-
1
-
-
84942640431
-
50 Cent: Blood on the sand
-
"50 Cent: Blood on the sand," THQ, 2009.
-
(2009)
THQ
-
-
-
2
-
-
79959753082
-
Testing the effects of incidental advertising exposure in online gaming environments
-
available
-
A. Acar, "Testing the effects of incidental advertising exposure in online gaming environments," Journal of Interactive Advertising, vol. 8, no. 1, pp. 45-56, 2007, available: http://jiad.org/article98.
-
(2007)
Journal of Interactive Advertising
, vol.8
, Issue.1
, pp. 45-56
-
-
Acar, A.1
-
3
-
-
84942608060
-
Activision and Nielsen entertainment release results of pioneering research on in-game advertising
-
available
-
Activision, Inc. "Activision and Nielsen entertainment release results of pioneering research on in-game advertising," 2005, available: http://investor.activision.com/releasedetail.cfm?releaseid=181109.
-
(2005)
-
-
-
4
-
-
84873328275
-
-
Microsoft Game Studios
-
Alan Wake, Microsoft Game Studios, 2010.
-
(2010)
Alan Wake
-
-
-
5
-
-
84942615662
-
-
Funcom
-
Anarchy Online, Funcom, 2001.
-
(2001)
Anarchy Online
-
-
-
6
-
-
48049100566
-
HaptiCast: A physically-based 3D game with haptic feedback
-
presented at FuturePlay, Ontario, Canada, Oct. 10-12
-
S. Andrews, J. Mora, J. Lang, and W. S. Lee, "HaptiCast: A physically-based 3D game with haptic feedback," presented at FuturePlay, Ontario, Canada, Oct. 10-12, 2006.
-
(2006)
-
-
Andrews, S.1
Mora, J.2
Lang, J.3
Lee, W.S.4
-
7
-
-
84873374395
-
Player engagement and in-game advertising
-
available
-
J. Bardzell, S. Bardzell, and T. Pace, "Player engagement and in-game advertising," 2008, available: http://yavuzkaynar.com/wordpress/_all/wp-content/uploads/2009/03/ingame_adv_report.pdf.
-
(2008)
-
-
Bardzell, J.1
Bardzell, S.2
Pace, T.3
-
9
-
-
84883091850
-
-
Electronic Arts
-
Burnout Paradise, Electronic Arts, 2008.
-
(2008)
Burnout Paradise
-
-
-
11
-
-
77949839889
-
Advergames. The impact of brand prominence and game repetition on brand responses
-
Spring
-
V. Cauberghe and P. De Pelsmacker, "Advergames. The impact of brand prominence and game repetition on brand responses," Journal of Advertising, vol. 39, no. 1, pp. 5-18, Spring 2010.
-
(2010)
Journal of Advertising
, vol.39
, Issue.1
, pp. 5-18
-
-
Cauberghe, V.1
De Pelsmacker, P.2
-
12
-
-
84859393117
-
The sponsored avatar: Examining the present reality and future possibilities of advertising in digital games
-
presented at DiGRA, Vancouver, Canada, June 16-20
-
J. Chambers, "The sponsored avatar: Examining the present reality and future possibilities of advertising in digital games," presented at DiGRA, Vancouver, Canada, June 16-20, 2005.
-
(2005)
-
-
Chambers, J.1
-
13
-
-
33846060641
-
The effect of billboards within the gaming environment
-
available
-
I. M. Chaney, K. Lin, and J. Chaney, "The effect of billboards within the gaming environment," Journal of Interactive Advertising, vol. 5, no. 1, pp. 37-45, 2004, available: http://jiad.org/article54.
-
(2004)
Journal of Interactive Advertising
, vol.5
, Issue.1
, pp. 37-45
-
-
Chaney, I.M.1
Lin, K.2
Chaney, J.3
-
14
-
-
84857935123
-
Online in-game advertising effect: Examining the influence of a match between games and advertising
-
available
-
Y. Chang, J. Yan, J. Zhang, and J. Luo, "Online in-game advertising effect: Examining the influence of a match between games and advertising," Journal of Interactive Advertising, vol. 11, no. 1, pp. 63-73, 2010, available: http://jiad.org/article140.
