Six factors that Determine the Conceptualization of Persuasive Strategies for Advergames: The Case study of "Tem de Tank”

Research output: Chapter/Conference proceedingChapterAcademic

Abstract

In this chapter, I define six factors that determine the conceptualization of persuasive strategies for advergames. Advergames are understood here as “digital games specifically designed for a brand with the aim of conveying an advertising message” (De la Hera Conde-Pumpido, In Press). These six factors have been used for the analysis of the advergame Tem de Tank (DDB Amsterdam & Flavour, 2010), which was launched in 2010 by Volkswagen to introduce the Volkswagen Polo BlueMotion. The reason for selecting this game as a case study for this chapter is that, although the advergame's goals were properly defined, the game contains, in my opinion, a series of problems in terms of persuasion. Therefore, this game is a perfect case study to exemplify how the factors presented here can be useful to identify problems in the persuasive strategy of an advergame.
Original languageEnglish
Title of host publicationCases on the Societal Effects of Persuasive Games
EditorsD. Ruggiero
Place of PublicationHershey, PA
PublisherIGI Global Publishing
Pages51-70
Number of pages20
ISBN (Print)9781466662063
DOIs
Publication statusPublished - 2014
Externally publishedYes

Research programs

  • ESHCC - non EUR result

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