Language:
English
繁體中文
Help
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Advertising Bias in Video Game Magaz...
~
Dewar, Gregory Lewis.
Advertising Bias in Video Game Magazines.
Record Type:
Language materials, manuscript : Monograph/item
Title/Author:
Advertising Bias in Video Game Magazines./
Author:
Dewar, Gregory Lewis.
Description:
1 online resource (113 pages)
Notes:
Source: Masters Abstracts International, Volume: 57-02.
Contained By:
Masters Abstracts International57-02(E).
Subject:
Mass communication. -
Online resource:
click for full text (PQDT)
ISBN:
9780355400397
Advertising Bias in Video Game Magazines.
Dewar, Gregory Lewis.
Advertising Bias in Video Game Magazines.
- 1 online resource (113 pages)
Source: Masters Abstracts International, Volume: 57-02.
Thesis (M.S.)--University of Oregon, 2017.
Includes bibliographical references
The potential for advertising bias forming a conflict of interest with editorial content is a problem for any publication, and those with a gaming focus are no exception. Reviews in these publications can make or break a game and in some cases --- a developer. The purpose of this content analysis of three gaming magazines is to examine whether publications in which developers purchase advertising are biased in favor of those developers' games. The magazines chosen were: Game Informer, GamesTM, and Edge. The working definition of bias used is the financial pressure that advertisers exert on the editorial content of publications through the purchasing of advertising space. Video game magazines were chosen for this study due to readers' reliance on reviews to make purchase decisions. No overt advertising bias was found. There was no significant link between the coverage of games and ads for those games in the same issue. A more subtle case for bias was found, however, when the entire sample of each magazine was looked at. For example, games reviewed anywhere in the sample in a given magazine tended to more often have an advertisement and for it to be larger, and this was especially true if the game received positive coverage. Other interesting results showed that magazines had a largely varying spread in the tone of reviews and that the majority of ads were for non-games, though game ads were larger on average.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2018
Mode of access: World Wide Web
ISBN: 9780355400397Subjects--Topical Terms:
1179310
Mass communication.
Index Terms--Genre/Form:
554714
Electronic books.
Advertising Bias in Video Game Magazines.
LDR
:02594ntm a2200337Ki 4500
001
919602
005
20181129115239.5
006
m o u
007
cr mn||||a|a||
008
190606s2017 xx obm 000 0 eng d
020
$a
9780355400397
035
$a
(MiAaPQ)AAI10634009
035
$a
(MiAaPQ)oregon:12043
035
$a
AAI10634009
040
$a
MiAaPQ
$b
eng
$c
MiAaPQ
$d
NTU
100
1
$a
Dewar, Gregory Lewis.
$3
1194214
245
1 0
$a
Advertising Bias in Video Game Magazines.
264
0
$c
2017
300
$a
1 online resource (113 pages)
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
500
$a
Source: Masters Abstracts International, Volume: 57-02.
500
$a
Adviser: John Russial.
502
$a
Thesis (M.S.)--University of Oregon, 2017.
504
$a
Includes bibliographical references
520
$a
The potential for advertising bias forming a conflict of interest with editorial content is a problem for any publication, and those with a gaming focus are no exception. Reviews in these publications can make or break a game and in some cases --- a developer. The purpose of this content analysis of three gaming magazines is to examine whether publications in which developers purchase advertising are biased in favor of those developers' games. The magazines chosen were: Game Informer, GamesTM, and Edge. The working definition of bias used is the financial pressure that advertisers exert on the editorial content of publications through the purchasing of advertising space. Video game magazines were chosen for this study due to readers' reliance on reviews to make purchase decisions. No overt advertising bias was found. There was no significant link between the coverage of games and ads for those games in the same issue. A more subtle case for bias was found, however, when the entire sample of each magazine was looked at. For example, games reviewed anywhere in the sample in a given magazine tended to more often have an advertisement and for it to be larger, and this was especially true if the game received positive coverage. Other interesting results showed that magazines had a largely varying spread in the tone of reviews and that the majority of ads were for non-games, though game ads were larger on average.
533
$a
Electronic reproduction.
$b
Ann Arbor, Mich. :
$c
ProQuest,
$d
2018
538
$a
Mode of access: World Wide Web
650
4
$a
Mass communication.
$3
1179310
650
4
$a
Marketing.
$3
557931
655
7
$a
Electronic books.
$2
local
$3
554714
690
$a
0708
690
$a
0338
710
2
$a
ProQuest Information and Learning Co.
$3
1178819
710
2
$a
University of Oregon.
$b
Journalism and Communication.
$3
1180932
773
0
$t
Masters Abstracts International
$g
57-02(E).
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10634009
$z
click for full text (PQDT)
based on 0 review(s)
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login