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  • 1.
    Dymek, Mikolaj
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Media and Communication Science.
    Inside the Gamification Case of a Mobile Phone Marketing Campaign: The Amalgamation of Game Studies with Marketing Communications?2016In: The Business of Gamification: A Critical Analysis / [ed] M. Dymek & P. Zackariasson, New York: Routledge, 2016, 1, p. 99-121Chapter in book (Refereed)
  • 2.
    Dymek, Mikolaj
    et al.
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Media and Communication Science.
    Zackariasson, PeterUniversity of Gothenburg.
    The Business of Gamification: A Critical Analysis2016Collection (editor) (Refereed)
    Abstract [en]

    At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.

    The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general?

    This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

  • 3.
    Falasca, Kajsa
    et al.
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Media and Communication Science.
    Dymek, Mikolaj
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Media and Communication Science.
    Grandien, Christina
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Media and Communication Science.
    Exploring Digital Political Labour: political public relations and the exploitation of social media engagement2017Conference paper (Refereed)
    Abstract [en]

    This paper posits the notion of digital political labour (DPL) as a rewarding concept for the analysis of political public relations and social media. Numerous studies conclude that the engagement, dialogic and social affordances of social media have not yet been realized. But despite the lack of direct interaction, active audiences are, by their own actions in social media, taking part in DPL since audiences do not only receive political messages but contribute significantly with their own user-generated content. This empirical data in this study is from the official Facebook pages of Swedish political parties during the 2014 national election campaign. The results show that most of the communications work is actually performed by the audiences, and not by the parties themselves. This study highlight two important dimensions of DPL where users constitute targets and carriers of advertising as well as audiences whose free labour generates political campaign content.

  • 4.
    Falasca, Kajsa
    et al.
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Media and Communication Science.
    Dymek, Mikolaj
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Media and Communication Science.
    Grandien, Christina
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Media and Communication Science.
    Social media election campaigning: who is working for whom? A conceptual exploration of digital political labour2019In: Contemporary Social Science, ISSN 2158-2041, E-ISSN 2158-205X, Vol. 14, no 1, p. 89-101Article in journal (Refereed)
    Abstract [en]

    This paper posits the notion of digital political labour (DPL) as a rewarding concept for the analysis of political communication and social media. Numerous studies conclude that the engagement, dialogic and social affordances of social media have not yet been realised. But despite the lack of direct interaction, active audiences are, by their own actions in social media, taking part in DPL since audiences do not only receive political messages but contribute significantly with their own user-generated content. The empirical data in this study are from the official Facebook pages of Swedish political parties during the 2014 national election campaign. The results show that most of the communications work is actually performed by the audiences, and not by the parties themselves. This study highlight two important dimensions of DPL where users constitute targets and carriers of advertising as well as audiences whose free labour generates political campaign content.

  • 5.
    Zackariasson, Peter
    et al.
    University of Gothenburg.
    Dymek, Mikolaj
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Media and Communication Science.
    Video Game Marketing: A student textbook2016 (ed. 1)Book (Refereed)
    Abstract [en]

    The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers", being a game developer isn’t just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell to them.

    Video Game Marketing: A student textbook is for development students or aspiring developers who want to know how to promote and sell the results of their efforts. This book is a much-needed guide to:

    • the essentials of marketing strategy;

    • video games as products or services;

    • marketing research for game development;

    • branding video games;

    • marketing through game: gamification, advergames.

    Replete with pedagogy to aid learning such as objectives and discussion questions for each chapter, this book is all that aspiring video game developers will need to unleash the potential of their games.

1 - 5 of 5
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