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Game-Based Advertisement: Uludag Lemonade and Lipton Ice Tea Example 基于游戏的广告:Uludag柠檬水和立顿冰茶的例子
Pub Date : 2022-01-31 DOI: 10.17680/erciyesiletisim.983743
Sinem EYİCE BASEV
Consumer behavior is influenced by technological advancements and socioeconomic changes. Consumers have become tired of traditional advertising channels. Those in the Z generation, in particular, have a strong desire to avoid traditional advertising. As a result, this change has an impact on marketing and shows itself in advertising strategies. Businesses have begun to advertise in many mediums in order to get the attention of consumers. Digital games are one of these mediums. Digital games attract not only children and young people, but also adults, as they provide a fun time. In addition to amusement, the virtual world of gaming provides an opportunity for self-development and escape from the responsibilities of the real world. While playing these games, which have many different types, the gamers can get the information about the brand in their minds in a fun and positive environment, and they also witness the interactive advertising messages of the business. The aim of this study is to look at how advertising is used and classified in digital games in light of the conceptual framework of digital advertising, the digital advertising market, and the digital game market, as well as the effects of game advertising on consumers in the games “Uludağ Lemonade World of Flavor” and “ Lipton Ice Tea Pointing Sneijder”. The research is a review study, and the material gathered from primary and secondary sources for the subject under investigation was evaluated and inferences drawn using two game-based commercial samples. This compilation research is expected to contribute to the assessment of present potential by throwing light on new studies to be conducted within the scope of game-based marketing and associated applications.
消费者行为受到技术进步和社会经济变化的影响。消费者已经厌倦了传统的广告渠道。尤其是Z世代,他们强烈希望避开传统广告。因此,这种变化对市场营销产生了影响,并在广告策略中表现出来。为了引起消费者的注意,商家开始在许多媒介上做广告。数字游戏就是其中一种媒介。数字游戏不仅吸引儿童和年轻人,也吸引成年人,因为它们提供了一个有趣的时间。除了娱乐之外,游戏的虚拟世界还提供了一个自我发展和逃避现实世界责任的机会。在玩这些类型多样的游戏的过程中,玩家可以在一个有趣和积极的环境中获得关于品牌的信息,也可以见证企业的互动广告信息。本研究的目的是根据数字广告、数字广告市场和数字游戏市场的概念框架,研究广告是如何在数字游戏中使用和分类的,以及游戏广告对消费者的影响,如《uludazu Lemonade World of Flavor》和《Lipton Ice Tea Pointing Sneijder》。这项研究是一项回顾性研究,我们通过两个基于游戏的商业样本对调查对象的第一手和二手资料进行了评估和推断。这项汇编研究预计将有助于评估当前潜力,为基于游戏的市场营销和相关应用范围内的新研究提供线索。
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引用次数: 0
Dijital Oyunlarda İhlal Biçimleri 数字游戏中的历史形式
Pub Date : 2022-01-31 DOI: 10.17680/erciyesiletisim.998053
Yavuz Kerem Demirbaş
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引用次数: 0
Covid-19 Pandemi Sürecinde Depresyon, Anksiyete ve Stres ile Başa Çıkma Tutumlarının Sosyal Medya Bağımlılığıyla İlişkisi 新冠肺炎Pandemi Sürecinde Depresyon,Anksiyete ve Stres ile BašaÇıkma Tutumları
Pub Date : 2022-01-31 DOI: 10.17680/erciyesiletisim.1001102
E. Şahin, Fulya Turk, Zeynep Hamamcı
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引用次数: 1
To Be Seen or Not to Be Seen: Examination of Camera Sharing in Online Learning Environments in Terms of Interaction 被看到还是不被看到:从互动的角度考察在线学习环境中的摄像头共享
Pub Date : 2022-01-31 DOI: 10.17680/erciyesiletisim.1030467
Tülay GÖRÜ DOĞAN
Along with the Covid-19 pandemic lockdowns experienced, educational institutions of every level conveyed their learning environments to digital environments mostly utilizing online video conference technology. These environments, which were basically designed as communication technologies, were used intensively in online classes in this process where the learner and the instructor were at a distance. This study aimed to examine camera sharing in online learning environments where online video conference applications were used during the Covid–19 pandemic in terms of interaction. This study used a mixed-method and explanatory sequential design model. Whether learners, the participants of this study, shared their camera during online classes and what they thought about learner-learner and learner–instructor interaction was structured through data collection processes using both quantitative and qualitative methods. The findings of the research reveal that the learners in online classes are hesitant about sharing their cameras (for reasons of privacy, distraction, concern, etc.). On the other hand, the learners expressed their opinions that especially the camera sharing made by the instructor (for reasons such as contributing to focus, providing feedback, feeling valued, etc.) increases the interaction.
随着新冠肺炎疫情的封锁,各级教育机构将其学习环境转变为数字环境,主要利用在线视频会议技术。这些环境基本上是作为通信技术设计的,在这个过程中,在在线课程中被大量使用,学习者和讲师相距甚远。本研究旨在研究新冠肺炎-19大流行期间使用在线视频会议应用程序的在线学习环境中的摄像头共享互动情况。本研究采用了混合方法和解释顺序设计模型。本研究的参与者学习者是否在在线课堂上分享了他们的相机,以及他们对学习者和学习者-教师互动的看法,都是通过使用定量和定性方法的数据收集过程构建的。研究结果表明,在线课堂上的学习者对分享他们的相机犹豫不决(出于隐私、分心、担忧等原因)。另一方面,学习者表达了他们的观点,尤其是教练分享相机(出于有助于集中注意力、提供反馈、感觉被重视等原因)会增加互动。
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引用次数: 1
Investigation of Communication Faculty Students’ Use of Technology and Attitudes to Digital Technologies 传媒学院学生对科技的使用及对数码科技的态度调查
Pub Date : 2022-01-31 DOI: 10.17680/erciyesiletisim.1038512
Mücahit Sami Küçüktiğli
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引用次数: 0
Üniversitelerin Açıkhava Reklamları Üzerinden Aday Öğrenciye Vaatlerine Dair Göstergebilimsel Analiz 高校校园广告绩效分析数据的可视化
Pub Date : 2022-01-31 DOI: 10.17680/erciyesiletisim.1000126
Görkem İldaş
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引用次数: 0
Medyada Mesleklerin Ötekileştirilmesi Üzerine Bir Araştırma Medyada MesleklerinÖtekileştirimesiÜzerine Bir Araştırma
Pub Date : 2022-01-31 DOI: 10.17680/erciyesiletisim.1000728
Mevlüt Can Koçak, Özden Toprak, Olgun Küçük
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引用次数: 0
Social Media Uses of Political Party Provincial Presidency Except Election Period: The Example of Giresun Province 政党省级主席选举期以外的社会媒体使用:以吉雷松省为例
Pub Date : 2022-01-31 DOI: 10.17680/erciyesiletisim.1030081
Yelda Korkut
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引用次数: 1
Siyasal Mit İnşasında Görsel Retorik Ya Da Kötülüğün Sıradanlığı 科学神话建构中的视觉修辞或邪恶的相似性
Pub Date : 2022-01-31 DOI: 10.17680/erciyesiletisim.995384
Hacı Hasan Saf
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引用次数: 0
Reklamlarda Ünlü Kullanımı: Effie Award Türkiye Reklamlarına Yönelik İçerik Analizi 出版商著名用法:土耳其艾菲广告管理分析奖
Pub Date : 2022-01-31 DOI: 10.17680/erciyesiletisim.996987
Serpil KIR ELİTAŞ, Zöhre Akyol
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引用次数: 2
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