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Recall of Brand Placements in Computer/Video Games
3 references·16 citing·43 second hop
Recall of Brand Placements in Computer/Video Games (2002)Recall of Brand Placements in Computer/Vi…Experiential Marketing (1999)Experiential MarketingProduct Placement in Movies: The Effect of Prominence and Mode on Audience Recall (1998)Product Placement in Movies: …Beyond Advertising and Publicity: Hybrid Messages and Public Policy Issues (1994)Beyond Advertising and Public…Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)Examining the impact of gamif…The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)The Gamification of Advertisi…Effects of Prominence, Involvement, and Persuasion Knowledge on Children's Cognitive and Affective Responses to Advergames (2011)Effects of Prominence, Involv…Concepts and practices of digital virtual consumption (2010)Concepts and practices of dig…Advergames (2010)AdvergamesThe Effects of Playing an Advergame on Young Children's Perceptions, Preferences, and Requests (2007)The Effects of Playing an Adv…The Effectiveness of Brand Placements in the Movies: Levels of Placements, Explicit and Implicit Memory, and Brand-Choice Behavior (2007)The Effectiveness of Brand Pl…Effects of Product Placement in On-Line Games on Brand Memory: A Perspective of the Limited-Capacity Model of Attention (2007)Effects of Product Placement …The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names (2006)The Effectiveness of "in-Game…Examining the Influence of Telepresence on Spectator and Player Processing of Real and Fictitious Brands in a Computer Game (2006)Examining the Influence of Te…CONSUMERS, CHARACTERS, AND PRODUCTS: A Balance Model of Sitcom Product Placement Effects (2006)CONSUMERS, CHARACTERS, AND PR…Branded Entertainment: A New Advertising Technique or Product Placement in Disguise? 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this work references cited by second hop

References

  • 1999Experiential Marketing2,989 cited
  • 1994Beyond Advertising and Publicity: Hybrid Messages and Public Policy Issues658 cited
  • 1998Product Placement in Movies: The Effect of Prominence and Mode on Audience Recall588 cited

Cited by

  • 2017Examining the impact of gamification on intention of engagement and brand attitude in the marketing context457 cited
  • 2013The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games448 cited
  • 2007Effects of Product Placement in On-Line Games on Brand Memory: A Perspective of the Limited-Capacity Model of Attention423 cited
  • 2006CONSUMERS, CHARACTERS, AND PRODUCTS: A Balance Model of Sitcom Product Placement Effects358 cited
  • 2007The Effects of Playing an Advergame on Young Children's Perceptions, Preferences, and Requests341 cited
  • 2004Advertainment or Adcreep Game Players’ Attitudes toward Advertising and Product Placements in Computer Games277 cited
  • 2006The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names269 cited
  • 2011Effects of Prominence, Involvement, and Persuasion Knowledge on Children's Cognitive and Affective Responses to Advergames264 cited
  • 2010Advergames252 cited
  • 2006Branded Entertainment: A New Advertising Technique or Product Placement in Disguise?249 cited

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  • 2007The Effectiveness of Brand Placements in the Movies: Levels of Placements, Explicit and Implicit Memory, and Brand-Choice Behavior243 cited
  • 2006Examining the Influence of Telepresence on Spectator and Player Processing of Real and Fictitious Brands in a Computer Game231 cited
  • 2010Concepts and practices of digital virtual consumption225 cited
  • 2005Cashing in on crashes via brand placement in computer games220 cited
  • 2005A Managerial Investigation into the Product Placement Industry198 cited
  • 2005Adolescent brand consciousness and product placements: awareness, liking and perceived effects on self and others193 cited