The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games
By Ralf Terlutter, M. Capella. 2013
401 citations recorded by the source corpus.
Subfields: Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/5c58a88ff04efe85c1a38ecaf90032613cb7b767
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In Sociology and Political Science
- Juho Hamari
- Ralf Terlutter
- Nathaniel J. Evans
- Kai Huotari
- Michelle R. Nelson
- Martin Waiguny
- René Eppmann
- Kristina Klein
Citations in the corpus
- A definition for gamification: anchoring gamification in the service marketing literature (2016, background): “…researched in majority of the above mentioned domains such as commerce (Bittner and Shipper 2014; Cechanowicz et al. 2013; Hamari 2013; Hamari 2015; Terlutter and Capella 2013), education (Denny 2013, Hakulinen et al. 2013; Domínguez et al. 2013; de-Marcos et al. 2014; Farzan and Brusilovsky 2011;…”
- Rethinking the Persuasion Knowledge Model: Schematic Antecedents and Associative Outcomes of Persuasion Knowledge Activation for Covert Advertising (2015, background): “However, research indicates inconsistencies in attitudinal outcomes toward covert ads or associated brands even when persuasion knowledge is assumed to be active (Terlutter and Capella 2013).”
- Gamification in theory and action: A survey (2015, background): “Numerous examples exist; for instance, Eickhoff et al. (2012), Manna et al. (2012), McNeill et al. (2012), Neves Madeira et al. (2011), O'Mara (2012), Renaud and Wagoner (2011), Rouse (2013), Terlutter and Capella (2013).”
- Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018, background): “In the Magnum advergame, participants navigated a human-shaped avatar through websites of fictitious and real brands, with the goal of collecting as many candies placed on the websites as fast as possible.”
- The Relationship of Persuasion Knowledge, Identification of Commercial Intent and Persuasion Outcomes in Advergames—the Role of Media Context and Presence (2014, background): “Therefore, a main area of policy discussion relates to the use of digital advertising forms such as advergames to target children and if and how children should be protected (Staiano and Calvert 2012; Terlutter and Capella 2013).”
- "Working out for likes": An empirical study on social influence in exercise gamification (2015, neutral): “…Jordan-Cooley, & Sung, 2013; Lounis, Pramatari, & Theotokis, 2014), marketing and advertising (Cechanowicz, Gutwin, Brownell, & Goodfellow, 2013; Terlutter & Capella, 2013), and activities such as crowdsourcing (Eickhoff, Harris, de Vries, & Srinivasan, 2012; Ipeirotis & Gabrilovich, 2014), to…”
- Serious games (2016, neutral): “An integration of user-centered design methods, such as persona development, with continuous low-level design adjust‐ ments by obtaining end user feedback on a continuous (or at least per sprint) basis should mitigate the risks that led to design failures on this project [27].”