-
(2010)
Journal of Interactive Advertising
, vol.11
, Issue.1
, pp. 63-73
-
-
Chang, Y.1
Yan, J.2
Zhang, J.3
Luo, J.4
-
17
-
-
84942640434
-
-
Sega
-
Crazy Taxi, Sega, 1999.
-
(1999)
Crazy Taxi
-
-
-
19
-
-
4544258732
-
A study of factors affecting consumer's evaluations and memory of product placements in movies
-
Fall
-
A. d'Astous and F. Chartier, "A study of factors affecting consumer's evaluations and memory of product placements in movies," Journal of Current Issues and Research in Advertising, vol. 22, no. 2, pp. 31-40, Fall 2000.
-
(2000)
Journal of Current Issues and Research in Advertising
, vol.22
, Issue.2
, pp. 31-40
-
-
d'Astous, A.1
Chartier, F.2
-
21
-
-
84942608664
-
DFC Intelligence forecasts worldwide video game market to reach $81 billion by 2016
-
available, Sept. 7, 2011
-
DFC Intelligence, "DFC Intelligence forecasts worldwide video game market to reach $81 billion by 2016," available: http://www.dfcint.com/wp/?p=312, Sept. 7, 2011.
-
-
-
-
22
-
-
84893522899
-
DFC Intelligence forecasts global advertising in video games to reach $7.2 billion in 2016
-
available, Sept. 13
-
DFC Intelligence, "DFC Intelligence forecasts global advertising in video games to reach $7.2 billion in 2016," available: http://www.dfcint.com/wp/?p=315, Sept. 13, 2011.
-
(2011)
-
-
-
23
-
-
84890357331
-
2012 Sales, demographic and usage data. essential facts about the computer and video game industry
-
available
-
Entertainment Software Association. "2012 Sales, demographic and usage data. essential facts about the computer and video game industry," available: http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf, 2012.
-
(2012)
-
-
-
24
-
-
84873372685
-
Fundamental components of the gameplay experience: Analysing immersion
-
S. de Castell and J. Jenson (Eds.), Vancouver
-
L. Ermi and F. Mäyrä, "Fundamental components of the gameplay experience: Analysing immersion," in S. de Castell and J. Jenson (Eds.), Proceedings of DiGRA 2005 Conference: Changing Views-Worlds in Play, Vancouver, 2005, pp. 15-27.
-
(2005)
Proceedings of DiGRA 2005 Conference: Changing Views-Worlds in Play
, pp. 15-27
-
-
Ermi, L.1
Mäyrä, F.2
-
25
-
-
84939450458
-
-
Sony Online Entertainment
-
EverQuest II, Sony Online Entertainment, 2004.
-
(2004)
EverQuest II
-
-
-
26
-
-
84942640435
-
-
Electronic Arts, present
-
FIFA series, Electronic Arts, 1993-present.
-
(1993)
FIFA series
-
-
-
29
-
-
84942612081
-
Landmark IGA-Nielsen Study
-
available, June 17
-
GamesIndustry International, "Landmark IGA-Nielsen Study," available: http://www.gamesindustry.biz/articles/landmark-iga-nielsen-study-in-game-ads-are-effective-and-well-received-by-the-gaming-community-it-transpires, June 17, 2008.
-
(2008)
-
-
-
30
-
-
77952849253
-
The effectiveness of product placement in video games
-
available
-
Z. Glass, "The effectiveness of product placement in video games," Journal of Interactive Advertising, vol. 8, no. 1, pp. 23-32, 2007, available: http://jiad.org/article96.
