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New Brand Worlds: College Student Consumer Attitudes toward Brand Placement in Films, Television Shows, Songs, and Video Games
16 references·16 citing·48 second hopsampled
New Brand Worlds: College Student Consumer Attitudes toward Brand Placement in Films, Television Shows, Songs, and Video Games (2008)New Brand Worlds: College Student Consume…Affective and Cognitive Antecedents of Attitude Toward the Ad: A Conceptual Framework (2022)Affective and Cognitive Antec…The Christian Science Monitor (2011)The Christian Science MonitorBranded entertainment: product placement & brand strategy in the entertainment business (2007)Branded entertainment: produc…Video Game Uses and Gratifications as Predicators of Use and Game Preference. (2006)Video Game Uses and Gratifica…Product placement in movies: a comparison of Chinese and American consumers’ attitudes (2003)Product placement in movies: …Recall of Brand Placements in Computer/Video Games (2002)Recall of Brand Placements in…Investigating the Effectiveness of Product Placements in Television Shows: The Role of Modality and Plot Connection Congruence on Brand Memory and Attitude (2002)Investigating the Effectivene…Product Placements in Movies: A Cross-Cultural Analysis of Austrian, French and American Consumers' Attitudes toward This Emerging, International Promotional Medium (2000)Product Placements in Movies:…Moviegoers' Experiences and Interpretations of Brands in Films Revisited (1999)Moviegoers' Experiences and I…Brand Placement: A Review (1998)Brand Placement: A ReviewPredictors of Advertising Avoidance in Print and Broadcast Media (1997)Predictors of Advertising Avo…Film Critics: Influencers or Predictors? (1997)Film Critics: Influencers or …Consumers' Perceptions of the Ethics and Acceptability of Product Placements in Movies: Product Category and Individual Differences (1997)Consumers' Perceptions of the…Consumers' Attitudes Toward Product Placement in Movies (1993)Consumers' Attitudes Toward P…Attitude-behavior relations: A theoretical analysis and review of empirical research. (1977)Attitude-behavior relations: …Attitudes towards objects as predictors of single and multiple behavioral criteria. (1974)Attitudes towards objects as …Moving beyond the content: The role of contextual cues in the effectiveness of gamification of advertising (2021)Moving beyond the content: Th…Brand Placement in a Movie Song and its Impact on Brand Equity (2020)Brand Placement in a Movie So…A Bibliometric History of the Journal of Promotion Management (1992–2019) (2019)A Bibliometric History of the…Size does matter: Effects of in-game advertising stimuli on brand recall and brand recognition (2018)Size does matter: Effects of …Product placements in social settings: The impact of coviewing on the recall of placed brands (2018)Product placements in social …How game difficulty and ad framing influence memory of in-game advertisements (2018)How game difficulty and ad fr…Fitting product placements: Affective fit and cognitive fit as determinants of consumer evaluations of placed brands (2017)Fitting product placements: A…When Fiction becomes Fact: Effect of Reverse Product Placement on Consumer Attitudes (2016)When Fiction becomes Fact: Ef…Promoting Brands through Product Placement in Successful and Unsuccessful Films in Emerging Markets (2016)Promoting Brands through Prod…“F*ck It! Let’s Get to Drinking—Poison our Livers!”: a Thematic Analysis of Alcohol Content in Contemporary YouTube MusicVideos (2016)“F*ck It! Let’s Get to Drinki…Investigating the Advertising Antecedents to and Consequences of Brand Experience (2014)Investigating the Advertising…Comparing Brand Awareness Levels of In-Game Advertising in Sport Video Games Featuring Visual and Verbal Communication Cues (2013)Comparing Brand Awareness Lev…Cross‐cultural challenges in product placement (2011)Cross‐cultural challenges in …Alcohol Product Placements and the Third-Person Effect (2011)Alcohol Product Placements an…Virtual Product Placement as a New Approach to Measure Effectiveness of Placements (2010)Virtual Product Placement as …Brand Placement in Movies: The Effect of Film Genre on Viewer Recognition (2010)Brand Placement in Movies: Th…Beyond Advertising and Publicity: Hybrid Messages and Public Policy Issues (1994)Product Placement in Movies: The Effect of Prominence and Mode on Audience Recall (1998)Experiential Marketing (1999)Effects of Product Placement in On-Line Games on Brand Memory: A Perspective of the Limited-Capacity Model of Attention (2007)The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)Nature of Prejudice (1954)The Handbook of Social Psychology (1969)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)From Intentions to Actions: A Theory of Planned Behavior (1985)The Elaboration Likelihood Model of Persuasion (1986)The theory of planned behavior (1991)The Presentation of Self in Everyday Life. (1956)Social Learning Theory. (1978)Presentation of Self in Everyday Life, the (2008)Better together? Harnessing the power of brand placement through program sponsorship messages (2017)The Perceived Fit between Instagram Influencers and the Endorsed Brand (2019)An Analysis of Information Content in Television Advertising (1977)Forced Exposure and Psychological Reactance: Antecedents and Consequences of the Perceived Intrusiveness of Pop-Up Ads (2002)WHY DO PEOPLE AVOID ADVERTISING ON THE INTERNET? (2004)Stay Away From Me (2012)Readings in Attitude Theory and Measurement (1968)Attitudes versus Actions: The Relationship of Verbal and Overt Behavioral Responses to Attitude Objects (1969)Beliefs, Attitudes, and Values. (1969)Direct Experience And Attitude-Behavior Consistency (1981)Social Cognition And Social Perception (1987)Affective Images of Tourism Destinations (1997)Central and Peripheral Routes to Advertising Effectiveness: The Moderating Role of Involvement (1983)Schema Congruity as a Basis for Product Evaluation (1989)Using Drama to Persuade (1989)Online Display Advertising: Targeting and Obtrusiveness (2011)Authenticity under threat: When social media influencers need to go beyond self-presentation (2018)Instafamous and social media influencer marketing (2019)Consumer behavior and marketing action (1981)Hedonic Consumption: Emerging Concepts, Methods and Propositions (1982)The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun (1982)Word of Mouth for Movies: Its Dynamics and Impact on Box Office Revenue (2006)Exploring the value of online product reviews in forecasting sales: The case of motion pictures (2007)The dynamics of online word-of-mouth and product sales—An empirical investigation of the movie industry (2008)Looking for Gender: Gender Roles and Behaviors Among Online Gamers (2009)Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)The Psychology of Esports: A Systematic Literature Review (2018)The Clash of Civilizations? (2000)Measuring Motivations for Online Opinion Seeking (2006)Austerity urbanism (2012)The Persuasion Knowledge Model: How People Cope with Persuasion Attempts (1994)INTERNET USES AND GRATIFICATIONS: A Structural Equation Model of Interactive Advertising (2005)Predicting positive user responses to social media advertising: The roles of emotional appeal, informativeness, and creativity (2016)
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References

