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Paper
1.
What virtual worlds tell us about participation, community, globalisation and marketing in the 21st century
Lisa Galarneau, Market Research Society, Annual Conference, 2008
Virtual worlds and online games often represent levels of engagement and participation that marketers can usually only dream of. As the digital age has rendered many old paradigms redundant, understan ...

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Read: 413 times
Paper
2.
Testing the Effects of Incidental Advertising Exposure in Online Gaming Environments
Adam Acar, Journal of Interactive Advertising, Vol. 8, No.1, Fall 2007
This study addresses incidental advertising exposure effects in online games by manipulating both the location (low proximity versus high proximity) and the message content (visual versus verbal) of a ...

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Read: 84 times
Paper
3.
From on-line games to Olympic Games - enabling a fan culture to activate the 'expression'
Stacey Lynn Koerner and Alex Chisholm, ESOMAR, Worldwide Multi Media Measurement (WM3), Shanghai, June 2006
Building on content engagement analytics, this paper assesses a study conducted with NBC Sports during the 2006 Olympic Winter Games in Torino to develop an on-line gaming contest to engage viewers, a ...

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Read: 80 times
Paper
4.
Gaming as an education tool
Robin Hilton, Young Consumers, Vol.7, Issue 2 (2006), pp.14-19
Gaming, in certain forms, is becoming more acceptable and has a place in education. The author explains how simple online games can be a valuable learning tool and describes how gaming has been used i ...

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Read: 42 times
Paper
5.
Cashing in on crashes via brand placement in computer games: the effects of experience and flow on memory
Lars-Peter Schneider and T. Bettina Cornwell, International Journal of Advertising, Vol. 24, No. 3, 2005, pp.321-343
The practice of placing brand names, logos and products into computer games is becoming increasingly popular. Recent research has focused on movies and television, with little research considering com ...

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Read: 56 times
Paper
6.
Hispanic Attitudes toward Advergames: A Proposed Model of their Antecedents
Monica D. Hernandez, Sindy Chapa, Michael S. Minor, Cecilia Maldonado and Fernando Barranzuela, Journal of Interactive Advertising, Vol. 5, No. 1, Fall 2004
Advergames are gaining recognition around the world as a new, captivating, and persuasive environment among advertisers. Despite its growing popularity, very little is known about the formation of att ...

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Read: 25 times
Paper
7.
The Effect of Billboards within the Gaming Environment
Isabella M. Chaney, Ku-Ho Lin and James Chaney, Journal of Interactive Advertising, Vol. 5, No. 1, Fall 2004
Players from all demographic groups are spending more and more of their leisure time playing multiplayer online games. As such, the gaming environment may be a more suitable vehicle to reach target ma ...

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Read: 56 times
Paper
8.
Advertainment or Adcreep? Game Players' Attitudes toward Advertising and Product Placements in Computer Games
Michelle R. Nelson, Heejo Keum and Ronald A. Yaros, Journal of Interactive Advertising, Vol. 5, No. 1, Fall 2004
Using netnography and questionnaires, we examine how commercial practices are interpreted by electronic game-players. An analysis of 805 postings on Slashdot (2002-2004) revealed active discussions an ...

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Read: 104 times
Paper
9.
G-commerce in East Asia
Yuntsai Chou, Journal of Interactive Advertising, Vol. 4, No. 1, Fall 2003
Online games are viewed as the killer application service of electronic commerce, and it arouses the question for businesses and government as how to develop the online game market. This exploratory p ...

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Read: 24 times
Paper
10.
Lifestyles of online gamers
Kenneth O. Doyle, Mira Lee and Seounmi Youn, Journal of Interactive Advertising, Vol. 3, No 2, Spring 2003
This study compares people who play games on the Internet, people who use the Internet but not for gaming, and people who do not use the Internet. In terms of demography, there is no gender difference ...

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Read: 44 times
Paper
11.
Measurement of brand effectiveness of online advertising.
Liesbeth Hop, ESOMAR, Wordwide Online Measurement, Athens, June 2001, pp.111-119
How people find a company or product brand on the Internet is a major question if one intends to use the Internet to build brand awareness, perception and loyalty. In order to find an answer to this q ...

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Read: 55 times


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