-
(2007)
Journal of Interactive Advertising
, vol.8
, Issue.1
, pp. 23-32
-
-
Glass, Z.1
-
31
-
-
70349152746
-
-
Rockstar Games
-
Grand Theft Auto IV, Rockstar Games, 2008.
-
(2008)
Grand Theft Auto IV
-
-
-
33
-
-
33749329622
-
Experiencing interactive advertising beyond rich media: Impacts of ad type and presence on brand effectiveness in 3D gaming immersive virtual environments
-
available
-
D. M. Grigorovici and C. D. Constantin, "Experiencing interactive advertising beyond rich media: Impacts of ad type and presence on brand effectiveness in 3D gaming immersive virtual environments," Journal of Interactive Advertising, vol. 5, no. 1, pp. 22-36, available: http://jiad.org/article53, 2004.
-
(2004)
Journal of Interactive Advertising
, vol.5
, Issue.1
, pp. 22-36
-
-
Grigorovici, D.M.1
Constantin, C.D.2
-
34
-
-
68649090463
-
Fear and loving in Las Vegas: Evolution, emotion, and persuasion
-
June
-
V. Griskevicius, N. J. Goldstein, C. R. Mortensen, J. M. Sundie, R. B. Cialdini, and D. T. Kenrick, "Fear and loving in Las Vegas: Evolution, emotion, and persuasion," Journal of Marketing Research, vol. 46, no. 3, pp. 384-395, June 2009.
-
(2009)
Journal of Marketing Research
, vol.46
, Issue.3
, pp. 384-395
-
-
Griskevicius, V.1
Goldstein, N.J.2
Mortensen, C.R.3
Sundie, J.M.4
Cialdini, R.B.5
Kenrick, D.T.6
-
35
-
-
84942640436
-
-
RedOctane & Activision
-
Guitar Hero series, RedOctane & Activision, 2005-2010.
-
(2005)
Guitar Hero series
-
-
-
36
-
-
0038960419
-
Consumers' perceptions of ethics and acceptability of product placements in movies: Product category and individual differences
-
Mar
-
P. B. Gupta and S. J. Gould, "Consumers' perceptions of ethics and acceptability of product placements in movies: Product category and individual differences," Journal of Current Issues and Research in Advertising, vol. 19, no. 1, pp. 37-50, Mar. 1997.
-
(1997)
Journal of Current Issues and Research in Advertising
, vol.19
, Issue.1
, pp. 37-50
-
-
Gupta, P.B.1
Gould, S.J.2
-
37
-
-
84939562664
-
Video game advertising: Playing to win . . . and sell
-
available, Sept. 14
-
G. Guzman, "Video game advertising: Playing to win . . . and sell," available: http://blog.nielsen.com/nielsenwire/consumer/video-game-advertising-playing-to-win%E2%80%A6-and-sell/, Sept. 14, 2010.
-
(2010)
-
-
Guzman, G.1
-
40
-
-
84874219765
-
Putting brands into play: How game difficulty and player experiences influence the effectiveness of in-game advertising
-
L. Herrewijn and K. Poels, "Putting brands into play: How game difficulty and player experiences influence the effectiveness of in-game advertising," International Journal of Advertising, vol. 32, no. 1, pp. 17-44, 2013.
-
(2013)
International Journal of Advertising
, vol.32
, Issue.1
, pp. 17-44
-
-
Herrewijn, L.1
Poels, K.2
-
41
-
-
84893551837
-
-
available
-
Interactive Advertising Bureau, "Platform status report." Game Advertising, available: http://www.iab.net/media/file/IAB-Games-PSR-Update_0913.pdf, 2010.
-
(2010)
"Platform status report." Game Advertising
-
-
-
42
-
-
84855544531
-
Are there optimal levels of arousal to memory? Effects of arousal, centrality, and familiarity in brand memory in video games
-
Mar
-
E. J. Jeong and F. A. Biocca, "Are there optimal levels of arousal to memory? Effects of arousal, centrality, and familiarity in brand memory in video games," Computers in Human Behavior, vol. 28, no. 2, pp. 285-291, Mar. 2012.
