2004
DOI: 10.1080/15252019.2004.10722090
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Advertainment or Adcreep Game Players’ Attitudes toward Advertising and Product Placements in Computer Games

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Cited by 211 publications
(138 citation statements)
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References 27 publications
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“…También se ha estudiado el comportamiento posterior de compra o rechazo hacia el producto anunciado (Babin y Carder: 1996;Nelson, Keum y Yaros, 2004).…”
Section: Antecedentes De La Investigaciónunclassified
“…También se ha estudiado el comportamiento posterior de compra o rechazo hacia el producto anunciado (Babin y Carder: 1996;Nelson, Keum y Yaros, 2004).…”
Section: Antecedentes De La Investigaciónunclassified
“…5,10,11 More importantly, sports video gamers find in-game advertising acceptable and appropriate as the brands add realism to the game. 7,15 This has led to an increase in the use of product placement within sports video games, with one study finding that the average number of brands in sports video games doubled from 2004 to 2006. 4,5 Studies on the effectiveness of in-game advertisements have concluded that there are several factors affecting the recall and recognition rates of in-game advertisements.…”
Section: Advertisers Interested In Product Placementmentioning
confidence: 99%
“…In the model, feelings elicited by advertising and the informative value of advertising create consumer's beliefs about the ad, which influences overall perceptions of advertising. Specific to ads in video and computer games, Nelson, Keum, and Yaros (2004) argued that game users are more likely to show positive attitudes toward advergame, a game created to promote a brand and its product, when they view the games as a useful source of information or entertainment.…”
Section: Attitudes Toward Svg and Sport Brandmentioning
confidence: 99%