| − | As video games become more popular, their impact on society becomes ever more present. A prime example of this is the massive ad campaigns for the [[Halo (game)|Halo]] series, as well as [[Grand Theft Auto]]. Advertising, merchandising, and even social pressures have changed in the ever-growing influence of video gaming. | + | As video games become more popular, their impact on society becomes ever more present. A prime example of this is the massive ad campaigns for the ''[[Halo (franchise)|Halo]]'' and ''[[Grand Theft Auto]]'' franchises. Advertising, merchandising, and even social pressures have changed in the ever-growing influence of video gaming. |
| − | Due to their popularity, various corporations have begun placing advertisements for their products within the context of the game. [[Second Life]], an Internet-based virtual world, has attempted to blur the lines between real-world and virtual world, and companies such as Adidas, Reebok, and Dell have set up virtual stores selling real-world products within the game. [[Reuters]] also operates a news bureau reporting news in the game. | + | Due to their popularity, various corporations have begun placing advertisements for their products within the context of the game. ''[[Second Life]]'', an Internet-based virtual world, has attempted to blur the lines between real world and virtual world, and companies such as Adidas, Reebok, and Dell have set up virtual stores selling real-world products within the game. [[Reuters]] also operates a news bureau reporting news in the game. |