-
(2012)
Computers in Human Behavior
, vol.28
, Issue.2
, pp. 285-291
-
-
Jeong, E.J.1
Biocca, F.A.2
-
43
-
-
29244441106
-
Audience attitudes towards brand (product) placements: Singapore and the United States
-
J. A. Karrh, K. T. Frith, and C. Callison, "Audience attitudes towards brand (product) placements: Singapore and the United States," International Journal of Advertising, vol. 20, no. 1, pp. 3-24, 2001.
-
(2001)
International Journal of Advertising
, vol.20
, Issue.1
, pp. 3-24
-
-
Karrh, J.A.1
Frith, K.T.2
Callison, C.3
-
44
-
-
84942640437
-
-
Mattel
-
Kool-Aid Man, Mattel, 1983.
-
(1983)
Kool-Aid Man
-
-
-
45
-
-
0034394108
-
The limited capacity model of mediated message processing
-
Mar
-
A. Lang, "The limited capacity model of mediated message processing," Journal of Communication, vol. 50, no. 1, pp. 46-70, Mar. 2000.
-
(2000)
Journal of Communication
, vol.50
, Issue.1
, pp. 46-70
-
-
Lang, A.1
-
46
-
-
0034348121
-
I'll have what she's having: Gauging the impact of product placements on viewers
-
Dec
-
S. Law and K. A. Braun, "I'll have what she's having: Gauging the impact of product placements on viewers," Psychology and Marketing, vol. 17, no. 12, pp. 1059-1075, Dec. 2000.
-
(2000)
Psychology and Marketing
, vol.17
, Issue.12
, pp. 1059-1075
-
-
Law, S.1
Braun, K.A.2
-
47
-
-
38049175228
-
Effects of product placement in on-line games on brand memory. A perspective of the limited-capacity model of attention
-
Dec
-
M. Lee and R. J. Faber, "Effects of product placement in on-line games on brand memory. A perspective of the limited-capacity model of attention," Journal of Advertising, vol. 36, no. 4, pp. 75-90, Dec. 2007.
-
(2007)
Journal of Advertising
, vol.36
, Issue.4
, pp. 75-90
-
-
Lee, M.1
Faber, R.J.2
-
48
-
-
0033245057
-
The effects of positive mood on memory
-
Sept
-
A. Y. Lee and B. Sternthal, "The effects of positive mood on memory," Journal of Consumer Research, vol. 26, no. 2, pp. 115-127, Sept. 1999.
-
(1999)
Journal of Consumer Research
, vol.26
, Issue.2
, pp. 115-127
-
-
Lee, A.Y.1
Sternthal, B.2
-
49
-
-
85007315149
-
Leading national advertisers' uses of advergames
-
Sept
-
M. Lee and S. Youn, "Leading national advertisers' uses of advergames," Journal of Current Issues and Research in Advertising, vol. 30, no. 2, pp. 1-13, Sept. 2008.
-
(2008)
Journal of Current Issues and Research in Advertising
, vol.30
, Issue.2
, pp. 1-13
-
-
Lee, M.1
Youn, S.2
-
50
-
-
80052291547
-
In-game advertising effects: Examining player perceptions of advertising schema congruity in a massively multiplayer online role-playing game
-
available
-
B. Lewis and L. Porter, "In-game advertising effects: Examining player perceptions of advertising schema congruity in a massively multiplayer online role-playing game," Journal of Interactive Advertising, vol. 10, no. 2, pp. 46-60, available: http://jiad.org/article131, 2010.
-
(2010)
Journal of Interactive Advertising
, vol.10
, Issue.2
, pp. 46-60
-
-
Lewis, B.1
Porter, L.2
-
51
-
-
84942640438
-
-
Digital Equipment Corporation
-
Lunar Lander, Digital Equipment Corporation, 1973.
