1. Digital Games and the Advertising Landscape: An Introduction

Ilya Vedrashko
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Abstract

According to the game scholar Ilya Vedrashko, the origin of advergames can be dated to the early 1980s, and it is even possible to f ind some precedents in the 1960s and ‘70s (Vedrashko, 2006b). However, the term was not coined until 2000, when the entrepreneur Anthony Giallourakis, owner of the domain www.advergames.com, understood that “the market for interactive casual Internet based gaming would be too appealing to corporations for them to ignore the marketing and branding opportunities associated with casual gaming on the Internet” (Giallourakis, n.d., para. 1) and decided to coin the concept and buy several domains related to it. The evolution of the game industry and changes in the advertising landscape in recent years are responsible for this increasing interest of marketers in using digital games for advertising purposes. The development of new technologies and the spread of broadband and mobile devices have facilitated the growth of the game industry1 and the popularization of digital games, which undoubtedly are related to the increasing interest in the use of digital games as a marketing strategy. One of the results of the changes in the game industry was what was dubbed by Jesper Juul as the Casual Revolution, “a breakthrough moment in the history of video games” (2010, p. 2). This revolution is a process in which digital games have become more normal and part of people’s daily routines for three reasons. Firstly, these new digital games, known as casual games, do not ask players to readjust their schedules as they can be played anytime and anywhere, thanks to their presence on mobile devices. Think, for example,
1. 数字游戏和广告景观:导论
根据游戏学者Ilya Vedrashko的说法,广告游戏的起源可以追溯到20世纪80年代初,甚至可以在60年代和70年代找到一些先例(Vedrashko, 2006b)。然而,这个术语直到2000年才被创造出来,当时企业家Anthony Giallourakis (www.advergames.com域名的所有者)意识到“基于互联网的互动休闲游戏市场对企业来说太有吸引力了,以至于他们忽视了与互联网休闲游戏相关的营销和品牌机会”(Giallourakis, n.d,第2段)。1)并决定创造这个概念,并购买了几个与之相关的域名。近年来,游戏行业的发展和广告领域的变化促使市场营销人员对利用数字游戏进行广告宣传越来越感兴趣。新技术的发展、宽带和移动设备的普及促进了游戏产业的发展和数字游戏的普及,这无疑与将数字游戏作为营销策略的兴趣日益增加有关。游戏产业变化的结果之一便是Jesper Juul所称的“休闲革命”,即“电子游戏历史上的突破性时刻”(2010年,第2页)。在这场革命中,数字游戏变得更加正常,并成为人们日常生活的一部分,原因有三。首先,这些被称为休闲游戏的新数字游戏不需要玩家调整日程安排,因为它们可以随时随地玩,这要归功于它们在移动设备上的存在。比如,想想看,
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