Belmiro do Nascimento João & Alexandre Luzzi Las Casas. (2023) Systematic mapping of in-game advertising & advergames. Revista de Gestão e Secretariado (Management and Administrative Professional Review) 14:8, pages 13967-13988.
Crossref
Randi L. Priluck, Stephen F. Pirog & Joseph Z. Wisenblit. (2023) Childrens and young adults’ generalized attitudes toward foods in unbranded mobile games. Young Consumers 24:2, pages 219-233.
Crossref
María González Salinas, María García de Blanes Sebastián & José Ramón Sarmiento Guede. 2023. Big Data Marketing Strategies for Superior Customer Experience. Big Data Marketing Strategies for Superior Customer Experience
131
164
.
Moritz Ingendahl, Tobias Vogel, Alexander Maedche & Michaela Wänke. (2022) Brand placements in video games: How local in‐game experiences influence brand attitudes. Psychology & Marketing 40:2, pages 274-287.
Crossref
Magdalena Mut Camacho. (2022) Videojuegos, un territorio narrativo para las marcas. VISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual 9:Monográfico, pages 1-10.
Crossref
Chingching Chang. (2022) How short film ads improve brand attitudes: The roles of viewing experiences and consumption visions. Journal of Consumer Behaviour 21:6, pages 1440-1453.
Crossref
Sophie Renault. (2022) Animal Crossing et le placement produit. Revue Française de Gestion 48:305, pages 11-34.
Crossref
Yunju KimHeejun Lee. (2022) Exploring the Effectiveness of Advergame: The Role of Transportation on Continuous Intention to Play Advergames. Journal of Creative Communications 17:2, pages 127-141.
Crossref
Sinem EYİCE BASEV. (2022) Game-Based Advertisement: Uludag Lemonade and Lipton Ice Tea ExampleOyun Temelli Reklam: Uludağ Limonata ve Lipton Ice Tea Örneği. Erciyes İletişim Dergisi 9:1, pages 77-95.
Crossref
Eunji Cho & Karyn Riddle. (2021) Protecting children: Testing a stop‐and‐take‐a‐break advergame intervention strategy. International Journal of Consumer Studies 45:6, pages 1309-1321.
Crossref
Gunjan Malhotra, Sita Mishra & Garima Saxena. (2021) Consumers' psychological reactance and ownership in in-game advertising. Marketing Intelligence & Planning 39:6, pages 842-855.
Crossref
Yiran Su & Thilo Kunkel. (2020) The significance of a sponsored event on lesser-known brands in a competitive environment. Journal of Product & Brand Management 30:4, pages 579-593.
Crossref
Aanchal Aggarwal & Nupur Arora. 2021. Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports. Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports
183
192
.
Tara Thomas, Kanika Tuteja & Anirban Chowdhury. 2021. Ergonomics for Improved Productivity. Ergonomics for Improved Productivity
105
117
.
Yoon Hi Sung & Wei-Na Lee. (2020) Doing good while playing: The impact of prosocial advergames on consumer response. Computers in Human Behavior 106, pages 106244.
Crossref
Zeph M. C. van Berlo, Eva A. van Reijmersdal, Edith G. Smit & L. Nynke van der Laan. 2020. Augmented Reality and Virtual Reality. Augmented Reality and Virtual Reality
11
22
.
Devika Vashisht. (2019) Effect of interactivity and congruence on brand advocacy and brand acceptance. Arts and the Market 9:2, pages 152-161.
Crossref
Sara Catalán, Eva Martínez & Elaine Wallace. (2019) The role of flow for mobile advergaming effectiveness. Online Information Review 43:7, pages 1228-1244.
Crossref
Ayşegül Sağkaya Güngör & Tuğce Ozansoy Çadırcı. (2019) Effects of Cognitive Load and Game Involvement on Affective Responses in Branded Entertainment. International Journal of Gaming and Computer-Mediated Simulations 11:4, pages 42-58.
Crossref
Soontae An & Hannah Kang. (2019) Korean children's understanding of social media advergames: An exploratory study of ad recognition and skeptical attitudes toward advertising. Journal of Consumer Behaviour 18:5, pages 387-398.
Crossref
Sara Catalán, Eva Martínez & Elaine Wallace. (2019) Analysing mobile advergaming effectiveness: the role of flow, game repetition and brand familiarity. Journal of Product & Brand Management 28:4, pages 502-514.
Crossref
Luca Chittaro & Fabio Buttussi. (2019) Exploring the use of arcade game elements for attitude change: Two studies in the aviation safety domain. International Journal of Human-Computer Studies 127, pages 112-123.
Crossref
Devika Vashisht, Marla B. Royne & Sreejesh S.. (2019) What we know and need to know about the gamification of advertising. European Journal of Marketing 53:4, pages 607-634.