-
(1973)
Lunar Lander
-
-
-
52
-
-
85140521597
-
Affective and cognitive antecedents of attitude toward the ad: A conceptual framework
-
L. F. Alwitt and A. A. Mitchell (Eds.), Erlbaum, Hillsdale, NJ
-
R. J. Lutz, "Affective and cognitive antecedents of attitude toward the ad: A conceptual framework," in L. F. Alwitt and A. A. Mitchell (Eds.), Psychological Processes and Advertising Effects: Theory, Research and Applications, Erlbaum, Hillsdale, NJ, 1985, pp. 45-63.
-
(1985)
Psychological Processes and Advertising Effects: Theory, Research and Applications
, pp. 45-63
-
-
Lutz, R.J.1
-
53
-
-
67651245150
-
The effect of product placement in computer games on brand attitude and recall
-
T. Mackay, M. Ewing, F. Newton, and L. Windisch, "The effect of product placement in computer games on brand attitude and recall," International Journal of Advertising, vol. 28, no. 3, pp. 423-438, 2009.
-
(2009)
International Journal of Advertising
, vol.28
, Issue.3
, pp. 423-438
-
-
Mackay, T.1
Ewing, M.2
Newton, F.3
Windisch, L.4
-
54
-
-
84942573539
-
-
EA Sports
-
Madden NFL 09, EA Sports, 2008.
-
(2008)
Madden NFL 09
-
-
-
55
-
-
84920819089
-
-
EA Sports
-
Madden NFL 13, EA Sports, 2012.
-
(2012)
Madden NFL 13
-
-
-
56
-
-
77149158058
-
Communicating brands playfully: Effects of in-game advertising for familiar and unfamiliar brands
-
G. Mau, G. Silberer, and C. Constien, "Communicating brands playfully: Effects of in-game advertising for familiar and unfamiliar brands," International Journal of Advertising, vol. 27, no. 5, pp. 827-851, 2008.
-
(2008)
International Journal of Advertising
, vol.27
, Issue.5
, pp. 827-851
-
-
Mau, G.1
Silberer, G.2
Constien, C.3
-
57
-
-
0010593315
-
Advertising attitudes and advertising effectiveness
-
June
-
A. Mehta, "Advertising attitudes and advertising effectiveness," Journal of Advertising Research, vol. 40, no. 3, pp. 67-72, June 2000.
-
(2000)
Journal of Advertising Research
, vol.40
, Issue.3
, pp. 67-72
-
-
Mehta, A.1
-
59
-
-
84901524678
-
Massive study reveals in-game advertising increases average brand familiarity by up to 64 percent
-
available, Aug. 8
-
Microsoft Corporation, "Massive study reveals in-game advertising increases average brand familiarity by up to 64 percent," available: http://www.microsoft.com/en-us/news/press/2007/aug07/08-08InGameAdsPR.aspx, Aug. 8, 2007.
-
(2007)
-
-
-
60
-
-
84874213178
-
Immersion
-
H. J. Murray (Ed.), MIT Press, Cambridge, MA
-
H. J. Murray, "Immersion," in Hamlet on the Holodeck, H. J. Murray (Ed.), MIT Press, Cambridge, MA, 1998, pp. 97-125.
-
(1998)
Hamlet on the Holodeck
, pp. 97-125
-
-
Murray, H.J.1
-
62
-
-
84942640441
-
-
Sega, 2K Sports, 2005-present
-
NBA 2K series, Sega, 1999-2004; 2K Sports, 2005-present.
-
(1999)
NBA 2K series
-
-
-
63
-
-
84942640442
-
-
2K Sports
-
NBA 2K12, 2K Sports, 2011.
-
(2011)
NBA 2K12
-
-
-
64
-
-
77953488565
-
-
Electronic Arts, present
-
Need for Speed Series, Electronic Arts, 1994-present.
