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The Effect of Flow on Implicit Memory of In-Game Brand Placements
16 references·0 citing·38 second hop
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References

  • 1990Flow: the psychology of optimal experience12,655 cited
  • 1991Flow: The Psychology of Optimal Experience9,449 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • 2000Measuring the Customer Experience in Online Environments: A Structural Modeling Approach3,330 cited
  • 1992Advances in Consumer Research2,915 cited
  • 2002Implicit Measures in Social Cognition Research: Their Meaning and Use2,587 cited
  • 1988The Role of Involvement in Attention and Comprehension Processes2,070 cited
  • 1989Optimal experience in work and leisure.2,061 cited
  • 1990Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.1,864 cited
  • 1994The Personal Involvement Inventory: Reduction, Revision, and Application to Advertising1,738 cited
  • 2004IMAGINE YOURSELF IN THE PRODUCT : Mental Simulation, Narrative Transportation, and Persuasion883 cited
  • 2002Investigating the Effectiveness of Product Placements in Television Shows: The Role of Modality and Plot Connection Congruence on Brand Memory and Attitude810 cited
  • 2004Flow and Media Enjoyment798 cited
  • 2001A motivational process model of product involvement and consumer risk perception

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598 cited
  • 1998Product Placement in Movies: The Effect of Prominence and Mode on Audience Recall588 cited
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