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  Citation Number 3
 Views 98
 Downloands 33
Yeni İletişim Ortamı Olarak Dijital Oyunlarda Deneyim İçerikli Yeni Bir Reklam Uygulaması: Skillful Finger Örneği
2019
Journal:  
Erciyes İletişim Dergisi
Author:  
Abstract:

Gelişen teknoloji ile birlikte akıllı olarak tanımlanan mobil aygıtlar, başta yetişkinler olmak üzere çeşitli yaş grupları tarafından haberleşme, bilgi edinme, eğlenme ve boş zamanı doldurma gibi işlevlerinin yanında yaygın olarak oyun oynama amaçlı da kullanılmaktadır. Yeni medya ile birlikte mobil oyunlarda var olan türdeşleşme akıllı mobil telefonlara yönelik olarak çeşitlendirilmekte ve bu oyunlarda yer alan reklamların pazar payının dikkat çekici boyutlara ulaştığı görülmektedir. Oyun ve reklam olgusu birbirinden ayrı alanlar gibi görünse de akıllı mobil telefonlarda ve benzeri cihazlarda bu durum oyun içerikli reklamlar dolayımında kesişmektedir. Bu reklamlar aracılığı ile kullanıcı bir oyundan diğer oyuna, oyun oynayarak geçiş yapabilmekte ve farklı türden oyunları çeşitli biçimlerde deneyimleyebilmektedir. Böylelikle bu yeni reklam sunumu ile reklamların kalıplaşmış algısının açıkça dönüşüme uğradığı ve reklamın temel sorunsalları arasından zorunlu olma özelliğinin kendiliğinden ortadan kaldırıldığı anlaşılmaktadır. Bu nedenle dijital oyun ortamları, günümüzde reklamcılık boyutunda elverişli bir alan olarak değerlendirilmektedir. Bu çalışmada oyun ve reklam ilişkisini değerlendirmek amacıyla araştırmanın gerçekleştirildiği zaman aralığında Skillful Finger oyununun aralarında gösterilen reklamlar incelemeye değer bulunmuştur. Bu oyunun tercih edilme nedeni ise Skillful Finger oyununun, Google Play Store’un ücretsiz en popüler oyun kategorisinde en üst sırada yer almış olmasıdır. Bu doğrultuda araştırmanın evreni, çeşitli mobil aygıtlar arasından akıllı telefonlar ile sınırlandırılmıştır. Oyun mağazasının en popüler kategorisinin üst sırasında yer alan Skillful Finger oyunu çalışmanın örneklemini oluştururken oyun yoluyla gerçekleştirilen reklamlar, araştırmanın odağı olarak belirlenmiştir. Çalışmada kullanılan niteliksel içerik analizi yöntemi ile bu yeni reklam sunumunun diğer reklamlardan farkları incelenecek olup bu reklamların kullanıcı tutumlarını yönlendirmede hangi metotlardan yararlandığı araştırmanın temel sorunsalını oluşturmaktadır. 

Keywords:

A New Advertising App With Experience in Digital Games as a New Communication Environment: Skillful Finger Example
2019
Author:  
Abstract:

Mobile devices, which are defined as smart along with the developing technology, are widely used for playing games as well as functions such as communication, information acquisition, entertainment and leisure time by various age groups, especially adults. With the new media, the existing homogenization in mobile games is diversified for smart mobile phones and the market share of the advertisements in these games has reached remarkable dimensions. Although gaming and advertising appear to be separate areas, on smart mobile phones and similar devices, this happens through gaming advertisements. Through these advertisements, the user can switch from one game to another game, play and experience different kinds of games in various ways. Thus, with this new ad serving, it is understood that the stereotyped perception of the advertisements is evolving and that the mandatory necessity among the basic problems of advertising is automatically removed. For this reason, digital gaming environments are now considered as a convenient area for advertising context. In this study, the ads displayed among the Skillful Finger games in the time period during which the research was conducted to evaluate the game and advertising relationship were worth investigating. The reason this game is preferred is that The Finger is at the top of the most popular free game category on the Google Play Store. In this regard, the universe of research is limited to smartphones among various mobile devices. While the Skillful Finger game, which is located at the top of the most popular category of the game store, constitutes the sample of the study, the advertising through the game was determined as the focus of the research. The qualitative content analysis method used in the study will examine the differences between this new ad serving and the other ads, and the underlying problem of the research that these ads use to guide user attitudes.

Keywords:

A New Advertisement Application In Digital Games As A New Communication Environment: Skillful Finger Sample
2019
Author:  
Abstract:

Mobile devices, which are defined as smart along with the developing technology, are widely used for playing games as well as functions such as communication, information acquisition, entertainment and leisure time by various age groups, especially adults. With the new media, the existing homogenization in mobile games is diversified for smart mobile phones and the market share of the advertisements in these games has reached remarkable dimensions. Although gaming and advertising appear to be separate areas, on smart mobile phones and similar devices, this happens through gaming advertisements. Through these advertisements, the user can switch from one game to another game, play and experience different kinds of games in various ways. Thus, with this new ad serving, it is understood that the stereotyped perception of the advertisements is evolving and that the mandatory necessity among the basic problems of advertising is automatically removed. For this reason, digital gaming environments are now regarded as a convenient area for advertisement context. In this study, the ads displayed among the Skillful Finger games in the time period during which the research was conducted to evaluate the game and advertisement relation were worth investigating. The reason this game is preferred is that Skillful Finger is at the top of the most popular free game category on the Google Play Store. In this regard, the universe of research is limited to smartphones among various mobile devices. While the Skillful Finger game, which is located at the top of the most popular category of the game store, constitutes the sample of the study, the advertisement through the game was determined as the focus of the research. The qualitative content analysis method used in the study will examine the differences between this new ad serving and the other ads, and the underlying problem of the research that these ads use to guide user attitudes.

Keywords:

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Erciyes İletişim Dergisi

Field :   Sosyal, Beşeri ve İdari Bilimler

Journal Type :   Ulusal

Metrics
Article : 626
Cite : 3.549
2023 Impact : 0.229
Erciyes İletişim Dergisi