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The Effect of Sport Video Gaming on Sport Brand Attitude, Attitude Strength, and the Attitude-Behavior Relationship
16 references·0 citing·47 second hop
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References

  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 1968Attitudinal effects of mere exposure.6,730 cited
  • 1982Affective and Cognitive Factors in Preferences1,071 cited
  • 2002Investigating the Effectiveness of Product Placements in Television Shows: The Role of Modality and Plot Connection Congruence on Brand Memory and Attitude792 cited
  • 1986Attitude accessibility as a moderator of the attitude-perception and attitude-behavior relations: An investigation of the 1984 presidential election.754 cited
  • 1996Brand familiarity and confidence as determinants of purchase intention: An empirical test in a multiple brand context641 cited
  • 1989The Role of Attitude Accessibility in the Attitude-to-Behavior Process611 cited
  • 1998Product Placement in Movies: The Effect of Prominence and Mode on Audience Recall588 cited
  • 2008Attitudes and the prediction of behavior.586 cited
  • 1989The Effect of Advertising on Attitude Accessibility, Attitude Confidence, and the Attitude-Behavior Relationship398 cited
  • 2004Advertainment or Adcreep Game Players’ Attitudes toward Advertising and Product Placements in Computer Games277 cited
  • 1990Ease of Message Processing as a Moderator of Repetition Effects in Advertising274 cited
  • 2008Consumer learning and the effects of virtual experience relative to indirect and direct product experience232 cited

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  • 1982The Effects of Television Commercial Repetition on Cognitive Response and Message Acceptance181 cited
  • 1985Strength-Related Attitude Dimensions177 cited
  • 2004The Fan Attitude Network (FAN) Model: Exploring Attitude Formation and Change among Sport Consumers128 cited
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