Digital gaming and the advertising landscape

I am part of the first generation of digital natives, which means that I grew up as digital technology was introduced into our daily lives. Although it is difficult to admit, I am officially a Millennial. I was also incredibly lucky to have a father who wanted me to experience that process first han...

Full description

Autores:
Tipo de recurso:
Book
Fecha de publicación:
2019
Institución:
Universidad de Bogotá Jorge Tadeo Lozano
Repositorio:
Expeditio: repositorio UTadeo
Idioma:
eng
OAI Identifier:
oai:expeditiorepositorio.utadeo.edu.co:20.500.12010/15702
Acceso en línea:
https://www.jstor.org/stable/j.ctvnp0j4g
http://hdl.handle.net/20.500.12010/15702
Palabra clave:
Digital gaming
Advertising landscape
Publicidad en Internet
Publicidad
Gamificación
Rights
License
Abierto (Texto Completo)
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dc.title.spa.fl_str_mv Digital gaming and the advertising landscape
title Digital gaming and the advertising landscape
spellingShingle Digital gaming and the advertising landscape
Digital gaming
Advertising landscape
Publicidad en Internet
Publicidad
Gamificación
title_short Digital gaming and the advertising landscape
title_full Digital gaming and the advertising landscape
title_fullStr Digital gaming and the advertising landscape
title_full_unstemmed Digital gaming and the advertising landscape
title_sort Digital gaming and the advertising landscape
dc.subject.spa.fl_str_mv Digital gaming
Advertising landscape
Publicidad en Internet
topic Digital gaming
Advertising landscape
Publicidad en Internet
Publicidad
Gamificación
dc.subject.lemb.spa.fl_str_mv Publicidad
Gamificación
description I am part of the first generation of digital natives, which means that I grew up as digital technology was introduced into our daily lives. Although it is difficult to admit, I am officially a Millennial. I was also incredibly lucky to have a father who wanted me to experience that process first hand. I can clearly remember our first computer without hard drive, my neighbor Nacho teaching me to write MS-DOS commands, and the first day I saw Windows running at my friend Eva’s house. However, what is meaningful here is the reason why I approached each of these new technologies that came into our home – digital games. Before I was ten years old I was already spending many hours playing MS-DOS games such as The Secret of Money Island (LucasArts, 1990), Indiana Jones and the Fate of Atlantis (LucasArts, 1989), and Maniac Mansion (LucasArts, 1987). My first console, a Nintendo Nes, was a present from my grandfather. In fact, it was a present for all his grandchildren, so we had the opportunity to play with it only when we were at his home in Madrid (Spain), far away from Palma de Mallorca, the city where I was living at that time. When my cousins and I were at my grandparents’ for Christmas or other occasions, we used to spend the whole day playing Super Mario Bros. (Miyamoto, 1985) and Tetris (Pajitnov, 1985). Fortunately, my father understood that we needed to have one of those machines and, cleverly, he one day came home with a Computer Video Game, a pirate version of the Nintendo NES with more than 300 hundred games on its hard drive! My brother and I then spent whole afternoons and weekends playing games such as Mario Bros (Miyamoto, 1983), The Legend of Zelda (Nintendo, 1986), Burger Time (Data East, 1987), or Circus Charlie (Konami, 1984). Many other consoles and games came later into our home without our mother’s consent.
publishDate 2019
dc.date.created.none.fl_str_mv 2019
dc.date.accessioned.none.fl_str_mv 2020-11-13T19:24:08Z
dc.date.available.none.fl_str_mv 2020-11-13T19:24:08Z
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format http://purl.org/coar/resource_type/c_2f33
dc.identifier.isbn.none.fl_str_mv 978 90 4853 867 6
dc.identifier.other.none.fl_str_mv https://www.jstor.org/stable/j.ctvnp0j4g
dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/20.500.12010/15702