-
(1994)
Need for Speed Series
-
-
-
66
-
-
4043049279
-
Recall of brand placements in computer/video games
-
Mar./April
-
M. R. Nelson, "Recall of brand placements in computer/video games," Journal of Advertising Research, vol. 42, no. 2, pp. 80-92, Mar./April 2002.
-
(2002)
Journal of Advertising Research
, vol.42
, Issue.2
, pp. 80-92
-
-
Nelson, M.R.1
-
67
-
-
84917031089
-
Exploring consumer response to 'Advergaming,'
-
C. Haugtvedt, K. Machleit, and R. Yalch (Eds.), Lawrence Erlbaum Associates, Mahwah, NJ
-
M. R. Nelson, "Exploring consumer response to 'Advergaming,' " in C. Haugtvedt, K. Machleit, and R. Yalch (Eds.), Online Consumer Psychology. Understanding and Influencing Consumer Behavior in the Virtual World, Lawrence Erlbaum Associates, Mahwah, NJ, 2005, pp. 156-183.
-
(2005)
Online Consumer Psychology. Understanding and Influencing Consumer Behavior in the Virtual World
, pp. 156-183
-
-
Nelson, M.R.1
-
68
-
-
33749320709
-
Advertainment or adcreep: Game players' attitudes toward advertising and product placements in computer games
-
available
-
M. R. Nelson, H. Keum, and R. A. Yaros, "Advertainment or adcreep: Game players' attitudes toward advertising and product placements in computer games," Journal of Interactive Advertising, vol. 5, no. 1, pp. 3-21, available: http://jiad.org/article52, 2004.
-
(2004)
Journal of Interactive Advertising
, vol.5
, Issue.1
, pp. 3-21
-
-
Nelson, M.R.1
Keum, H.2
Yaros, R.A.3
-
69
-
-
33846034403
-
Examining the influence of telepresence on spectator and player processing of real and fictitious brands in a computer game
-
Winter
-
M. R. Nelson, R. A. Yaros, and H. Keum, "Examining the influence of telepresence on spectator and player processing of real and fictitious brands in a computer game," Journal of Advertising, vol. 35, no. 4, pp. 87-99, Winter 2006.
-
(2006)
Journal of Advertising
, vol.35
, Issue.4
, pp. 87-99
-
-
Nelson, M.R.1
Yaros, R.A.2
Keum, H.3
-
70
-
-
84865170412
-
The effect of involvement on ad judgment in a computer-mediated environment: The mediating role of presence
-
S. G. Nicovich, "The effect of involvement on ad judgment in a computer-mediated environment: The mediating role of presence," International Journal of Advertising, vol. 29, no. 4, pp. 597-620, 2010.
-
(2010)
International Journal of Advertising
, vol.29
, Issue.4
, pp. 597-620
-
-
Nicovich, S.G.1
-
71
-
-
0001338416
-
The Super Bowl: An investigation into the relationship among program context, emotional experience, and ad recall
-
Dec
-
M. A. Pavelchak, J. H. Antil, and J. M. Munch, "The Super Bowl: An investigation into the relationship among program context, emotional experience, and ad recall," Journal of Consumer Research, vol. 15, no. 3, pp. 360-367, Dec. 1988.
-
(1988)
Journal of Consumer Research
, vol.15
, Issue.3
, pp. 360-367
-
-
Pavelchak, M.A.1
Antil, J.H.2
Munch, J.M.3
-
72
-
-
84942640444
-
-
Coca-Cola
-
Pepsi Invaders, Coca-Cola, 1983.
-
(1983)
Pepsi Invaders
-
-
-
73
-
-
84942640445
-
Games with advertising: The way forward
-
available, Sept. 15
-
S. Peterson, "Games with advertising: The way forward," available: http://www.industrygamers.com/news/games-with-advertising-the-way-forward/, Sept. 15, 2011.
-
(2011)
-
-
Peterson, S.1
-
74
-
-
84942640446
-
-
Sony Computer Entertainment, present
-
PlayStation Home, Sony Computer Entertainment, 2008-present.
