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LET’S PLAYING GAME: THE EFFECTS OF BRAND-GAME-SELF CONGRUITIES ON PLAYER'S ATTITUDE TOWARDS BRANDS IN ADVERGAMES
16 references·0 citing·48 second hop
LET’S PLAYING GAME: THE EFFECTS OF BRAND-GAME-SELF CONGRUITIES ON PLAYER'S ATTITUDE TOWARDS BRANDS IN ADVERGAMES (2017)LET’S PLAYING GAME: THE EFFECTS OF BRAND-…The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)The Gamification of Advertisi…Get in the Game: The Effects of Game-Product Congruity and Product Placement Proximity on Game Players’ Processing of Brands Embedded in Advergames (2013)Get in the Game: The Effects …Are Banner Advertisements in Online Games Effective? (2013)Are Banner Advertisements in …Factors contributing brand attitude in advergames: Entertainment and irritation (2012)Factors contributing brand at…Social Psychology of Consumer Behavior (2008)Social Psychology of Consumer…Persuasive games: the expressive power of videogames (2008)Persuasive games: the express…Antecedents of residents' city brand attitudes (2008)Antecedents of residents' cit…Consumer Behaviour: Buying, Having, Being (2007)Consumer Behaviour: Buying, H…Self‐Construal, Reference Groups, and Brand Meaning (2005)Self‐Construal, Reference Gro…UNDERSTANDING CONSUMERS ATTITUDE TOWARD ADVERTISING (2002)UNDERSTANDING CONSUMERS ATTIT…Advertising Value and Advertising on the Web (1996)Advertising Value and Adverti…Humor in Advertising: The Moderating Role of Prior Brand Evaluation (1990)Humor in Advertising: The Mod…Attitudes, Personality and Behavior (1988)Attitudes, Personality and Be…Self-discrepancy: A theory relating self and affect. (1987)Self-discrepancy: A theory re…Using self-congruity and ideal congruity to predict purchase motivation (1985)Using self-congruity and idea…Self-Concept in Consumer Behavior: A Critical Review (1982)Self-Concept in Consumer Beha…A Theory of Cognitive Dissonance (1957)Destination Image, Self-Congruity, and Travel Behavior: Toward an Integrative Model (2000)The State of Psychological Ownership: Integrating and Extending a Century of Research (2003)Destination image and tourist loyalty: A meta-analysis (2013)A Theory of Cognitive Dissonance (2017)Culture's Consequences: International Differences in Work-Related Values. (1983)Possessions and the Extended Self (1988)Culture and the Self: Implications for Cognition, Emotion, and Motivation (1991)Signaling Status with Luxury Goods: The Role of Brand Prominence (2010)Brand Love (2011)Customer Engagement (2011)A Theory of Social Comparison Processes (1954)The Presentation of Self in Everyday Life. (1956)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Dimensions of Brand Personality (1997)Dimensions of Brand Personality (1997)Social Learning Theory. (1978)Culture's Consequences: Comparing Values, Behaviors, Institutions, and Organizations across Nations (2002)Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)A Decade of Online Advertising Research: What We Learned and What We Need to Know (2019)Does gamification affect brand engagement and equity? A study in online brand communities (2020)Advances in Consumer Research (2025)Effects of message repetition and position on cognitive response, recall, and persuasion. (1979)The Role of Attitude toward the Ad as a Mediator of Advertising Effectiveness: A Test of Competing Explanations (1986)The Impact of Feelings on Ad-Based Affect and Cognition (1989)The Effects of Incongruity, Surprise and Positive Moderators on Perceived Humor in Television Advertising (2000)Web Commercials and Advertising Hierarchy-of-Effects (2000)Webpage Background and Viewer Attitudes (2000)Information and Consumer Behavior (1970)Marketing Research (1970)Significance tests and goodness of fit in the analysis of covariance structures. (1980)E-satisfaction: an initial examination (2000)Consumer Attitudes Toward Mobile Advertising: An Empirical Study (2004)Influencer Marketing: How Message Value and Credibility Affect Consumer Trust of Branded Content on Social Media (2018)An Inventory for Measuring Depression (1961)Society and the Adolescent Self-Image (1965)The self and social behavior in differing cultural contexts. (1989)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Core affect and the psychological construction of emotion. (2003)Democracy of Objects (2011)The role of psychology in understanding the impact of computer games (2011)Serious games and the gamification of tourism (2016)When Corporate Image Affects Product Evaluations: The Moderating Role of Perceived Risk (2004)Consumer resistance to innovation—a behavioral reasoning perspective (2014)Risk Perception: Reflections on 40 Years of Research (2020)The theory of planned behavior (1991)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Perceived Behavioral Control, Self‐Efficacy, Locus of Control, and the Theory of Planned Behavior 1 (2002)
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References

  • 1987Self-discrepancy: A theory relating self and affect.7,208 cited
  • 1988Attitudes, Personality and Behavior6,824 cited
  • 1982Self-Concept in Consumer Behavior: A Critical Review3,659 cited
  • 2005Self‐Construal, Reference Groups, and Brand Meaning2,045 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 1996Advertising Value and Advertising on the Web1,361 cited
  • 1985Using self-congruity and ideal congruity to predict purchase motivation866 cited
  • 2013The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games448 cited
  • 2008Social Psychology of Consumer Behavior333 cited
  • 1990Humor in Advertising: The Moderating Role of Prior Brand Evaluation313 cited
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  • 2002UNDERSTANDING CONSUMERS ATTITUDE TOWARD ADVERTISING170 cited
  • 2013Get in the Game: The Effects of Game-Product Congruity and Product Placement Proximity on Game Players’ Processing of Brands Embedded in Advergames148 cited
  • 2007Consumer Behaviour: Buying, Having, Being102 cited
  • 2012Factors contributing brand attitude in advergames: Entertainment and irritation

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78 cited
  • 2013Are Banner Advertisements in Online Games Effective?47 cited
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