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Location, Integration, Interruption: Visual Properties and Recognition of Video Game Advertising
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Location, Integration, Interruption: Visual Properties and Recognition of Video Game Advertising (2019)Location, Integration, Interruption: Visu…Methodology for Designing University Business Curricula with an Impact on the Family Economy (2025)Methodology for Designing Uni…Size does matter: Effects of in-game advertising stimuli on brand recall and brand recognition (2018)Size does matter: Effects of …Motivated Processing of Peripheral Advertising Information in Video Games (2015)Motivated Processing of Perip…Investigating the Effects of Active Control on Brand Recall Within In-Game Advertising (2015)Investigating the Effects of …Too much Facebook? An exploratory examination of social media fatigue (2014)Too much Facebook? An explora…Psychophysiological Responses to Background Brand Placements in Video Games (2013)Psychophysiological Responses…Do you like What you Recognize? (2012)Do you like What you Recogniz…Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment (2008)Playing online games against …National Television Violence Study (2007)National Television Violence …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 …The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names (2006)The Effectiveness of "in-Game…The Effect of Billboards within the Gaming Environment (2004)The Effect of Billboards with…Experiencing Interactive Advertising beyond Rich Media (2004)Experiencing Interactive Adve…Recall of Brand Placements in Computer/Video Games (2002)Recall of Brand Placements in…Not so doomed: computer game play and positive adolescent development (2002)Not so doomed: computer game …The Limited Capacity Model of Mediated Message Processing (2000)The Limited Capacity Model of…Beyond Advertising and Publicity: Hybrid Messages and Public Policy Issues (1994)Product Placement in Movies: The Effect of Prominence and Mode on Audience Recall (1998)Experiential Marketing (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)Feeling and thinking: Preferences need no inferences. 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(1988)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Falling in love with online games: The uses and gratifications perspective (2010)Engagement in digital entertainment games: A systematic review (2011)The role of psychology in understanding the impact of computer games (2011)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Users of the world, unite! The challenges and opportunities of Social Media (2009)Online social media fatigue and psychological wellbeing—A study of compulsive use, fear of missing out, fatigue, anxiety and depression (2018)Why do people share fake news? Associations between the dark side of social media use and fake news sharing behavior (2019)Misinformation sharing and social media fatigue during COVID-19: An affordance and cognitive load perspective (2020)At the Threshold: The Developing Adolescent (1990)Toward a psychology of positive youth development. (2000)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Use of information and communication technology (ICT) and perceived health in adolescence: The role of sleeping habits and waking‐time tiredness (2006)Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming (2010)Family factors in adolescent problematic Internet gaming: A systematic review (2017)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)The Impact of New Media on Customer Relationships (2010)Authenticity under threat: When social media influencers need to go beyond self-presentation (2018)Conceptualizing the electronic word-of-mouth process: What we know and need to know about eWOM creation, exposure, and evaluation (2019)
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References

  • 2000The Limited Capacity Model of Mediated Message Processing2,150 cited
  • 2014Too much Facebook? An exploratory examination of social media fatigue559 cited
  • 2025Methodology for Designing University Business Curricula with an Impact on the Family Economy475 cited
  • 2008Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment452 cited
  • 2002Not so doomed: computer game play and positive adolescent development445 cited
  • 2002Recall of Brand Placements in Computer/Video Games436 cited
  • 2007Effects of Product Placement in On-Line Games on Brand Memory: A Perspective of the Limited-Capacity Model of Attention423 cited
  • 2006The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names269 cited
  • 2004Experiencing Interactive Advertising beyond Rich Media251 cited
  • 2004The Effect of Billboards within the Gaming Environment160 cited
  • 2007National Television Violence Study152 cited
  • 2012Do you like What you Recognize?89 cited
  • 2013Psychophysiological Responses to Background Brand Placements in Video Games58 cited
  • 2018Size does matter: Effects of in-game advertising stimuli on brand recall and brand recognition52 cited

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2015
Motivated Processing of Peripheral Advertising Information in Video Games
44 cited
  • 2015Investigating the Effects of Active Control on Brand Recall Within In-Game Advertising40 cited
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