An analysis of several passages from Nietzsche's 'Thus Spoke Zarathustra' is used to explore possible reasons for the attractiveness of videogame worlds.
Recent years have marked the beginning of a new era for businesses to engage customers with their brand and products, using the internet as the primary mediator. Social media has proved to play a...Show moreRecent years have marked the beginning of a new era for businesses to engage customers with their brand and products, using the internet as the primary mediator. Social media has proved to play a pivotal role in providing new ways of customer engagement and encouraging customer’s buying behavior, of which a concept known as “gamification” has grown out to become a global phenomenon. In this thesis I will provide an answer to the question of how the concept of gamification has developed within the Japanese market and for what purposes it is used in contemporary Japan, in both commercial and non-commercial contexts. I will demonstrate how gamification can be used as a mechanism to urge on a user’s intrinsic motivation, by utilizing extrinsically motivating game elements such as rewards. Implementing gamification in a company’s business strategy can be an effective way to engage customers, which then has the potential of establishing new, or strengthening existing relationships. This will be demonstrated based on a variety of examples within the Japanese context, including convenience-store chain Seven-Eleven Japan and Japanese idol group AKB48.Show less
Bachelor thesis | Film- en literatuurwetenschap (BA)
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Door in eerste instantie te kijken naar hoe het komt dat videogames zich goed lenen voor adaptaties vanuit film en vervolgens te kijken naar de gameadaptaties De Gevangene van Azkaban, De Halfbloed...Show moreDoor in eerste instantie te kijken naar hoe het komt dat videogames zich goed lenen voor adaptaties vanuit film en vervolgens te kijken naar de gameadaptaties De Gevangene van Azkaban, De Halfbloed Prins en LEGO Harry Potter: Years 1-4 zelf wordt onderzocht op welke wijze deze adaptaties plaatsvinden en welke rol het publiek uit verschillende leeftijdscategorieën speelt binnen deze adaptaties. Op deze manier wordt er antwoord gegeven op de vraag op welke manieren het publiek in interactie staat met deze gameadaptaties binnen de Harry Potter franchise.Show less