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Volumn , Issue , 2011, Pages

Player performance and in game advertising retention

Author keywords

Advergames; Game design; IGA; In game advertising; Marketing; Player performance; Retention

Indexed keywords

ADVERGAMES; GAME DESIGN; IGA; PLAYER PERFORMANCE; RETENTION;

EID: 84855368001     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/2071423.2071492     Document Type: Conference Paper
Times cited : (11)

References (12)
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    • Barnes, S. 2007. Virtual worlds as a medium for advertising. SIGMIS Database 38, 4 (October 2007), 45-55. DOI=10.1145/1314234.1314244 http://doi.acm.org/10.1145/1314234.1314244.
    • (2007) SIGMIS Database , vol.38 , Issue.4 , pp. 45-55
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  • 3
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    • Investigating the effectiveness of product placements in television shows: The role of modality and plot connection congruence on brand memory and attitude
    • Russell, C. A. (2002) Investigating the Effectiveness of Product Placements in Television Shows: The Role of Modality and Plot Connection Congruence on Brand Memory and Attitude. Journal of Consumer Research, 29:3, pp. 306-318.
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    • Russell, C.A.1
  • 4
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    • The effect of billboards within the gaming environment
    • Chaney et al., 2004. The effect of billboards within the gaming environment. Journal of Interactive Advertising. v5 i1. 37-45.
    • (2004) Journal of Interactive Advertising , vol.5 , Issue.1 , pp. 37-45
    • Chaney1
  • 5
    • 33846083292 scopus 로고    scopus 로고
    • The effectiveness of "in-game" advertising. Comparing college students' explicit and implicit memory for brand names
    • Yang, M., Roskos-Ewoldsen, D.R., Dinu, L., Arpan, L.M.: The effectiveness of "in-game" advertising. Comparing college students' explicit and implicit memory for brand names. Journal of Advertising 35(4), 143-152 (2006).
    • (2006) Journal of Advertising , vol.35 , Issue.4 , pp. 143-152
    • Yang, M.1    Roskos-Ewoldsen, D.R.2    Dinu, L.3    Arpan, L.M.4
  • 6
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    • Effects of product placement in on-line games and brand memory
    • Lee and Faber, 2007. Effects of product placement in on-line games and brand memory. Journal of Advertising. v36 i4. 75-90.
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    • Lee1    Faber2
  • 7
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    • Real brands in imaginary worlds: Investigating players' experience of brand placement in digital games
    • Molesworth, C., 2006. Real brands in imaginary worlds: Investigating players' experience of brand placement in digital games. Journal of Consumer Behavior. v5. 355-366.
    • (2006) Journal of Consumer Behavior , vol.5 , pp. 355-366
    • Molesworth, C.1
  • 9
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    • The influence of advergames on players' behaviour: An experimental study
    • May 2008. DOI=10.1080/10196780802044859
    • Gurau, C., 2008. The Influence of Advergames on Players' Behaviour: An Experimental Study. Electron. Market. 18, 2 (May 2008), 106-116. DOI=10.1080/10196780802044859 http://dx.doi.org/10.1080/10196780802044859.
    • (2008) Electron. Market. , vol.18 , Issue.2 , pp. 106-116
    • Gurau, C.1
  • 10
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    • Advergames and the effects of game-product congruity
    • November 2010. DOI=10.1016/j.chb.2010.03.034
    • Gross, M., 2010. Advergames and the effects of game-product congruity. Comput. Hum. Behav. 26, 6 (November 2010), 1259-1265. DOI=10.1016/j.chb.2010.03. 034 http://dx.doi.org/10.1016/j.chb.2010.03.034.
    • (2010) Comput. Hum. Behav. , vol.26 , Issue.6 , pp. 1259-1265
    • Gross, M.1
  • 11
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    • Entertainment Software Association: 2010. Entertainment Software Association. Retrieved April 10, 2010
    • Entertainment Software Association, 2010. Entertainment Software Association (2010). Essential facts about the computer and video game industry: 2010 sales demographic and usage data. Retrieved April 10, 2010 from http://www.theesa.com/facts/pdfs/ESA-Essential-Facts-2010.PDF.
    • (2010) Essential Facts about the Computer and Video Game Industry: 2010 Sales Demographic and Usage Data


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.