How Advergame Content Influences Explicit and Implicit Brand Attitudes: When Violence Spills Over
By Martin Waiguny, Michelle R. Nelson, Bernhard Marko. 2013
111 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Marketing, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/b020675a5e7120536297bdbc2abf1e381bbbcdc6
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Citations in the corpus
- The Relationship of Persuasion Knowledge, Identification of Commercial Intent and Persuasion Outcomes in Advergames—the Role of Media Context and Presence (2014, background): “Yet, despite the widespread use of powerful narratives to convey character and/or brand information (Thomson 2010), the present study is one of the first to consider the influence of game play on brand beliefs (but see Ahn 2008; Waiguny et al. 2013).”
- The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013, background): “The analysis of implicit attitude formation toward brands in digital games is still rare (see, for example, Waiguny, Nelson, and Marko 2013), and a more frequent inclusion of measures of implicit attitudes is recommended.”