-
(2008)
PlayStation Home
-
-
-
75
-
-
84877969406
-
Identification and categorization of digital game experiences: A qualitative study integrating theoretical insights and player perspectives
-
Special Issue: Encountering the Real Virtuality: Digital Games in Media, Culture and Society
-
K. Poels, Y. de Kort, and W. Ijsselsteijn, "Identification and categorization of digital game experiences: A qualitative study integrating theoretical insights and player perspectives," Westminster Papers in Communication and Culture, vol. 9, no. 1, pp. 107-129, Special Issue: Encountering the Real Virtuality: Digital Games in Media, Culture and Society, 2012.
-
(2012)
Westminster Papers in Communication and Culture
, vol.9
, Issue.1
, pp. 107-129
-
-
Poels, K.1
de Kort, Y.2
Ijsselsteijn, W.3
-
76
-
-
84942640447
-
Medium-specific factors and their relation with game genre in the study of attitudes towards in-game advertising
-
presented at the ICA 2012 Conference, Phoenix, Arizona, May 24-28
-
K. Poels, L. Herrewijn, and W. Janssens, "Medium-specific factors and their relation with game genre in the study of attitudes towards in-game advertising," presented at the ICA 2012 Conference, Phoenix, Arizona, May 24-28, 2012.
-
(2012)
-
-
Poels, K.1
Herrewijn, L.2
Janssens, W.3
-
77
-
-
84877997421
-
Play buddies or space invaders? Players' attitudes towards in-game advertising
-
K. Poels, W. Janssens, and L. Herrewijn, "Play buddies or space invaders? Players' attitudes towards in-game advertising," Journal of Advertising, vol. 42, nos. 2-3, pp. 204-218, 2013.
-
(2013)
Journal of Advertising
, vol.42
, Issue.2-3
, pp. 204-218
-
-
Poels, K.1
Janssens, W.2
Herrewijn, L.3
-
78
-
-
33749370236
-
Cashing in on crashes via brand placement in computer games. The effects of experience and flow on memory
-
L. Schneider and B. T. Cornwell, "Cashing in on crashes via brand placement in computer games. The effects of experience and flow on memory," International Journal of Advertising, vol. 24, no. 3, pp. 321-343, 2005.
-
(2005)
International Journal of Advertising
, vol.24
, Issue.3
, pp. 321-343
-
-
Schneider, L.1
Cornwell, B.T.2
-
79
-
-
84893532606
-
Advertising: It's in the game
-
M. S. Eastin, T. Daugherty, and N. M. Burns (Eds.), Information Science Reference, New York
-
P. Skalski, C. C. Bracken, and M. Buncher, "Advertising: It's in the game," in M. S. Eastin, T. Daugherty, and N. M. Burns (Eds.), Digital Media and Advertising: User Generated Content Consumption, Information Science Reference, New York, 2010, pp. 437-455.
-
(2010)
Digital Media and Advertising: User Generated Content Consumption
, pp. 437-455
-
-
Skalski, P.1
Bracken, C.C.2
Buncher, M.3
-
80
-
-
84867543513
-
-
Electronic Arts & LucasArts
-
Star Wars: The Old Republic, Electronic Arts & LucasArts, 2011.
-
(2011)
Star Wars: The Old Republic
-
-
-
81
-
-
84985084394
-
Defining Virtual Reality: Dimensions Determining Telepresence
-
Dec
-
J. Steuer, "Defining Virtual Reality: Dimensions Determining Telepresence," Journal of Communication, vol. 42, no. 4, pp. 73-93, Dec. 1992.
-
(1992)
Journal of Communication
, vol.42
, Issue.4
, pp. 73-93
-
-
Steuer, J.1
-
83
-
-
84942640448
-
-
Bally Midway
-
Tapper, Bally Midway, 1983.
-
(1983)
Tapper
-
-
-
84
-
-
84939216764
-
-
Electronic Arts
-
The Sims 3, Electronic Arts, 2009.
