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Playful Strategies in Print Advertising
16 references·0 citing·41 second hop
Playful Strategies in Print Advertising (2021)Playful Strategies in Print AdvertisingWhat we know and need to know about the gamification of advertising (2019)What we know and need to know…Designing Qualitative Research (2018)Designing Qualitative ResearchThe maturing of gamification research (2017)The maturing of gamification …Are you able to recall the brand? The impact of brand prominence, game involvement and persuasion knowledge in online – advergames (2017)Are you able to recall the br…Conceptualizing the Evolution and Future of Advertising (2016)Conceptualizing the Evolution…Playful Information Literacy: Play and information Literacy in Higher Education (2015)Playful Information Literacy:…Gamification in Consumer Marketing - Future or Fallacy? (2014)Gamification in Consumer Marke…Defining gamification (2012)Defining gamificationThe media handbook: a complete guide to advertising media selection, planning, research, and buying (2011)The media handbook: a complet…Practitioners’ perceptions of advertising strategies for digital media (2010)Practitioners’ perceptions of…The Ambiguity of Play (2009)The Ambiguity of PlayUsing thematic analysis in psychology (2006)Using thematic analysis in ps…Qualitative research & evaluation methods (2002)Qualitative research & evalua…Designing qualitative research (1989)Designing qualitative researchMan, Play, and Games. (1963)Man, Play, and Games.Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Flow: the psychology of optimal experience (1990)Evolving to a New Dominant Logic for Marketing (2003)From game design elements to gamefulness (2011)Demographic differences in perceived benefits from gamification (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)A definition for gamification: anchoring gamification in the service marketing literature (2016)The Handbook of Social Psychology (1969)Trust: making and breaking cooperative relations (1989)Not So Different After All: A Cross-Discipline View Of Trust (1998)Online Behavioral Advertising: A Literature Review and Research Agenda (2017)Attractiveness, trustworthiness and expertise – social influencers’ winning formula? (2020)How do digital natives perceive and react toward online advertising? Implications for SMEs (2021)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement (2018)Technology Enhanced Learning in higher education; motivations, engagement and academic achievement (2019)Gamification Applications in E-learning: A Literature Review (2021)Demonstrating Rigor Using Thematic Analysis: A Hybrid Approach of Inductive and Deductive Coding and Theme Development (2006)Code Saturation Versus Meaning Saturation (2016)How to plan and perform a qualitative study using content analysis (2016)Thematic networks: an analytic tool for qualitative research (2001)Strategies for ensuring trustworthiness in qualitative research projects (2004)The qualitative content analysis process (2008)Sport-Specific Practice and the Development of Expert Decision-Making in Team Ball Sports (2003)The Playing Learning Child: Towards a pedagogy of early childhood (2008)Leisure and Subjective Well-Being: A Model of Psychological Mechanisms as Mediating Factors (2013)Edgework: A Social Psychological Analysis of Voluntary Risk Taking (1990)Performing tourism, staging tourism (2001)National Identity, Popular Culture and Everyday Life (2020)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Mixed-methods research in language teaching and learning: Opportunities, issues and challenges (2014)Qualitative Methodology: A Practical Guide (2014)Exploring the Impact of the COVID-19 Pandemic on University Students’ Learning Life: An Integrated Conceptual Motivational Model for Sustainable and Healthy Online Learning (2021)
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References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2002Qualitative research & evaluation methods15,582 cited
  • 1989Designing qualitative research9,905 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2009The Ambiguity of Play1,313 cited
  • 1963Man, Play, and Games.1,310 cited
  • 2012Defining gamification1,155 cited
  • 2018Designing Qualitative Research960 cited
  • 2017The maturing of gamification research492 cited
  • 2016Conceptualizing the Evolution and Future of Advertising209 cited
  • 2014Gamification in Consumer Marketing - Future or Fallacy?141 cited
  • 2010Practitioners’ perceptions of advertising strategies for digital media105 cited
  • 2011The media handbook: a complete guide to advertising media selection, planning, research, and buying85 cited
  • 2019What we know and need to know about the gamification of advertising61 cited
  • 2017Are you able to recall the brand? The impact of brand prominence, game involvement and persuasion knowledge in online – advergames45 cited
  • 2015Playful Information Literacy: Play and information Literacy in Higher Education

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