2019
DOI: 10.3916/c58-2019-10
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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

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Cited by 11 publications
(3 citation statements)
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“…En los últimos años podemos comprobar como los estudios se han ido adaptando a los usos e influencias actuales de la imagen contemporánea, totalmente desbordada por la creación de diversos canales alentados por el uso generalizado de las Redes Sociales (RRSS) (Andrade-Vargas et al, 2021), plataformas para la visualización de cine, videojuegos (Fanjul-Peyró et al, 2019), etc. En respuesta a estos fenómenos y al desbordamiento del uso y de la creación de imágenes surgen nuevos estudios y propuestas educativas que tratan de dar respuestas a la subjetivación provocada por una sociedad entre imágenes (Pereira y Marín, 2009;Ortega, 2014;Corrales, 2018;Marcos-Dipaola, 2019;Aguado y Villalba, 2020;Ortega, 2022).…”
Section: Introductionunclassified
“…En los últimos años podemos comprobar como los estudios se han ido adaptando a los usos e influencias actuales de la imagen contemporánea, totalmente desbordada por la creación de diversos canales alentados por el uso generalizado de las Redes Sociales (RRSS) (Andrade-Vargas et al, 2021), plataformas para la visualización de cine, videojuegos (Fanjul-Peyró et al, 2019), etc. En respuesta a estos fenómenos y al desbordamiento del uso y de la creación de imágenes surgen nuevos estudios y propuestas educativas que tratan de dar respuestas a la subjetivación provocada por una sociedad entre imágenes (Pereira y Marín, 2009;Ortega, 2014;Corrales, 2018;Marcos-Dipaola, 2019;Aguado y Villalba, 2020;Ortega, 2022).…”
Section: Introductionunclassified
“…In 2013, 17 million people were using and watching esports games [32]. In 2016, a Spanish study put the profits from esports at over 1.8 trillion euros [33] which is now growing in both users and profits Including esports in education in elementary, middle, and high schools requires esports scholars, instructors, teachers, curricula, education, and training programs at the higher education level [34]. Sixty-two higher education institutions in Europe and North America provide esports education and training that has produced 80 esports master's degrees and diplomas.…”
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%