-
(2009)
The Sims 3
-
-
-
85
-
-
0242624375
-
Television viewing behavior as an indicator of commercial effectiveness
-
W. D. Wells (Ed.), Lawrence Erlbaum Associates, Mahwah, NJ
-
E. Thorson and X. Zhao, "Television viewing behavior as an indicator of commercial effectiveness," in W. D. Wells (Ed.), Measuring Advertising Effectiveness, Lawrence Erlbaum Associates, Mahwah, NJ, 1997, pp. 221-237.
-
(1997)
Measuring Advertising Effectiveness
, pp. 221-237
-
-
Thorson, E.1
Zhao, X.2
-
88
-
-
84942640450
-
-
Johnson & Johnson
-
Tooth Protectors, Johnson & Johnson, 1983.
-
(1983)
Tooth Protectors
-
-
-
91
-
-
67651151522
-
Brand placement prominence: Good for memory! bad for attitudes?
-
E. Van Reijmersdal, "Brand placement prominence: Good for memory! bad for attitudes?" Journal of Advertising Research, vol. 49, no. 2, pp. 151-153, 2009.
-
(2009)
Journal of Advertising Research
, vol.49
, Issue.2
, pp. 151-153
-
-
Van Reijmersdal, E.1
-
92
-
-
77049099448
-
Advertising in computer games
-
M.S. thesis, Massachusetts Institute of Technology, Cambridge
-
I. Vedrashko, "Advertising in computer games," M.S. thesis, Massachusetts Institute of Technology, Cambridge, 2006.
-
(2006)
-
-
Vedrashko, I.1
-
93
-
-
0009538961
-
Interactive entertainment and beyond
-
D. Zillmann and P. Vorderer (Eds.), Lawrence Erlbaum Associates, Mahwah, NJ
-
P. Vorderer, "Interactive entertainment and beyond," in D. Zillmann and P. Vorderer (Eds.), Media Entertainment: The Psychology of Its Appeal, Lawrence Erlbaum Associates, Mahwah, NJ, 2000, pp. 21-36.
-
(2000)
Media Entertainment: The Psychology of Its Appeal
, pp. 21-36
-
-
Vorderer, P.1
-
94
-
-
0029340501
-
Positive mood can increase or decrease message scrutiny: The hedonic contingency view of mood and message processing
-
July
-
D. T. Wegener, R. E. Petty, and S. M. Smith, "Positive mood can increase or decrease message scrutiny: The hedonic contingency view of mood and message processing," Journal of Personality and Social Psychology, vol. 69, no. 1, pp. 5-15, July 1995.
-
(1995)
Journal of Personality and Social Psychology
, vol.69
, Issue.1
, pp. 5-15
-
-
Wegener, D.T.1
Petty, R.E.2
Smith, S.M.3
-
95
-
-
84942640452
-
-
Sega
-
Worms 3D, Sega, 2003.
-
(2003)
Worms 3D
-
-
-
96
-
-
33846083292
-
The effectiveness of 'in-game' advertising. Comparing college students' explicit and implicit memory for brand names
-
Winter
-
M. Yang, D. R. Roskos-Ewoldsen, L. Dinu, and L. M. Arpan, "The effectiveness of 'in-game' advertising. Comparing college students' explicit and implicit memory for brand names," Journal of Advertising, vol. 35, no. 4, pp. 143-152, Winter 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
-
97
-
-
45449083916
-
Feeling and thinking: Preferences need no inferences
-
Feb
-
R. Zajonc, "Feeling and thinking: Preferences need no inferences," American Psychologist, vol. 35, no. 2, pp. 151-175, Feb. 1980.
-
(1980)
American Psychologist
, vol.35
, Issue.2
, pp. 151-175
-
-
Zajonc, R.1
-
98
-
-
84942640453
-
-
Gremlin Graphics
-
Zool, Gremlin Graphics, 1992.
-
(1992)
Zool
-
-
|