dc.contributor.author | de la Cruz, Jenniffer Soto | de |
dc.contributor.author | de la Hera, Teresa | de |
dc.contributor.author | Gómez, Sara Cortés | de |
dc.contributor.author | Lacasa, Pilar | de |
dc.date.accessioned | 2023-08-03T10:06:42Z | |
dc.date.available | 2023-08-03T10:06:42Z | |
dc.date.issued | 2023 | de |
dc.identifier.issn | 2183-2439 | de |
dc.identifier.uri | https://www.ssoar.info/ssoar/handle/document/88225 | |
dc.description.abstract | The aim of this study is to explore how digital entertainment games are used as spaces for political persuasion in electoral campaigns, by examining Joe Biden's use of Fortnite during the campaign for the 2020 US presidential election as a case study. To date, the study of persuasive communication related to games has been mostly focused on persuasive games. This article approaches the use of entertainment games as spaces for persuasive communication answering the research question: How is political marketing - and electoral propaganda specifically - embedded into digital entertainment games? To answer this question, we have analyzed the persuasive dimensions of the Biden-Harris campaign in Fortnite using a qualitative mixed-methods approach that combined the identification and analysis of the persuasive strategies used in the game with a textual analysis of 19 articles discussing the campaign. The results of the analysis of the Biden-Harris campaign in Fortnite show that the persuasive efforts embedded in the game mostly made use of textual persuasion and procedural persuasion, relying largely on goal rules. The results of the textual analysis of the articles show that, although there is an appreciation of how the campaign links political persuasive goals with the challenges presented to the player, the lack of understanding of the persuasive potential of the game results in a gaming experience that in some cases does not meet the expectations of Fortnite’s experienced and demanding players. | de |
dc.language | en | de |
dc.subject.ddc | Politikwissenschaft | de |
dc.subject.ddc | Political science | en |
dc.subject.ddc | Publizistische Medien, Journalismus,Verlagswesen | de |
dc.subject.ddc | News media, journalism, publishing | en |
dc.subject.other | Biden-Harris campaign; Fortnite; analytical play; in-game persuasion; in-game propaganda; persuasive gaming; politainment; political games; political marketing | de |
dc.title | Digital Games as Persuasion Spaces for Political Marketing: Joe Biden's Campaign in Fortnite | de |
dc.description.review | begutachtet (peer reviewed) | de |
dc.description.review | peer reviewed | en |
dc.identifier.url | https://www.cogitatiopress.com/mediaandcommunication/article/view/6476/3170 | de |
dc.source.journal | Media and Communication | |
dc.source.volume | 11 | de |
dc.publisher.country | PRT | de |
dc.source.issue | 2 | de |
dc.subject.classoz | politische Willensbildung, politische Soziologie, politische Kultur | de |
dc.subject.classoz | Political Process, Elections, Political Sociology, Political Culture | en |
dc.subject.classoz | interaktive, elektronische Medien | de |
dc.subject.classoz | Interactive, electronic Media | en |
dc.subject.thesoz | Computer | de |
dc.subject.thesoz | computer | en |
dc.subject.thesoz | politische Kommunikation | de |
dc.subject.thesoz | political communication | en |
dc.subject.thesoz | Wahlkampf | de |
dc.subject.thesoz | election campaign | en |
dc.subject.thesoz | Präsidentschaftswahl | de |
dc.subject.thesoz | presidential election | en |
dc.subject.thesoz | USA | de |
dc.subject.thesoz | United States of America | en |
dc.subject.thesoz | Wahlwerbung | de |
dc.subject.thesoz | election advertising | en |
dc.subject.thesoz | Persuasion | de |
dc.subject.thesoz | persuasion | en |
dc.rights.licence | Creative Commons - Namensnennung 4.0 | de |
dc.rights.licence | Creative Commons - Attribution 4.0 | en |
internal.status | formal und inhaltlich fertig erschlossen | de |
internal.identifier.thesoz | 10040178 | |
internal.identifier.thesoz | 10049299 | |
internal.identifier.thesoz | 10061878 | |
internal.identifier.thesoz | 10061850 | |
internal.identifier.thesoz | 10041244 | |
internal.identifier.thesoz | 10061879 | |
internal.identifier.thesoz | 10036742 | |
dc.type.stock | article | de |
dc.type.document | Zeitschriftenartikel | de |
dc.type.document | journal article | en |
dc.source.pageinfo | 266-277 | de |
internal.identifier.classoz | 10504 | |
internal.identifier.classoz | 1080404 | |
internal.identifier.journal | 793 | |
internal.identifier.document | 32 | |
internal.identifier.ddc | 320 | |
internal.identifier.ddc | 070 | |
dc.source.issuetopic | Political Communication in Times of Spectacularisation: Digital Narratives, Engagement, and Politainment | de |
dc.identifier.doi | https://doi.org/10.17645/mac.v11i2.6476 | de |
dc.description.pubstatus | Veröffentlichungsversion | de |
dc.description.pubstatus | Published Version | en |
internal.identifier.licence | 16 | |
internal.identifier.pubstatus | 1 | |
internal.identifier.review | 1 | |
internal.dda.reference | https://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/6476 | |
ssoar.urn.registration | false | de |