Mid Sweden University

miun.sePublikasjoner
Endre søk
Link to record
Permanent link

Direct link
Dymek, Mikolaj
Publikasjoner (5 av 5) Visa alla publikasjoner
Falasca, K., Dymek, M. & Grandien, C. (2019). Social media election campaigning: who is working for whom? A conceptual exploration of digital political labour. Contemporary Social Science, 14(1), 89-101
Åpne denne publikasjonen i ny fane eller vindu >>Social media election campaigning: who is working for whom? A conceptual exploration of digital political labour
2019 (engelsk)Inngår i: Contemporary Social Science, ISSN 2158-2041, E-ISSN 2158-205X, Vol. 14, nr 1, s. 89-101Artikkel i tidsskrift (Fagfellevurdert) Published
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.

Emneord
Social media, political communication, election campaign, content analysis
HSV kategori
Identifikatorer
urn:nbn:se:miun:diva-32112 (URN)10.1080/21582041.2017.1400089 (DOI)000470259600007 ()2-s2.0-85037996789 (Scopus ID)
Tilgjengelig fra: 2017-11-21 Laget: 2017-11-21 Sist oppdatert: 2025-09-25bibliografisk kontrollert
Falasca, K., Dymek, M. & Grandien, C. (2017). Exploring Digital Political Labour: political public relations and the exploitation of social media engagement. In: : . Paper presented at The International Communication Association's 67th Annual Conference, Interventions: Communication Research and Practice. San Diego, USA, 25-29 May 2017.
Åpne denne publikasjonen i ny fane eller vindu >>Exploring Digital Political Labour: political public relations and the exploitation of social media engagement
2017 (engelsk)Konferansepaper, Publicerat paper (Fagfellevurdert)
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.

HSV kategori
Identifikatorer
urn:nbn:se:miun:diva-29888 (URN)DEMICOM (Lokal ID)DEMICOM (Arkivnummer)DEMICOM (OAI)
Konferanse
The International Communication Association's 67th Annual Conference, Interventions: Communication Research and Practice. San Diego, USA, 25-29 May 2017
Tilgjengelig fra: 2017-01-18 Laget: 2017-01-18 Sist oppdatert: 2025-09-25bibliografisk kontrollert
Dymek, M. (2016). Inside the Gamification Case of a Mobile Phone Marketing Campaign: The Amalgamation of Game Studies with Marketing Communications? (1ed.). In: M. Dymek & P. Zackariasson (Ed.), The Business of Gamification: A Critical Analysis (pp. 99-121). New York: Routledge
Åpne denne publikasjonen i ny fane eller vindu >>Inside the Gamification Case of a Mobile Phone Marketing Campaign: The Amalgamation of Game Studies with Marketing Communications?
2016 (engelsk)Inngår i: The Business of Gamification: A Critical Analysis / [ed] M. Dymek & P. Zackariasson, New York: Routledge, 2016, 1, s. 99-121Kapittel i bok, del av antologi (Fagfellevurdert)
sted, utgiver, år, opplag, sider
New York: Routledge, 2016 Opplag: 1
Serie
Routledge Advances in Management and Business Studies
HSV kategori
Identifikatorer
urn:nbn:se:miun:diva-29563 (URN)2-s2.0-85022037067 (Scopus ID)DEMICOM (Lokal ID)9781138824164 (ISBN)DEMICOM (Arkivnummer)DEMICOM (OAI)
Tilgjengelig fra: 2016-12-14 Laget: 2016-12-14 Sist oppdatert: 2025-09-25bibliografisk kontrollert
Dymek, M. & Zackariasson, P. (Eds.). (2016). The Business of Gamification: A Critical Analysis (1ed.). New York: Routledge
Åpne denne publikasjonen i ny fane eller vindu >>The Business of Gamification: A Critical Analysis
2016 (engelsk)Collection/Antologi (Fagfellevurdert)
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.

sted, utgiver, år, opplag, sider
New York: Routledge, 2016. s. 230 Opplag: 1
Serie
Routledge Advances in Management and Business Studies
Emneord
Gamification, Video Games, Organizational Behavior, Marketing
HSV kategori
Identifikatorer
urn:nbn:se:miun:diva-29559 (URN)10.4324/9781315740867 (DOI)2-s2.0-85022057353 (Scopus ID)DEMICOM (Lokal ID)9781138824164 (ISBN)DEMICOM (Arkivnummer)DEMICOM (OAI)
Tilgjengelig fra: 2016-12-14 Laget: 2016-12-14 Sist oppdatert: 2025-09-25bibliografisk kontrollert
Zackariasson, P. & Dymek, M. (2016). Video Game Marketing: A student textbook (1ed.). New York: Routledge
Åpne denne publikasjonen i ny fane eller vindu >>Video Game Marketing: A student textbook
2016 (engelsk)Bok (Fagfellevurdert)
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.

sted, utgiver, år, opplag, sider
New York: Routledge, 2016. s. 156 Opplag: 1
Emneord
Marketing, Video games industry
HSV kategori
Identifikatorer
urn:nbn:se:miun:diva-29560 (URN)DEMICOM (Lokal ID)9781138812277 (ISBN)DEMICOM (Arkivnummer)DEMICOM (OAI)
Tilgjengelig fra: 2016-12-14 Laget: 2016-12-14 Sist oppdatert: 2025-09-25bibliografisk kontrollert
Organisasjoner