Crossref
Yung Kyun Choi. (2019) Characters’ persuasion effects in advergaming. Internet Research 29:2, pages 367-380.
Crossref
Shaojung Sharon Wang & Hsuan‐Yi Chou. (2018) Effects of game‐product congruity on in‐app interstitial advertising and the moderation of media‐context factors. Psychology & Marketing 36:3, pages 229-246.
Crossref
Guda van Noort & Eva A. van Reijmersdal. (2019) Branded Apps: Explaining Effects of Brands' Mobile Phone Applications on Brand Responses. Journal of Interactive Marketing 45, pages 16-26.
Crossref
Bartosz W. Wojdynski. 2019. Journalism and Ethics. Journalism and Ethics
667
693
.
Rupa Rathee & Pallavi Rajain. 2019. Application of Gaming in New Media Marketing. Application of Gaming in New Media Marketing
77
94
.
Aanchal Aggarwal & Nupur Arora. 2019. Application of Gaming in New Media Marketing. Application of Gaming in New Media Marketing
23
35
.
Anniek W. Eigenraam, Jiska Eelen, Arjen van Lin & Peeter W.J. Verlegh. (2018) A Consumer-based Taxonomy of Digital Customer Engagement Practices. Journal of Interactive Marketing 44, pages 102-121.
Crossref
Yi-Ching Hsieh, Hung-Chang Chiu, Yun-Chia Tang & Chen-Hao Liu. (2017) Understanding the influences of story elements in service businesses. Service Business 12:3, pages 601-619.
Crossref
Vanissa Wanick, James Stallwood, Ashok Ranchhod & Gary Wills. (2018) Can visual familiarity influence attitudes towards brands? An exploratory study of advergame design and cross-cultural consumer behaviour. Entertainment Computing 27, pages 194-208.
Crossref
Johanna Roettl & Ralf Terlutter. (2018) The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements?. PLOS ONE 13:7, pages e0200724.
Crossref
S. Sreejesh, M.R. Anusree & Abhilash Ponnam. (2018) Does game rules work as a game changer? Analyzing the effect of rule orientation on brand attention and memory in advergames. Computers in Human Behavior 81, pages 325-339.
Crossref
Devika Vashist. (2018) Effect of product involvement and brand prominence on advergamers’ brand recall and brand attitude in an emerging market context. Asia Pacific Journal of Marketing and Logistics 30:1, pages 43-61.
Crossref
Thaiane Oliveira, Vanissa Wanick & Thalyta da Matta. 2018. Multi-Platform Advertising Strategies in the Global Marketplace. Multi-Platform Advertising Strategies in the Global Marketplace
81
117
.
Yongjin Hwang, Khalid Ballouli, Kevin So & Bob Heere. (2017) Effects of Brand Congruity and Game Difficulty on Gamers’ Response to Advertising in Sport Video Games. Journal of Sport Management 31:5, pages 480-496.
Crossref
Yang Yang, Yousra Asaad & Yogesh Dwivedi. (2017) Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. Computers in Human Behavior 73, pages 459-469.
Crossref
Shirley S. Ho, May O. Lwin, Jeremy R.H. Sng & Andrew Z.H. Yee. (2017) Escaping through exergames: Presence, enjoyment, and mood experience in predicting children's attitude toward exergames. Computers in Human Behavior 72, pages 381-389.
Crossref
Damien Renard & Denis Darpy. (2017) What Makes Online Promotional Games Go Viral?. Journal of Advertising Research 57:2, pages 173-181.
Crossref
S. Sreejesh & M.R. Anusree. (2017) Effects of cognition demand, mode of interactivity and brand anthropomorphism on gamers’ brand attention and memory in advergames. Computers in Human Behavior 70, pages 575-588.
Crossref
Jeffrey C. F. Ho. (2017) Relevance and Immersion in Digital Games. Relevance and Immersion in Digital Games.
Devika Vashisht. (2017) How gamers process in-game brand placements under different game-involvement conditions. Management Research Review 40:4, pages 471-490.
Crossref
Ayşegül Sağkaya Güngör, Tuğçe Ozansoy Çadırcı & Şirin Gizem Köse. 2017. Advertising and Branding. Advertising and Branding
1579
1602
.
José Martí-Parreño, Carla Ruiz-Mafé & Lisa L. Scribner. 2017. Advertising and Branding. Advertising and Branding
1049
1069
.
Teresa de la Hera Conde-Pumpido. 2017. Games and Learning Alliance. Games and Learning Alliance
64
72
.
Hsuan-Yi Chou & Shaojung Sharon Wang. (2016) The effects of happiness types and happiness congruity on game app advertising and environments. Electronic Commerce Research and Applications 20, pages 1-14.
Crossref
Shana Verberckmoes, Karolien Poels, Nathalie Dens, Laura Herrewijn & Patrick De Pelsmacker. (2016) When and why is perceived congruity important for in-game advertising in fantasy games?. Computers in Human Behavior 64, pages 871-880.
