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Vol. 7 No. 1 (2017): “It’s [not just] in the game”: Le contexte promotionnel des jeux vidéo
Vol. 7 No. 1 (2017): “It’s [not just] in the game”: Le contexte promotionnel des jeux vidéo
Published:
2017-11-01
Introduction
“It’s [not Just] in the Game”
the Promotional Context of Video Games
Ed Vollans, Stephanie Janes, Carl Therrien, Dominic Arsenault
1-6
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Articles
Exploring the Myth of the Representative Video Game Trailer
Jan Švelch
7-36
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Now You’re Playing with Adverts
A Repertoire of Frames for the Historical Study of Game Culture through Marketing Discourse
Carl Therrien, Isabelle Lefebvre
37-73
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Man’s Best Enemy
The Role of Advertising During Atari’s Launch in Brazil in 1983
André Fagundes Pase, Roberto Tietzmann
74-105
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“The most Cinematic Game yet”
Ed Vollans
106-130
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Marketing Authenticity
Rockstar Games and the Use of Cinema in Video Game Promotion
Esther Wright
131-164
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Configurative Dynamics of Gender in Bioware’s Marketing for the Mass Effect Franchise
Leandro Augusto Borges Lima
165-197
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Pervasive Games Beyond the Promotional Tools
Approaches of Aesthetic Pervasiveness in Consumption of Experience
Thaiane Moreira de Oliveira
198-225
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Not Actual Gameplay, but is it Real Life?
Live-Action Footage in Digital Game Trailers and Advertising as Gamerspace
Theo Plothe
226-245
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Quality of Video Game Trailers
Zeynep Tanes-Ehle, Sara Speedy
246-273
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