature, The researcher has I analyzed a few examples from commercial games of an emergent economy and then reviewed findings and inferences on serious games.
Yeni iletişim ortamında reklam oyunları internet pazarlaması ile çevrimiçi oyunları birleştiren, stratejik konumlandırmaya dayalı yeni bir iletişim türüdür. Bu yeni tür ve mecrada amaç, ürünlerin pazar payını arttırmaktan ziyade, oyunlar vasıtasıyla, işletme, ürün ya da hizmet markalarının müşterilerin zihninde iz bırakmasıdır. Bu çalışmada, ilk önce, etkili bir reklam oyununun ana özelliklerini erişilebilirlik, zorluk derecesi, firma, marka ya da ürün ile ilinti, rekabet düzeyi, akışı sürdürebilme kapasitesi, web günlüğü olarak belirledik. Son üç özelliği, fizik kuramlarından esinlenen oyuna ilişkin kuramlar ışığında değerlendirdikten sonra, örneklemimizdeki çevrimiçinde aktif olan reklam oyunlarını bu temel ölçütlere göre inceledik ve reklam oyunlarının iliştirilmişliğini sorguladık. Bulgularımız diğer pazarlama iletişim araçları gibi reklam oyununun da özelliklerinin reklamı yapılan markanın kişiliği, hedef kitlenin profili, Internet ortamının özellikleri ve iletişim kampanyasının stratejik amaçlarına cevap vermek zorunda olduğu ve reklam oyunlarının yeni medyada yeni bir pazarlama iletişimi türü olduğudur.
Although reputation management literature has been dominated by marketing and communications-led perspectives, there is anagreementthat corporate reputation and good governance are often built from the internal towards external stakeholders. Lately, balancing the usage of social media as opposed to conventional media has demanded both human resources managementand public relations to become more strategic in addressing the role of brand communication via social media to gain competitiveness and business value. The purpose of the present study is to investigate the role of brand management for engaging employees, while building the reputation of the company. Most research on reputation management and branding focus either on social expectations and trust of external stakeholders and emphasis on internal stakeholders, particularly employees, is quite recent. "Employer branding" has been the application of branding principles for competitive advantage in strategic human resource management. Internal marketing of employer brands need to support external marketing so that organizational reputation is persistent. Employee commitment here refers to the degree to which an employee has positive associations and perceptions towards the organization, its brand values, brand personality and reputation. The researcherhas drawn upon prior research to develop anintegrated model that aims at linking strategic human resources management (SHRM), branding and corporate reputation. By using structured interviews of managers from various companies in different sectors, comparing and contrasting challenges and implications may pave the way for an integrated understanding of employees as the ultimate brand ambassadors/ advocates.
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