Crossref
Johanna Roettl, Martin Waiguny & Ralf Terlutter. (2021) The Persuasive Power of Advergames: A Content Analysis Focusing on Persuasive Mechanisms in Advergames. Australasian Marketing Journal 24:4, pages 275-287.
Crossref
Brigitte Naderer, Jörg Matthes & Manina Mestas. (2016) Do you take credit cards? The attitudinal and behavioral effects of advergames targeted at children. Journal of Consumer Behaviour 15:6, pages 580-588.
Crossref
Özge Güdü Demirbulat, Yusuf Aymankuy & Gencay Saatçi. (2016) Oyuna dayalı reklamın (advergame) turizm sektöründe uygulanabilirliği üzerine bir değerlendirme. Journal of Tourism Theory and Research 2:2, pages 107-107.
Crossref
Vincent Cicchirillo & Amanda Mabry. (2016) Advergaming and healthy eating involvement. Internet Research 26:3, pages 587-603.
Crossref
Jing Zhang & Michelle R. Nelson. (2016) The Effects of Vertical Individualism on Status Consumer Orientations and Behaviors. Psychology & Marketing 33:5, pages 318-330.
Crossref
Chang-Dae Ham, Gunwoo Yoon & Michelle R. Nelson. (2016) The interplay of persuasion inference and flow experience in an entertaining food advergame. Journal of Consumer Behaviour 15:3, pages 239-250.
Crossref
Igor Mayer, Harald Warmelink & Qiqi Zhou. 2016. The Wiley Handbook of Learning Technology. The Wiley Handbook of Learning Technology
406
435
.
Igor Mayer, Harald Warmelink & Qiqi Zhou. (2016) A frame-reflective discourse analysis of serious games. British Journal of Educational Technology 47:2, pages 342-357.
Crossref
Ayşegül Sağkaya Güngör, Tuğçe Ozansoy Çadırcı & Şirin Gizem Köse. 2016. Handbook of Research on Human-Computer Interfaces, Developments, and Applications. Handbook of Research on Human-Computer Interfaces, Developments, and Applications
501
524
.
Inés Küster, Natalia Vila, Asunción Hernández, Pedro Canales & Vicente Castillo. 2016. Psychology and Mental Health. Psychology and Mental Health
1690
1711
.
Bartosz W. Wojdynski. 2016. Emerging Research and Trends in Gamification. Emerging Research and Trends in Gamification
329
355
.
Teresa K. Naab & Daniela Schlütz. 2016. Handbuch Werbeforschung. Handbuch Werbeforschung
223
242
.
Barrie GunterBarrie Gunter. 2016. Food Advertising. Food Advertising
109
146
.
Yeliz KUŞAY & Zuhal AKBAYIR. (2015) Dijital Oyunlar ile Tüketime Yolculuk “ Öğrenme Yaklaşımı Açısından Çocuk Kullanıcılara Yönelik Bir Araştırma”. Akdeniz Üniversitesi İletişim Fakültesi Dergisi:23, pages 135-154.
Crossref
Kelly L. Page. 2015. Wiley Encyclopedia of Management. Wiley Encyclopedia of Management
1
1
.
Inés Küster, Natalia Vila, Asunción Hernández, Pedro Canales & Vicente Castillo. 2015. Engaging Consumers through Branded Entertainment and Convergent Media. Engaging Consumers through Branded Entertainment and Convergent Media
127
148
.
José Martí-Parreño, Carla Ruiz-Mafé & Lisa L. Scribner. 2015. Engaging Consumers through Branded Entertainment and Convergent Media. Engaging Consumers through Branded Entertainment and Convergent Media
1
21
.
Jean M. Brechman, Steven Bellman, Robert F. Potter, Shiree Treleaven-Hassard, Jennifer A. Robinson & Duane Varan. 2015. Encyclopedia of Mobile Phone Behavior. Encyclopedia of Mobile Phone Behavior
142
150
.
José Martí-Parreño, Carla Ruiz-Mafé & Lisa L. Scribner. 2015. Marketing and Consumer Behavior. Marketing and Consumer Behavior
851
871
.
Eui Jun Jeong, Hey Rim Lee & Jung Hyun Woo. (2015) Brand Memory, Attitude, and State Aggression in Violent Games: Focused on the Roles of Arousal, Negative Affect, and Spatial Presence. Brand Memory, Attitude, and State Aggression in Violent Games: Focused on the Roles of Arousal, Negative Affect, and Spatial Presence.
Tsai Chen. (2015) The persuasive effectiveness of mini-films: Narrative transportation and fantasy proneness. Journal of Consumer Behaviour 14:1, pages 21-27.
