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1.
Digital advertising in 2142: measuring the effectiveness of advertising to the PlayStation® generation
Ed Bartlett, Graeme Griffiths and Vish Badian, Market Research Society, Annual Conference, 2008
Videogaming is now one of the most popular past-times, with the average gamer being 28 years old and spending around 10.9 hours per week playing. Contrary to popular perception, research has also foun ...
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2.
MRS Conference 2008
Peter Mouncey and Roderick White, WARC Report, March 2008
In this article, Peter Mouncey, Editor of the International Journal of Market Research, and Roderick White, Editor of Admap, report on the MRS Conference 2008. They cover a broad range of themes, incl ...
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3.
Are you game?
Robert McGarvey, The Advertiser, February 2008, pp.40-43
The in-game environment has become an area of increasing interest to advertisers, with the computer game market estimated to be worth $805 million by 2012, a total rising to $2 billion when taken to i ...
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4.
Testing the Effects of Incidental Advertising Exposure in Online Gaming Environments
Adam Acar, Journal of Interactive Advertising, Vol. 8, No.1, Fall 2007
This study addresses incidental advertising exposure effects in online games by manipulating both the location (low proximity versus high proximity) and the message content (visual versus verbal) of a ...
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5.
The Effectiveness of Product Placement in Video Games
Zachary Glass, Journal of Interactive Advertising, Vol. 8, No.1, Fall 2007
Previous studies suggest that the presentation of an advertisement largely determines how well consumers receive the message. Video games have many elements that make them ideal platforms for advertis ...
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213 times
6.
Receptiveness of gamers to embedded brand messages in advergames: attitudes towards product placement
Tina Winkler and Kathy Buckner, Journal of Interactive Advertising, Vol. 7, No. 1, Fall 2006
Advergames are increasingly being used as part of a marketing campaign to promote products and brands. Previous research investigating the extent to which game players absorb messages in interactive e ...
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130 times
7.
Engaging consumers with in-game communication
Damian Thompson, Admap, April 2006, Issue 471, pp.26-28
To understand how brands might best use games for commercial communication, Mediaedge:cia conducted a global study. Damian Thompson, head of consumer insight, charts the growth of gaming and discusses ...
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8.
Gaming as an education tool
Robin Hilton, Young Consumers, Vol.7, Issue 2 (2006), pp.14-19
Gaming, in certain forms, is becoming more acceptable and has a place in education. The author explains how simple online games can be a valuable learning tool and describes how gaming has been used i ...
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9.
Brands and gaming: are you ready to play?
Tom Farrand, David Nichols, Tom Rowley and Matt Avery, Young Consumers, Vol.7, Issue 2 (2006), pp.8-13
The authors examine the opportunities for brands and businesses within gaming which, they say, is now bigger than film, music and video. It is set to become a $54.6 billion industry by 2009. They cite ...
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10.
The effect of involvement on ad judgment in a video game environment - the mediating role of presence
Stefan G. Nicovich, Journal of Interactive Advertising, Vol. 6, No. 1, Fall 2005
In this study the relationship between involvement, presence, and ad judgment in a computer-mediated communications environment was investigated. A popular computer game was modified to incorporate ad ...
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11.
Cashing in on crashes via brand placement in computer games: the effects of experience and flow on memory
Lars-Peter Schneider and T. Bettina Cornwell, International Journal of Advertising, Vol. 24, No. 3, 2005, pp.321-343
The practice of placing brand names, logos and products into computer games is becoming increasingly popular. Recent research has focused on movies and television, with little research considering com ...
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12.
Hispanic Attitudes toward Advergames: A Proposed Model of their Antecedents
Monica D. Hernandez, Sindy Chapa, Michael S. Minor, Cecilia Maldonado and Fernando Barranzuela, Journal of Interactive Advertising, Vol. 5, No. 1, Fall 2004
Advergames are gaining recognition around the world as a new, captivating, and persuasive environment among advertisers. Despite its growing popularity, very little is known about the formation of att ...
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13.
The Value of Relationship Strength in Segmenting Casino Patrons: An Exploratory Investigation
Joanna Phillips, Mavis Tandoh, Stephanie Noble and Victoria Bush, Journal of Interactive Advertising, Vol. 5, No. 1, Fall 2004
Increased competition in the gaming industry has resulted in the need for casinos to identify consumer segments that will be most receptive to their communications. In the past, casinos have tradition ...
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14.
Motivations to Regulate Online Gambling and Violent Game Sites: An Account of the Third-Person Effect
Fang Wan and Seounmi Youn, Journal of Interactive Advertising, Vol. 5, No. 1, Fall 2004
With online gaming becoming a major entertainment form, there are growing concerns that websites promoting gambling and violent games have undesirable effects. Such concerns have led to numerous calls ...
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15.
The Effect of Billboards within the Gaming Environment
Isabella M. Chaney, Ku-Ho Lin and James Chaney, Journal of Interactive Advertising, Vol. 5, No. 1, Fall 2004
Players from all demographic groups are spending more and more of their leisure time playing multiplayer online games. As such, the gaming environment may be a more suitable vehicle to reach target ma ...
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66 times
16.
Experiencing Interactive Advertising beyond Rich Media: Impacts of Ad Type and Presence on Brand Effectiveness in 3D Gaming Immersive Virtual Environments
Dan Grigorovici and Corina Constantin, Journal of Interactive Advertising, Vol. 5, No. 1, Fall 2004
Theories from social psychology, consumer psychology, and Human Computer Interaction suggest that 3D gaming Virtual Environments increase users affective engagement with the stimuli/environment conten ...
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17.
Advertainment or Adcreep? Game Players' Attitudes toward Advertising and Product Placements in Computer Games
Michelle R. Nelson, Heejo Keum and Ronald A. Yaros, Journal of Interactive Advertising, Vol. 5, No. 1, Fall 2004
Using netnography and questionnaires, we examine how commercial practices are interpreted by electronic game-players. An analysis of 805 postings on Slashdot (2002-2004) revealed active discussions an ...
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18.
Violence in video games
Ellen Wolock, Young Consumers, Vol. 5, Issue 3 (2004), pp.53-58
The effect of video game violence on children has long been a controversial topic. Ellen Wolock looks for some answers, examining existing research, drawing on her experience and she asks some interes ...
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35 times
19.
G-commerce in East Asia
Yuntsai Chou, Journal of Interactive Advertising, Vol. 4, No. 1, Fall 2003
Online games are viewed as the killer application service of electronic commerce, and it arouses the question for businesses and government as how to develop the online game market. This exploratory p ...
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28 times
20.
Interactive TV games - a new channel for brands
Bill Gash, Admap, March 2003, Issue 437, pp.24-26
Bill Gash summarises the present state of interactive television. He lists the additional uses the medium can be used for outside of normal viewing and believes that games and betting are the most po ...
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21.
Recall of Brand Placements in Computer/ Video Games
Michelle Nelson, Journal of Advertising Research, Vol. 42, No. 2, March/April 2002
Product placements have become popular across media, including computer and video games, as a way to increase brand awareness. This paper explores effectiveness of placing brands in a racing game acro ...
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