dc.identifier.doi.none.fl_str_mv 10.5117/9789462987159
identifier_str_mv 978 90 4853 867 6
10.5117/9789462987159
url https://www.jstor.org/stable/j.ctvnp0j4g
http://hdl.handle.net/20.500.12010/15702
dc.language.iso.spa.fl_str_mv eng
language eng
dc.rights.coar.fl_str_mv http://purl.org/coar/access_right/c_abf2
dc.rights.local.spa.fl_str_mv Abierto (Texto Completo)
dc.rights.creativecommons.none.fl_str_mv https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode
rights_invalid_str_mv Abierto (Texto Completo)
https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode
http://purl.org/coar/access_right/c_abf2
dc.format.extent.spa.fl_str_mv 208 páginas
dc.format.mimetype.spa.fl_str_mv application/pdf
dc.publisher.spa.fl_str_mv Amsterdam University Press B.V
institution Universidad de Bogotá Jorge Tadeo Lozano
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spelling 2020-11-13T19:24:08Z2020-11-13T19:24:08Z2019978 90 4853 867 6https://www.jstor.org/stable/j.ctvnp0j4ghttp://hdl.handle.net/20.500.12010/1570210.5117/9789462987159I am part of the first generation of digital natives, which means that I grew up as digital technology was introduced into our daily lives. Although it is difficult to admit, I am officially a Millennial. I was also incredibly lucky to have a father who wanted me to experience that process first hand. I can clearly remember our first computer without hard drive, my neighbor Nacho teaching me to write MS-DOS commands, and the first day I saw Windows running at my friend Eva’s house. However, what is meaningful here is the reason why I approached each of these new technologies that came into our home – digital games. Before I was ten years old I was already spending many hours playing MS-DOS games such as The Secret of Money Island (LucasArts, 1990), Indiana Jones and the Fate of Atlantis (LucasArts, 1989), and Maniac Mansion (LucasArts, 1987). My first console, a Nintendo Nes, was a present from my grandfather. In fact, it was a present for all his grandchildren, so we had the opportunity to play with it only when we were at his home in Madrid (Spain), far away from Palma de Mallorca, the city where I was living at that time. When my cousins and I were at my grandparents’ for Christmas or other occasions, we used to spend the whole day playing Super Mario Bros. (Miyamoto, 1985) and Tetris (Pajitnov, 1985). Fortunately, my father understood that we needed to have one of those machines and, cleverly, he one day came home with a Computer Video Game, a pirate version of the Nintendo NES with more than 300 hundred games on its hard drive! My brother and I then spent whole afternoons and weekends playing games such as Mario Bros (Miyamoto, 1983), The Legend of Zelda (Nintendo, 1986), Burger Time (Data East, 1987), or Circus Charlie (Konami, 1984). Many other consoles and games came later into our home without our mother’s consent.208 páginasapplication/pdfengAmsterdam University Press B.VDigital gamingAdvertising landscapePublicidad en InternetPublicidadGamificaciónDigital gaming and the advertising landscapeAbierto (Texto Completo)https://creativecommons.org/licenses/by-nc-nd/4.0/legalcodehttp://purl.org/coar/access_right/c_abf2http://purl.org/coar/resource_type/c_2f33Hera, Teresa de laORIGINAL9789048538676.pdf9789048538676.pdfVer libroapplication/pdf2562162https://expeditiorepositorio.utadeo.edu.co/bitstream/20.500.12010/15702/1/9789048538676.pdfea26cdddb3bfa75e5cb7a242c9a4dcc7MD51open accessLICENSElicense.txtlicense.txttext/plain; charset=utf-82938https://expeditiorepositorio.utadeo.edu.co/bitstream/20.500.12010/15702/2/license.txtabceeb1c943c50d3343516f9dbfc110fMD52open accessTHUMBNAIL9789048538676.pdf.jpg9789048538676.pdf.jpgIM Thumbnailimage/jpeg16849https://expeditiorepositorio.utadeo.edu.co/bitstream/20.500.12010/15702/3/9789048538676.pdf.jpg9837f7326f8fd9c5893a47f279474d8bMD53open access20.500.12010/15702oai:expeditiorepositorio.utadeo.edu.co:20.500.12010/157022021-02-26 10:39:02.713open accessRepositorio Institucional - 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