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The Obama Effect: An Exploratory Study on Factors Affecting Brand Recall in Online Games
5 references·1 citing·29 second hop
The Obama Effect: An Exploratory Study on Factors Affecting Brand Recall in Online Games (2010)The Obama Effect: An Exploratory Study on…Communicating with consumers through video games: an analysis of brand development within the video gaming segment of the sports industry (2009)Communicating with consumers …Product Placement of Computer Games in Cyberspace (2008)Product Placement of Computer…Effectiveness of In-Game Advertisements in Sport Video Games: An Experimental Inquiry on Current Gamers (2008)Effectiveness of In-Game Adve…Effects of Product Placement in On-Line Games on Brand Memory: A Perspective of the Limited-Capacity Model of Attention (2007)Effects of Product Placement …Consumer Behavior 9th Edition (2007)Consumer Behavior 9th EditionSponsor recall in sports events of short duration: empirical evidence from swimming competitions (2017)Sponsor recall in sports even…Feeling and thinking: Preferences need no inferences. (1980)Conceptualizing, Measuring, and Managing Customer-Based Brand Equity (1993)Building Brand Community (2002)Uses and Gratifications of Internet Collegiate Sport Message Board Users (2008)Sporting Facebook: A Content Analysis of NCAA Organizational Sport Pages and Big 12 Conference Athletic Department Pages (2011)Comparing Brand Awareness Levels of In-Game Advertising in Sport Video Games Featuring Visual and Verbal Communication Cues (2013)The Role of Attitude toward the Ad as a Mediator of Advertising Effectiveness: A Test of Competing Explanations (1986)Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents (2004)Digital educational game value hierarchy from a learners’ perspective (2013)Effectiveness of In-game Advertisement: An Examination of Repetition Effect, Brand Familiarity and the Relationship Between Gaming Skills and Advertising Execution (2017)Moving beyond the content: The role of contextual cues in the effectiveness of gamification of advertising (2021)Advances in Consumer Research (2025)Audience Involvement in Advertising: Four Levels (1984)The Persuasion Knowledge Model: How People Cope with Persuasion Attempts (1994)Building Brand Image Through Event Sponsorship: The Role of Image Transfer (1999)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)Influence of parasocial relationship between digital celebrities and their followers on followers’ purchase and electronic word-of-mouth intentions, and persuasion knowledge (2018)Attitudinal effects of mere exposure. (1968)An Index of Factorial Simplicity (1974)Acceptability and Ethics of Product Placement in Sport Video Games (2010)Satisfaction: a behavioral perspective on the consumer (2010)Effects of Brand Congruity and Game Difficulty on Gamers’ Response to Advertising in Sport Video Games (2017)The Limited Capacity Model of Mediated Message Processing (2000)How customers think: essential insights into the mind of the market (2003)Audience Response to Product Placements: An Integrative Framework and Future Research Agenda (2006)Identifying Potentiality Online Sales In Malaysia: A Study On Customer Relationships Online Shopping (2011)Passenger perceptions of the green image associated with airlines (2012)The effect of trust on consumers’ online purchase intention: An integration of TAM and TPB (2019)
this work references cited by second hop

References

  • 2007Effects of Product Placement in On-Line Games on Brand Memory: A Perspective of the Limited-Capacity Model of Attention423 cited
  • 2007Consumer Behavior 9th Edition143 cited
  • 2008Product Placement of Computer Games in Cyberspace42 cited
  • 2008Effectiveness of In-Game Advertisements in Sport Video Games: An Experimental Inquiry on Current Gamers35 cited
  • 2009Communicating with consumers through video games: an analysis of brand development within the video gaming segment of the sports industry29 cited

Cited by

  • 2017Sponsor recall in sports events of short duration: empirical evidence from swimming competitions9 cited

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