Eun Sook Kwon, Karen Whitehill King, Greg Nyilasy, and Leonard N. Reid, Journal of Advertising Research, Digital First, April 2018
Media professionals and scholars have examined the influence of media context on advertising effectiveness for more than 50 years, but clarity regarding media-context effects remains lacking, amid an abundance of mixed results.
Ian Edwards, Admap, February 2017, pp. 28-30
This article offers guidelines for marketers to help them rethink how they can best use social media platforms - offering innovations to expand reach at lower cost - to deliver the greatest value to advertisers.
Phil Maves, WARC Prize for Innovation, Entrant, 2016
This case study describes how Holiday Inn Hotels, part of a world-leading hotel group, launched an innovative online advertising campaign to increase the likelihood of US travelers booking at Holiday Inn Hotels.
This study details how AIDS Hilfe in Hamburg, a non-profit organisation that aims to combat sexually transmitted diseases and HIV & AIDS, used an unconventional computer game to deliver sexual education to young people.
Nora J. Rifon, Elizabeth Taylor Quilliam, Hye-Jin Paek, Lorraine J. Weatherspoon, Soo-Kyong Kim and Karen C. Smreker, International Journal of Advertising, Vol. 33, No. 3, 2014, pp. 475-508
Food marketing is under increased scrutiny for its implicated role in the childhood obesity epidemic.
Soontae An and Hannah Kang, International Journal of Advertising, Vol. 33, No. 3, 2014, pp. 509-532
This study analysed advergames on top online gaming websites for children. The content of 131 websites was analysed to see whether each site contained advergames, particularly advergames for food products, and the way the advergames were presented to children.
Lisa Edgar and David Bunker, International Journal of Market Research, Vol. 55, No. 2, 2013, pp. 201-226
In this paper we explore the validity of using chronological age as a primary targeting factor. We show that the majority of people do not identify with their own chronological age group, perceiving themselves to belong to a younger age group.
Sarah Shearman, Event Reports, South by Southwest Interactive, March 2013
In this article, executives from LEGO discuss its successful Cuusoo online crowdsourcing platform, which has helped the company create several new products by successfully engaging with the community it knows as AFOLs - or "Adult Fans of Lego".
Frank E. Dardis, Mike Schmierbach, and Anthony M. Limperos, The Journal of Interactive Advertising, Vol. 12, Issue 2, Spring 2012
As marketers invest more and more money into in-game brand placements, little research has tested the effects of videogame customization and controller type in relation to advertising effects, even though these factors have demonstrated importance in other areas of gaming research.