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1
The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?
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The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?

PloS one, 2018-07, Vol.13 (7), p.e0200724-e0200724 [Peer Reviewed Journal]

COPYRIGHT 2018 Public Library of Science ;COPYRIGHT 2018 Public Library of Science ;2018 Roettl, Terlutter. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2018 Roettl, Terlutter 2018 Roettl, Terlutter ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0200724 ;PMID: 30028839

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2
The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games
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Article
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The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games

Journal of advertising, 2013-04, Vol.42 (2-3), p.95-112 [Peer Reviewed Journal]

Copyright Taylor & Francis Group, LLC 2013 ;Copyright © 2013 American Academy of Advertising ;COPYRIGHT 2013 Taylor & Francis Group LLC ;Copyright Taylor & Francis Ltd. 2013 ;ISSN: 0091-3367 ;EISSN: 1557-7805 ;DOI: 10.1080/00913367.2013.774610 ;CODEN: JOADD7

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3
Longitudinal relations of television, electronic games, and digital versatile discs with changes in diet in adolescents
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Article
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Longitudinal relations of television, electronic games, and digital versatile discs with changes in diet in adolescents

The American journal of clinical nutrition, 2014-10, Vol.100 (4), p.1173-1181 [Peer Reviewed Journal]

2014 American Society for Nutrition. ;Copyright American Society for Clinical Nutrition, Inc. Oct 1, 2014 ;ISSN: 0002-9165 ;EISSN: 1938-3207 ;DOI: 10.3945/ajcn.114.088500 ;PMID: 25240080

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4
effect of playing advergames that promote energy-dense snacks or fruit on actual food intake among children
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effect of playing advergames that promote energy-dense snacks or fruit on actual food intake among children

The American journal of clinical nutrition, 2013-02, Vol.97 (2), p.239-245 [Peer Reviewed Journal]

2014 INIST-CNRS ;Copyright American Society for Clinical Nutrition, Inc. Feb 1, 2013 ;ISSN: 0002-9165 ;EISSN: 1938-3207 ;DOI: 10.3945/ajcn.112.047126 ;PMID: 23269821 ;CODEN: AJCNAC

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5
Impulsivity, "advergames," and food intake
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Article
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Impulsivity, "advergames," and food intake

Pediatrics (Evanston), 2014-06, Vol.133 (6), p.1007-1012 [Peer Reviewed Journal]

Copyright © 2014 by the American Academy of Pediatrics. ;Copyright American Academy of Pediatrics Jun 2014 ;ISSN: 0031-4005 ;EISSN: 1098-4275 ;DOI: 10.1542/peds.2013-3384 ;PMID: 24799543 ;CODEN: PEDIAU

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6
Adolescent betting on esports using cash and skins: Links with gaming, monetary gambling, and problematic gambling
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Article
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Adolescent betting on esports using cash and skins: Links with gaming, monetary gambling, and problematic gambling

PloS one, 2022-05, Vol.17 (5), p.e0266571-e0266571 [Peer Reviewed Journal]

COPYRIGHT 2022 Public Library of Science ;2022 Hing et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2022 Hing et al 2022 Hing et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0266571 ;PMID: 35511808

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7
Comparing TV Ads and Advergames Targeting Children: The Impact of Persuasion Knowledge on Behavioral Responses
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Article
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Comparing TV Ads and Advergames Targeting Children: The Impact of Persuasion Knowledge on Behavioral Responses

Journal of advertising, 2013-04, Vol.42 (2-3), p.264-273 [Peer Reviewed Journal]

Copyright Taylor & Francis Group, LLC 2013 ;Copyright © 2013 American Academy of Advertising ;COPYRIGHT 2013 Taylor & Francis Group LLC ;Copyright Taylor & Francis Ltd. 2013 ;ISSN: 0091-3367 ;EISSN: 1557-7805 ;DOI: 10.1080/00913367.2013.774605 ;CODEN: JOADD7

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8
How game difficulty and ad framing influence memory of in-game advertisements
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Article
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How game difficulty and ad framing influence memory of in-game advertisements

The Journal of consumer marketing, 2019-02, Vol.36 (1), p.1-11 [Peer Reviewed Journal]