Crossref
Joonghwa Lee, Hyojung Park & Kevin Wise. (2013) Brand interactivity and its effects on the outcomes of advergame play. New Media & Society 16:8, pages 1268-1286.
Crossref
Steven Bellman, Anna Kemp, Hanadi Haddad & Duane Varan. (2014) The effectiveness of advergames compared to television commercials and interactive commercials featuring advergames. Computers in Human Behavior 32, pages 276-283.
Crossref
José Martí-Parreño, Carla Ruiz-Mafé & Lisa L. Scribner. 2014. Handbook of Research on the Impact of Culture and Society on the Entertainment Industry. Handbook of Research on the Impact of Culture and Society on the Entertainment Industry
482
502
.
Amanda E. Staiano & Sandra L. Calvert. 2014. Advertising to Children. Advertising to Children
218
238
.
Suhas Aggarwal. (2013) Animated CAPTCHAs and games for advertising. Animated CAPTCHAs and games for advertising.
José Martí-Parreño, Joaquín Aldás-Manzano, Rafael Currás-Pérez & Isabel Sánchez-García. (2012) Factors contributing brand attitude in advergames: Entertainment and irritation. Journal of Brand Management 20:5, pages 374-388.
Crossref
Ruey Komulainen, Waqar Nadeem, Saara Satokangas & Jari Salo. 2013. Collaborative, Trusted and Privacy-Aware e/m-Services. Collaborative, Trusted and Privacy-Aware e/m-Services
286
297
.
Jennifer L. Harris, Megan Weinberg, Johanna Javadizadeh & Vishnudas Sarda. 2013. Advances in Communication Research to Reduce Childhood Obesity. Advances in Communication Research to Reduce Childhood Obesity
153
175
.
Ignacio Redondo. (2012) The effectiveness of casual advergames on adolescents' brand attitudes. European Journal of Marketing 46:11/12, pages 1671-1688.
Crossref
Inés Küster Boluda & Vicente Castillo Lozoya. (2012) EFECTOS DE LOS VIDEOJUEGOS EN LAS MARCAS EMPLAZADAS: LA TRANSMISIÓN DE EMOCIONES. Revista Española de Investigación de Marketing ESIC 16:1, pages 29-58.
Crossref
Shintaro Okazaki, Jaime Romero & Sara Campo. 2012. Social Network Mining, Analysis, and Research Trends. Social Network Mining, Analysis, and Research Trends
291
305
.
Shintaro Okazaki & María Jesús Yagüe. (2012) Responses to an advergaming campaign on a mobile social networking site: An initial research report. Computers in Human Behavior 28:1, pages 78-86.
Crossref
Dimitris Grammenos, George Margetis, Panagiotis Koutlemanis & Xenophon Zabulis. 2012. Advances in Computer Entertainment. Advances in Computer Entertainment
214
229
.
Steven Bellman, Robert F. Potter, Shiree Treleaven-Hassard, Jennifer A. Robinson & Duane Varan. (2011) The Effectiveness of Branded Mobile Phone Apps. Journal of Interactive Marketing 25:4, pages 191-200.
Crossref
Ágnes Hofmeister‐Tóth & Peter Nagy. (2011) The content analysis of advergames in Hungary. Qualitative Market Research: An International Journal 14:3, pages 289-303.
Crossref
Mónica Dias & Luísa Agante. (2011) Can advergames boost children's healthier eating habits? A comparison between healthy and non‐healthy food. Journal of Consumer Behaviour 10:3, pages 152-160.
Crossref
Inês de Seixas Duarte & António Manuel Valente de Andrade. 2011. Business, Technological, and Social Dimensions of Computer Games. Business, Technological, and Social Dimensions of Computer Games
366
382
.
Heather M. Schulz & Matthew S. Eastin. 2011. Handbook of Research on Digital Media and Advertising. Handbook of Research on Digital Media and Advertising
480
490
.
Eva A. van Reijmersdal, Jeroen Jansz, Oscar Peters & Guda van Noort. (2010) The effects of interactive brand placements in online games on children’s cognitive, affective, and conative brand responses. Computers in Human Behavior 26:6, pages 1787-1794.
Crossref
Michelle L. Gross. (2010) Advergames and the effects of game-product congruity. Computers in Human Behavior 26:6, pages 1259-1265.
Crossref
Jennifer Culp, Robert A. Bell & Diana Cassady. (2010) Characteristics of Food Industry Web Sites and “Advergames” Targeting Children. Journal of Nutrition Education and Behavior 42:3, pages 197-201.
Crossref
Martin Waiguny & Ralf Terlutter. 2010. Advances in Advertising Research (Vol. 1). Advances in Advertising Research (Vol. 1)
171
186
.
Theresa Jerome, Leong Wai Shan & Kok Wei Khong. (2010) Online Advertising: A Study on Malaysian Consumers. SSRN Electronic Journal.
Crossref