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Children playing branded video games: The impact of interactivity on product placement effectiveness
16 references·16 citing·47 second hopsampled
Children playing branded video games: The impact of interactivity on product placement effectiveness (2010)Children playing branded video games: The…Oxford Handbook of Internet Psychology (2012)Oxford Handbook of Internet P…Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Pathological Video-Game Use A…Preference Fluency in Choice (2007)Preference Fluency in ChoiceAudience Response to Product Placements: An Integrative Framework and Future Research Agenda (2006)Audience Response to Product …The Effect of Conceptual and Perceptual Fluency on Brand Evaluation (2004)The Effect of Conceptual and …Metacognitive Experiences in Consumer Judgment and Decision Making (2004)Metacognitive Experiences in …The Psychology of Evaluation (2003)The Psychology of EvaluationInteractivity and vividness effects on social presence and involvement with a web-based advertisement (2003)Interactivity and vividness e…What is Interactivity and is it Always Such a Good Thing? Implications of Definition, Person, and Situation for the Influence of Interactivity on Advertising Effectiveness (2002)What is Interactivity and is …Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)Measures of Perceived Interac…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…Consumer Socialization of Children: A Retrospective Look At Twenty‐Five Years of Research (1999)Consumer Socialization of Chi…Interactive Home Shopping: Consumer, Retailer, and Manufacturer Incentives to Participate in Electronic Marketplaces (1997)Interactive Home Shopping: Co…The Persuasion Knowledge Model: How People Cope with Persuasion Attempts (1994)The Persuasion Knowledge Mode…Beyond Advertising and Publicity: Hybrid Messages and Public Policy Issues (1994)Beyond Advertising and Public…Measuring the Involvement Construct (1985)Measuring the Involvement Con…Brands in a game or a game for brands? Comparing the persuasive effectiveness of in‐game advertising and advergames (2022)Brands in a game or a game fo…Proximity, Familiarity or Congruency? What Influences Memory of Brand Placement in Videogames (2021)Proximity, Familiarity or Con…Effects of Brand Congruity and Game Difficulty on Gamers’ Response to Advertising in Sport Video Games (2017)Effects of Brand Congruity an…Processing of product placements and brand persuasiveness (2016)Processing of product placeme…Targeting without alienating on the Internet: Ethnic minority and majority consumers (2015)Targeting without alienating …Investigating the Effects of Active Control on Brand Recall Within In-Game Advertising (2015)Investigating the Effects of …Effects of In-Game Virtual Direct Experience (VDE) on Reactions to Real-World Brands (2015)Effects of In-Game Virtual Di…Attitudes and related perceptions about product placement: a comparison of Finland, Italy and the United States (2015)Attitudes and related percept…Product placement and the promotion of healthy food to pre-adolescents (2014)Product placement and the pro…Brand-Placement Effectiveness And Competitive Interference In Entertainment Media (2014)Brand-Placement Effectiveness…Advertising or games? (2014)Advertising or games?Leveraging Virtual Attribute Experience in Video Games to Improve Brand Recall and Learning (2013)Leveraging Virtual Attribute …At the Roots of Product Placement: The Mere Exposure Effect (2013)At the Roots of Product Place…A Dual-Step and Dual-Process Model of Advertising Effects: Implications for Reducing the Negative Impact of Advertising on Children's Consumption Behaviour (2013)A Dual-Step and Dual-Process …The implicit influence of bimodal brand placement on children (2012)The implicit influence of bim…Children's response to sales promotions and their impact on purchase behavior (2011)Children's response to sales …A Paradigm for Developing Better Measures of Marketing Constructs (1979)An Updated Paradigm for Scale Development Incorporating Unidimensionality and Its Assessment (1988)Scale Development : Theory and Applications (1991)INTERNET USES AND GRATIFICATIONS: A Structural Equation Model of Interactive Advertising (2005)Fostering Consumer–Brand Relationships in Social Media Environments: The Role of Parasocial Interaction (2014)The Psychology of Interpersonal Relations. 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this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1985Measuring the Involvement Construct6,012 cited
  • 1994The Persuasion Knowledge Model: How People Cope with Persuasion Attempts3,796 cited
  • 1997Interactive Home Shopping: Consumer, Retailer, and Manufacturer Incentives to Participate in Electronic Marketplaces2,234 cited
  • 1999Consumer Socialization of Children: A Retrospective Look At Twenty‐Five Years of Research1,957 cited
  • 2004Metacognitive Experiences in Consumer Judgment and Decision Making1,346 cited
  • 2002What is Interactivity and is it Always Such a Good Thing? Implications of Definition, Person, and Situation for the Influence of Interactivity on Advertising Effectiveness1,138 cited
  • 2012Oxford Handbook of Internet Psychology1,120 cited
  • 2002Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity1,086 cited
  • 2009Pathological Video-Game Use Among Youth Ages 8 to 181,086 cited
  • 2004The Effect of Conceptual and Perceptual Fluency on Brand Evaluation909 cited
  • 2002Investigating the Effectiveness of Product Placements in Television Shows: The Role of Modality and Plot Connection Congruence on Brand Memory and Attitude792 cited
  • 1994Beyond Advertising and Publicity: Hybrid Messages and Public Policy Issues658 cited
  • 2003Interactivity and vividness effects on social presence and involvement with a web-based advertisement653 cited

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  • 2003The Psychology of Evaluation589 cited
  • 2007Preference Fluency in Choice558 cited
  • 2006Audience Response to Product Placements: An Integrative Framework and Future Research Agenda475 cited
  • Cited by

    • 2014Advertising or games?64 cited
    • 2022Brands in a game or a game for brands? Comparing the persuasive effectiveness of in‐game advertising and advergames44 cited
    • 2014Product placement and the promotion of healthy food to pre-adolescents43 cited
    • 2015Investigating the Effects of Active Control on Brand Recall Within In-Game Advertising40 cited
    • 2013Leveraging Virtual Attribute Experience in Video Games to Improve Brand Recall and Learning39 cited
    • 2013A Dual-Step and Dual-Process Model of Advertising Effects: Implications for Reducing the Negative Impact of Advertising on Children's Consumption Behaviour39 cited
    • 2011Children's response to sales promotions and their impact on purchase behavior34 cited
    • 2016Processing of product placements and brand persuasiveness32 cited
    • 2017Effects of Brand Congruity and Game Difficulty on Gamers’ Response to Advertising in Sport Video Games29 cited
    • 2012The implicit influence of bimodal brand placement on children29 cited
    • 2015Attitudes and related perceptions about product placement: a comparison of Finland, Italy and the United States27 cited
    • 2013At the Roots of Product Placement: The Mere Exposure Effect22 cited
    • 2015Targeting without alienating on the Internet: Ethnic minority and majority consumers21 cited
    • 2015Effects of In-Game Virtual Direct Experience (VDE) on Reactions to Real-World Brands20 cited
    • 2014Brand-Placement Effectiveness And Competitive Interference In Entertainment Media18 cited
    • 2021Proximity, Familiarity or Congruency? What Influences Memory of Brand Placement in Videogames18 cited