  • 1977Attitude-behavior relations: A theoretical analysis and review of empirical research.7,609 cited
  • 2011The Christian Science Monitor3,227 cited
  • 1974Attitudes towards objects as predictors of single and multiple behavioral criteria.1,342 cited
  • 1997Film Critics: Influencers or Predictors?883 cited
  • 2002Investigating the Effectiveness of Product Placements in Television Shows: The Role of Modality and Plot Connection Congruence on Brand Memory and Attitude792 cited
  • 2022Affective and Cognitive Antecedents of Attitude Toward the Ad: A Conceptual Framework644 cited
  • 1997Predictors of Advertising Avoidance in Print and Broadcast Media561 cited
  • 2002Recall of Brand Placements in Computer/Video Games436 cited
  • 1998Brand Placement: A Review410 cited
  • 2006Video Game Uses and Gratifications as Predicators of Use and Game Preference.388 cited
  • 1997Consumers' Perceptions of the Ethics and Acceptability of Product Placements in Movies: Product Category and Individual Differences328 cited
  • 2000Product Placements in Movies: A Cross-Cultural Analysis of Austrian, French and American Consumers' Attitudes toward This Emerging, International Promotional Medium266 cited
  • 1999Moviegoers' Experiences and Interpretations of Brands in Films Revisited258 cited
  • 1993Consumers' Attitudes Toward Product Placement in Movies

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237 cited
  • 2003Product placement in movies: a comparison of Chinese and American consumers’ attitudes144 cited
  • 2007Branded entertainment: product placement & brand strategy in the entertainment business117 cited
  • Cited by

    • 2021Moving beyond the content: The role of contextual cues in the effectiveness of gamification of advertising72 cited
    • 2019A Bibliometric History of the Journal of Promotion Management (1992–2019)56 cited
    • 2018Size does matter: Effects of in-game advertising stimuli on brand recall and brand recognition52 cited
    • 2017Fitting product placements: Affective fit and cognitive fit as determinants of consumer evaluations of placed brands49 cited
    • 2014Investigating the Advertising Antecedents to and Consequences of Brand Experience41 cited
    • 2011Alcohol Product Placements and the Third-Person Effect39 cited
    • 2016“F*ck It! Let’s Get to Drinking—Poison our Livers!”: a Thematic Analysis of Alcohol Content in Contemporary YouTube MusicVideos38 cited
    • 2010Virtual Product Placement as a New Approach to Measure Effectiveness of Placements37 cited
    • 2010Brand Placement in Movies: The Effect of Film Genre on Viewer Recognition30 cited
    • 2016Promoting Brands through Product Placement in Successful and Unsuccessful Films in Emerging Markets30 cited
    • 2016When Fiction becomes Fact: Effect of Reverse Product Placement on Consumer Attitudes28 cited
    • 2018Product placements in social settings: The impact of coviewing on the recall of placed brands27 cited
    • 2013Comparing Brand Awareness Levels of In-Game Advertising in Sport Video Games Featuring Visual and Verbal Communication Cues26 cited
    • 2011Cross‐cultural challenges in product placement24 cited
    • 2018How game difficulty and ad framing influence memory of in-game advertisements23 cited
    • 2020Brand Placement in a Movie Song and its Impact on Brand Equity23 cited