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Effects of game‐product congruity on in‐app interstitial advertising and the moderation of media‐context factors
16 references·2 citing·40 second hop
Effects of game‐product congruity on in‐app interstitial advertising and the moderation of media‐context factors (2018)Effects of game‐product congruity on in‐a…Likert scales, levels of measurement and the “laws” of statistics (2010)Likert scales, levels of meas…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)EGameFlow: A scale to measure…Cultural variation in affect valuation. (2006)Cultural variation in affect …GameFlow (2005)GameFlowFlow and Media Enjoyment (2004)Flow and Media EnjoymentConsumer Attitudes Toward Mobile Advertising: An Empirical Study (2004)Consumer Attitudes Toward Mob…A grounded investigation of game immersion (2004)A grounded investigation of g…Forced Exposure and Psychological Reactance: Antecedents and Consequences of the Perceived Intrusiveness of Pop-Up Ads (2002)Forced Exposure and Psycholog…The Limited Capacity Model of Mediated Message Processing (2000)The Limited Capacity Model of…Core affect, prototypical emotional episodes, and other things called emotion: Dissecting the elephant. (1999)Core affect, prototypical emo…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Effects of Price, Brand, and Store Information on Buyers' Product Evaluations (1991)Effects of Price, Brand, and …Schema Congruity as a Basis for Product Evaluation (1989)Schema Congruity as a Basis f…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…An approach to environmental psychology (1974)An approach to environmental …Asserting your mind: Interruptions extremize consumer choices (2023)Asserting your mind: Interrup…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…A Paradigm for Developing Better Measures of Marketing Constructs (1979)Pricing: Making Profitable Decisions (1980)Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence (1988)Assessing the effects of quality, value, and customer satisfaction on consumer behavioral intentions in service environments (2000)Consumer perceived value: The development of a multiple item scale (2001)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Consumer Knowledge: Effects on Evaluation Strategies Mediating Consumer Judgments (1985)Constructive Consumer Choice Processes (1998)The impact of perceived corporate social responsibility on consumer behavior (2005)A Coefficient of Agreement for Nominal Scales (1960)How to analyze Likert and other rating scale data (2015)'It's Reducing a Human Being to a Percentage' (2018)AI Tools in Society: Impacts on Cognitive Offloading and the Future of Critical Thinking (2025)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Engagement in digital entertainment games: A systematic review (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)The benefits of playing video games. (2013)Cognitive Psychology and Information Processing: An Introduction (1979)The media equation: how people treat computers, television, and new media like real people and places (1997)The effects of production pacing and arousing content on the information processing of television messages (1999)The New Videomalaise: Effects of Televised Incivility on Political Trust (2005)Social and Heuristic Approaches to Credibility Evaluation Online (2010)Credibility and trust of information in online environments: The use of cognitive heuristics (2013)Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)From Content to Context: Videogames as Designed Experience (2006)Evidence for a three-factor theory of emotions (1977)Seeking the Ideal Form: Product Design and Consumer Response (1995)Core affect and the psychological construction of emotion. (2003)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Are Emotions Natural Kinds? (2006)Solving the Emotion Paradox: Categorization and the Experience of Emotion (2006)Anger is an approach-related affect: Evidence and implications. (2009)
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References

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  • 1974An approach to environmental psychology7,295 cited
  • 1991Effects of Price, Brand, and Store Information on Buyers' Product Evaluations5,848 cited
  • 2010Likert scales, levels of measurement and the “laws” of statistics4,832 cited
  • 1999Core affect, prototypical emotional episodes, and other things called emotion: Dissecting the elephant.3,109 cited
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  • 2004Consumer Attitudes Toward Mobile Advertising: An Empirical Study1,188 cited
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  • 2008EGameFlow: A scale to measure learners’ enjoyment of e-learning games

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767 cited
  • 2004Flow and Media Enjoyment739 cited
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    • 2022Brands in a game or a game for brands? Comparing the persuasive effectiveness of in‐game advertising and advergames44 cited
    • 2023Asserting your mind: Interruptions extremize consumer choices1 cited