gaming and hybrid platforms stephan dahl. early video games one year after the ‘first computer’,...
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Gaming and Hybrid Platforms
Stephan Dahl
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Early Video Games
• One year after the ‘first computer’, the ‘first videogame’ was developed by Alan Touring
• 1951: the first dedicated computer for gaming was developed
• 1960s: ideas of ‘video games consoles’ emerge
• 1970s: the first mass-produced games
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MUD, Second Life and Virtual Worlds
Many games focused on recreating ‘reality’• MUD = Multi User Dungeon
Early text-based ‘virtual worlds’ developed at the University of Essex (1978)
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Continuing Realism
After MUD, increasingly ‘realistic’ worlds, allowing interaction with other online players:
• e.g. CompuServe’s WorldsAway (1995)
• SecondLife (2003) became the first large-scale ‘virtual world’ including own currency, economy etc
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In-game Advertising
• Product and brand placements in games:– Branded storefronts– Advertising boards on football pitches– Sometimes integral game components
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Advergames
• Hybrid between advertising and a game:– Products and brands are mostly integral part of the
game– Purchases may enhance game experience (new
levels etc.)
• IGA and Advergames popular with advertisers, as games are played over and over again
• But also often linked to unhealthy food items
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Four Theoretical Concepts
• Social Cognitive Learning• Persuasion Knowledge (see previous)• Limited-capacity Model of Motivated
Mediated Message Processing (L4MP)• Flow
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Social Cognitive Learning
• Social Cognitive Learning explains how humans learn through observing others.
• Based on Social Learning Theory• Complements Social Contagion Theory
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L4MP
• Assumes limited cognitive capacity • Attention is divided between primary (playing the
game) and secondary tasks (brand recognition)• When at capacity, new cognitive processes
cannot be started– E.g. activation of persuasion knowledge
• Debate whether it is best to have incongruent placements in games (second task becomes prominent) – or not (non-activation of persuasion knowledge)
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Flow
• Flow is a mental state where full immersion occurs
• Results are:– Feeling in complete control – Enjoyment
• During flow brand recall is lowered – but brand attitudes are affected positively!
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Gamification
• Gamification brings game-like aspects to consumption experiences
Two main strategies:• Rewarding completion of tasks• Competing with friends