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Dynamic In-game Advertising in 3D Digital Games
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Dynamic In-game Advertising in 3D Digital Games (2012)Dynamic In-game Advertising in 3D Digital…Strategic Advertising Management (2021)Strategic Advertising Managem…The Video Game Theory Reader (2013)The Video Game Theory ReaderGames without Frontiers: Theories and Methods for Game Studies and Design (2008)Games without Frontiers: Theo…The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names (2006)The Effectiveness of "in-Game…Receptiveness of Gamers to Embedded Brand Messages in Advergames (2006)Receptiveness of Gamers to Em…The Game Design Reader: A Rules of Play Anthology (2005)The Game Design Reader: A Rul…GameFlow (2005)GameFlowFundamental Components of the Gameplay Experience: Analysing Immersion (2005)Fundamental Components of the…Learning by design: Games as learning machines (2004)Learning by design: Games as …The Video Game Theory Reader (2003)The Video Game Theory ReaderEffective affective user interface design in games (2003)Effective affective user inte…The Medium of the Video Game (2002)The Medium of the Video GameI'll have what she's having: Gauging the impact of product placements on viewers (2000)I'll have what she's having: …Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…The information processing approach to cognition (1984)The information processing ap…The Structure of Scientific Revolutions (1963)The Tourist: A New Theory of the Leisure Class. (1977)From Content to Context: Videogames as Designed Experience (2006)Madness and Civilization (2006)Toward an understanding of flow in video games (2008)Game-Based Digital Interventions for Depression Therapy: A Systematic Review and Meta-Analysis (2014)Implicit Measures in Social Cognition Research: Their Meaning and Use (2002)Recall of Brand Placements in Computer/Video Games (2002)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)Effects of Product Placement in On-Line Games on Brand Memory: A Perspective of the Limited-Capacity Model of Attention (2007)Introducing the PCMC Model: An Investigative Framework for Young People's Processing of Commercialized Media Content (2010)The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)Preattentive Mere Exposure Effects (1993)Product Placement in Movies: The Effect of Prominence and Mode on Audience Recall (1998)Audience Response to Product Placements: An Integrative Framework and Future Research Agenda (2006)Authenticity under threat: When social media influencers need to go beyond self-presentation (2018)Instafamous and social media influencer marketing (2019)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)From game design elements to gamefulness (2011)Gamification. using game-design elements in non-gaming contexts (2011)A systematic literature review of empirical evidence on computer games and serious games (2012)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)At Least Nine Ways to Play: Approaching Gamer Mentalities (2010)Framework for Designing and Evaluating Game Achievements (2011)Mapping learning and game mechanics for serious games analysis (2014)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)Genre and game studies: Toward a critical approach to video game genres (2006)Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft (2009)Toward a psychology of positive youth development. (2000)Psychological flexibility as a fundamental aspect of health (2010)Customer Engagement (2011)
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References

  • 1990Flow: the psychology of optimal experience12,655 cited
  • 1991Flow: The Psychology of Optimal Experience9,449 cited
  • 2005GameFlow2,365 cited
  • 2005Fundamental Components of the Gameplay Experience: Analysing Immersion836 cited
  • 2003The Video Game Theory Reader625 cited
  • 2013The Video Game Theory Reader389 cited
  • 2005The Game Design Reader: A Rules of Play Anthology351 cited
  • 2000I'll have what she's having: Gauging the impact of product placements on viewers300 cited
  • 2008Games without Frontiers: Theories and Methods for Game Studies and Design275 cited
  • 2006The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names269 cited
  • 2002The Medium of the Video Game241 cited
  • 2003Effective affective user interface design in games239 cited
  • 2004Learning by design: Games as learning machines212 cited
  • 2021Strategic Advertising Management211 cited
  • 1984The information processing approach to cognition193 cited
  • 2006Receptiveness of Gamers to Embedded Brand Messages in Advergames

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