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Promotional alternate reality games – more than “just” marketing
9 references·0 citing·35 second hop
Promotional alternate reality games – more than “just” marketing (2015)Promotional alternate reality games – mor…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Show sold separately: promos, spoilers, and other media paratexts (2010)Show sold separately: promos,…Netnography: Doing Ethnographic Research Online (2009)Netnography: Doing Ethnograph…Alternate reality gaming and convergence culture (2007)Alternate reality gaming and …Brand community of convenience products: new forms of customer empowerment – the case “my Nutella The Community” (2006)Brand community of convenienc…Fan Cultures (2003)Fan Cultures‘Something More Than Love': Fan Stories on Film (2002)‘Something More Than Love': F…Utopian Enterprise: Articulating the Meanings ofStar Trek's Culture of Consumption : Figure 1 (2001)Utopian Enterprise: Articulat…Audiences: A Sociological Theory of Performance and Imagination (1998)Audiences: A Sociological The…Course in General Linguistics (1960)Desire in Language: A Semiotic Approach to Literature and Art (1981)Is There a Text in This Class? The Authority of Interpretive Communities (1983)Patterns of listening through social media: online fan engagement with the live music experience (2012)The Influence of Paratext on Narrative Persuasion: Fact, Fiction, or Fake? (2012)Paratext and Digitized Narrative: Mapping the Field (2013)Mass Communication and Para-Social Interaction (1956)Consumers and Their Brands: Developing Relationship Theory in Consumer Research (1998)Brand Community (2001)Consumer engagement in a virtual brand community: An exploratory analysis (2011)Introducing COBRAs (2011)Customer engagement in a Facebook brand community (2012)Textual poachers : television fans & participatory culture (1992)TV Drama in Transition (1997)Mediatized tourism (2011)Alternate Reality Games as Platforms for Practicing 21st-Century Literacies (2012)Engaging online students through the gamification of learning materials: The present and the future. (2013)Culture and Consumption: A Theoretical Account of the Structure and Movement of the Cultural Meaning of Consumer Goods (1986)The Social Life of Things (1986)Subcultures of Consumption: An Ethnography of the New Bikers (1995)Adversaries of Consumption: Consumer Movements, Activism, and Ideology (2004)Networked Narratives: Understanding Word-of-Mouth Marketing in Online Communities (2010)Networked Narratives: UnderstandingWord-of-Mouth Marketing in Online Communities (2014)New Audiences, New Textualities (2003)When the Game Is Not Enough: Motivations and Practices Among Computer Game Modding Culture (2010)Things Fall Apart: The Dynamics of Brand Audience Dissipation (2014)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Brand communities embedded in social networks (2012)Consumer behavior in social commerce: A literature review (2016)Social Media and the Formation of Organizational Reputation (2017)Fanship and the Television Sports Viewing Experience (1995)Pride in contemporary sport consumption: a marketing perspective (2009)Crowdsourcing and online collaborative translations (2017)
this work references cited by second hop

References

  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2009Netnography: Doing Ethnographic Research Online1,566 cited
  • 2001Utopian Enterprise: Articulating the Meanings ofStar Trek's Culture of Consumption : Figure 11,051 cited
  • 2010Show sold separately: promos, spoilers, and other media paratexts881 cited
  • 2003Fan Cultures869 cited
  • 2006Brand community of convenience products: new forms of customer empowerment – the case “my Nutella The Community”853 cited
  • 1998Audiences: A Sociological Theory of Performance and Imagination843 cited
  • 2002‘Something More Than Love': Fan Stories on Film359 cited
  • 2007Alternate reality gaming and convergence culture55 cited

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