Recall of Brand Placements in Computer/Video Games
By Michelle R. Nelson. Journal of Advertising Research, 2002
460 citations recorded by the source corpus.
Subfields: Public Health, Environmental and Occupational Health
View Paper: https://www.semanticscholar.org/paper/264f9553f6144844dbd7977d2b70af9f60109909
How researchers see this paper
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In Public Health, Environmental and Occupational Health
- David Roskos-Ewoldsen
- Moonhee Yang
- Bernhard Marko
- Yogesh Kumar Dwivedi
- Yang Yang
- Martin Waiguny
- Yousra Asaad
- Lucian F. Dinu
Citations in the corpus
- Introducing the PCMC Model: An Investigative Framework for Young People's Processing of Commercialized Media Content (2010, unknown): “The RR to process a message may be determined by its complexity and interactivity (Calvert, Strong, & Gallagher, 2005; Fisch, 2000; Glass, 2007; Lang, 2000; Liu & Shrum, 2009; Nelson, 2002; Nelson, Yaros, & Keum, 2006).”
- How sponsorship transparency mitigates negative effects of advertising recognition (2018, background): “…compared to more subtle or covert advertising formats (Cameron and Curtin 1995; Dahlen and Edenius 2007; Kim, Pasadeos, and Barban 2001; Lee and Faber 2007; Lord and Putrevu 1998; Nelson 2002; Schneider and Cornwell 2005; van Reijmersdal 2009) because they elicit better advertising recognition.”
- Get in the Game: The Effects of Game-Product Congruity and Product Placement Proximity on Game Players’ Processing of Brands Embedded in Advergames (2013, background): “24 The Effect of Congruity and Proximity on Attitude Toward the Brand In addition to memory-based awareness measures, another way to measure the effectiveness of product placements is according to attitudes (Nelson, 2002).”
- How Advergame Content Influences Explicit and Implicit Brand Attitudes: When Violence Spills Over (2013, methodology): “Whereas unfamiliar brands might get more attention in product placement settings due to novelty effects (e.g., Nelson 2002; Nelson et al. 2004), placements of familiar brands are usually processed more quickly and evaluated more positively (Balasubramanian, Karrh, and Patwardhan 2006).”
- Good guy vs. bad guy: the influence of parasocial interactions with media characters on brand placement effects (2015, unknown): “…to previous research on brand placements and brand familiarity, unfamiliar placements not only score worse on memory measures (e.g., Brennan and Babin 2004; DeLorme and Reid 1999; Nelson 2002), but also seem to be less affected in their appeal when it comes to media characters associated with them.”
- CONSUMERS, CHARACTERS, AND PRODUCTS: A Balance Model of Sitcom Product Placement Effects (2006, background): “…1994), advertising and consumer researchers have already begun to study its impact on memory (Babin and Carder 1996; Gupta and Lord 1998; Nelson 2002; Russell, Norman, and Heckler 2004), attitudes (d’Astous and Seguin 1999; Russell 2002), and behavior (Auty and Lewis 2004; Russell and…”
- The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013, background): “The existing literature indicates brand placements that are featured prominently, i.e., integrated in the story or game play or that can be used by the player (Cauberghe and De Pelsmacker 2010; Nelson 2002; Schneider and Cornwell 2005), lead to improved memory effects.”
- The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names (2006, methodology): “Although academic research regarding the effect of brand placements in video games is rare, the influence of in-game advertising on the audience's familiarity with the brand seems as important in this context as it is in television programs and movies (Nelson 2002).”