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Communicating brands playfully
16 references·16 citing·40 second hopsampled
Communicating brands playfully (2008)Communicating brands playfullyForced Exposure and Psychological Reactance: Antecedents and Consequences of the Perceived Intrusiveness of Pop-Up Ads (2002)Forced Exposure and Psycholog…Nature and Operation of Attitudes (2001)Nature and Operation of Attit…Building Brand Image Through Event Sponsorship: The Role of Image Transfer (1999)Building Brand Image Through …Development of a Scale to Measure Consumer Skepticism Toward Advertising (1998)Development of a Scale to Mea…Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Marketing in Hypermedia Compu…Mood and judgment: The affect infusion model (AIM). (1995)Mood and judgment: The affect…Measuring the hedonic and utilitarian sources of consumer attitudes (1991)Measuring the hedonic and uti…Optimal experience in work and leisure. (1989)Optimal experience in work an…Feelings as information: informational and motivational functions of affective states (1989)Feelings as information: info…An Empirical Examination of the Structural Antecedents of Attitude toward the Ad in an Advertising Pretesting Context (1989)An Empirical Examination of t…The Power of Feelings in Understanding Advertising Effects (1987)The Power of Feelings in Unde…The Role of Attitude toward the Ad as a Mediator of Advertising Effectiveness: A Test of Competing Explanations (1986)The Role of Attitude toward t…Affective Responses Mediating Acceptance of Advertising (1986)Affective Responses Mediating…Psychological Reactance: A Theory of Freedom and Control (1981)Psychological Reactance: A Th…Attitudes and Persuasion: Classic and Contemporary Approaches (1981)Attitudes and Persuasion: Cla…Affect, accessibility of material in memory, and behavior: A cognitive loop? (1978)Affect, accessibility of mate…The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness (2020)The gamification of in-game a…What we know and need to know about the gamification of advertising (2019)What we know and need to know…Analysing mobile advergaming effectiveness: the role of flow, game repetition and brand familiarity (2019)Analysing mobile advergaming …Size does matter: Effects of in-game advertising stimuli on brand recall and brand recognition (2018)Size does matter: Effects of …Exploring the use of arcade game elements for attitude change: Two studies in the aviation safety domain (2018)Exploring the use of arcade g…Effect of nature of the game on ad-persuasion in online gaming context (2017)Effect of nature of the game …Children and advergames: the role of product involvement, prior brand attitude, persuasion knowledge and game attitude in purchase intentions and changing attitudes (2016)Children and advergames: the …Product Placement in Old and New Media: Examining the Evidence for Concern (2015)Product Placement in Old and …Disclosing the persuasive nature of advergames: moderation effects of mood on brand responses via persuasion knowledge (2015)Disclosing the persuasive nat…Product Placement in Social Games: Consumer Experiences in China (2014)Product Placement in Social G…Impact of flow on recognition of and attitudes towards in-game brand placements (2014)Impact of flow on recognition…Who Is the Loser When I Lose the Game? Does Losing an Advergame Have a Negative Impact on the Perception of the Brand? (2013)Who Is the Loser When I Lose …The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)The Gamification of Advertisi…How using versus showing interaction between characters and products boosts product placement effectiveness (2013)How using versus showing inte…Mixing advertising and editorial content in radio programmes (2011)Mixing advertising and editor…Interactive Digital Advertising vs. Virtual Brand Community (2011)Interactive Digital Advertisi…Significance tests and goodness of fit in the analysis of covariance structures. 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References

  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • 2001Nature and Operation of Attitudes4,310 cited
  • 1995Mood and judgment: The affect infusion model (AIM).3,469 cited
  • 1981Attitudes and Persuasion: Classic and Contemporary Approaches3,368 cited
  • 1981Psychological Reactance: A Theory of Freedom and Control3,038 cited
  • 1991Measuring the hedonic and utilitarian sources of consumer attitudes2,211 cited
  • 1989An Empirical Examination of the Structural Antecedents of Attitude toward the Ad in an Advertising Pretesting Context2,191 cited
  • 1986The Role of Attitude toward the Ad as a Mediator of Advertising Effectiveness: A Test of Competing Explanations1,953 cited
  • 1989Feelings as information: informational and motivational functions of affective states1,953 cited
  • 1989Optimal experience in work and leisure.1,942 cited
  • 1978Affect, accessibility of material in memory, and behavior: A cognitive loop?1,494 cited
  • 1987The Power of Feelings in Understanding Advertising Effects1,119 cited
  • 1986Affective Responses Mediating Acceptance of Advertising1,076 cited
  • 1999Building Brand Image Through Event Sponsorship: The Role of Image Transfer1,041 cited
  • 2002

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Forced Exposure and Psychological Reactance: Antecedents and Consequences of the Perceived Intrusiveness of Pop-Up Ads
1,037 cited
  • 1998Development of a Scale to Measure Consumer Skepticism Toward Advertising1,033 cited
  • Cited by

    • 2013The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games448 cited
    • 2011Interactive Digital Advertising vs. Virtual Brand Community294 cited
    • 2020The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness123 cited
    • 2015Disclosing the persuasive nature of advergames: moderation effects of mood on brand responses via persuasion knowledge104 cited
    • 2016Children and advergames: the role of product involvement, prior brand attitude, persuasion knowledge and game attitude in purchase intentions and changing attitudes94 cited
    • 2013Who Is the Loser When I Lose the Game? Does Losing an Advergame Have a Negative Impact on the Perception of the Brand?76 cited
    • 2019Analysing mobile advergaming effectiveness: the role of flow, game repetition and brand familiarity75 cited
    • 2013How using versus showing interaction between characters and products boosts product placement effectiveness75 cited
    • 2019What we know and need to know about the gamification of advertising61 cited
    • 2015Product Placement in Old and New Media: Examining the Evidence for Concern58 cited
    • 2018Size does matter: Effects of in-game advertising stimuli on brand recall and brand recognition52 cited
    • 2011Mixing advertising and editorial content in radio programmes43 cited
    • 2014Impact of flow on recognition of and attitudes towards in-game brand placements41 cited
    • 2018Exploring the use of arcade game elements for attitude change: Two studies in the aviation safety domain41 cited
    • 2017Effect of nature of the game on ad-persuasion in online gaming context39 cited
    • 2014Product Placement in Social Games: Consumer Experiences in China37 cited