Space‐themed videogames: an effective way to promote space
Abstract
Purpose
The aim of this paper is to describe the potential of the videogame as a mass communication medium and to propose a videogame‐based public outreach strategy for education and inspiration to space science and space activities.
Design/methodology/approach
The objective was achieved by means of a semiotic approach to the medium under discussion. The subject scope of the paper was further developed and supported by an overview of existing case studies related to the topic. Based on the aforementioned analysis and on original ideas, new concepts and strategies on the subject are proposed.
Findings
The videogame medium has excellent potential for promotion, marketing and educational applications. Moreover, spin‐off applications in the field of simulation‐based research can also be envisioned. The proposed concepts, although specifically referring to the space sector, are applicable to many other industrial and non‐industrial fields, including libraries.
Practical implications
The paper hints at many possible spin‐off applications for videogames in the field of communication, marketing and simulation‐based research.
Originality/value
The concepts proposed in the paper outline novel marketing and outreach strategies (together with other spin‐off applications) based on a rather underestimated medium, i.e. the videogame, which has yet to receive proper attention from scholars.
Keywords
Citation
Scatteia, L. (2005), "Space‐themed videogames: an effective way to promote space", The Electronic Library, Vol. 23 No. 5, pp. 553-566. https://doi.org/10.1108/02640470510631272
Publisher
:Emerald Group Publishing Limited
Copyright © 2005, Emerald Group Publishing Limited