Emerald Publishing Limited ;Emerald Publishing Limited 2018 ;ISSN: 0736-3761 ;EISSN: 2052-1200 ;DOI: 10.1108/JCM-07-2016-1878

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9
Audio and Visual Distractions and Implicit Brand Memory: A Study of Video Game Players
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Article
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Audio and Visual Distractions and Implicit Brand Memory: A Study of Video Game Players

Journal of advertising, 2013-04, Vol.42 (2-3), p.219-227 [Peer Reviewed Journal]

Copyright Taylor & Francis Group, LLC 2013 ;Copyright © 2013 American Academy of Advertising ;COPYRIGHT 2013 Taylor & Francis Group LLC ;Copyright Taylor & Francis Ltd. 2013 ;ISSN: 0091-3367 ;EISSN: 1557-7805 ;DOI: 10.1080/00913367.2013.775798 ;CODEN: JOADD7

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10
Network effects and competition: an empirical analysis of the home video game industry
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Article
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Network effects and competition: an empirical analysis of the home video game industry

Strategic management journal, 2003-04, Vol.24 (4), p.375-384 [Peer Reviewed Journal]

Copyright 2003 John Wiley & Sons, Ltd. ;Copyright © 2003 John Wiley & Sons, Ltd. ;2003 INIST-CNRS ;Copyright Wiley Periodicals Inc. Apr 2003 ;ISSN: 0143-2095 ;EISSN: 1097-0266 ;DOI: 10.1002/smj.296 ;CODEN: SMAJD8

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11
Get in the Game: The Effects of Game-Product Congruity and Product Placement Proximity on Game Players' Processing of Brands Embedded in Advergames
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Article
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Get in the Game: The Effects of Game-Product Congruity and Product Placement Proximity on Game Players' Processing of Brands Embedded in Advergames

Journal of advertising, 2013-04, Vol.42 (2-3), p.113-130 [Peer Reviewed Journal]

Copyright Taylor & Francis Group, LLC 2013 ;Copyright © 2013 American Academy of Advertising ;COPYRIGHT 2013 Taylor & Francis Group LLC ;Copyright Taylor & Francis Ltd. 2013 ;ISSN: 0091-3367 ;EISSN: 1557-7805 ;DOI: 10.1080/00913367.2013.774584 ;CODEN: JOADD7

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12
How Advergame Content Influences Explicit and Implicit Brand Attitudes: When Violence Spills Over
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Article
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How Advergame Content Influences Explicit and Implicit Brand Attitudes: When Violence Spills Over

Journal of advertising, 2013-04, Vol.42 (2-3), p.155-169 [Peer Reviewed Journal]

Copyright Taylor & Francis Group, LLC 2013 ;Copyright © 2013 American Academy of Advertising ;COPYRIGHT 2013 Taylor & Francis Group LLC ;Copyright Taylor & Francis Ltd. 2013 ;ISSN: 0091-3367 ;EISSN: 1557-7805 ;DOI: 10.1080/00913367.2013.774590 ;CODEN: JOADD7

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13
Psychophysiological Responses to Background Brand Placements in Video Games
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Article
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Psychophysiological Responses to Background Brand Placements in Video Games

Journal of advertising, 2013-04, Vol.42 (2-3), p.251-263 [Peer Reviewed Journal]

Copyright Taylor & Francis Group, LLC 2013 ;Copyright © 2013 American Academy of Advertising ;COPYRIGHT 2013 Taylor & Francis Group LLC ;Copyright Taylor & Francis Ltd. 2013 ;ISSN: 0091-3367 ;EISSN: 1557-7805 ;DOI: 10.1080/00913367.2013.775800 ;CODEN: JOADD7

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14
E-cigarette use and promotion by social media influencers during videogame play on Twitch
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Article
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E-cigarette use and promotion by social media influencers during videogame play on Twitch

Tobacco control, 2023-07, Vol.32 (4), p.526-527 [Peer Reviewed Journal]

Author(s) (or their employer(s)) 2023. No commercial re-use. See rights and permissions. Published by BMJ. ;ISSN: 0964-4563 ;EISSN: 1468-3318 ;DOI: 10.1136/tobaccocontrol-2021-056828 ;PMID: 34625511

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15
Sequential Effects of Indirect, Direct, and Virtual Sport Experiences on Consumer Learning
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Article
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Sequential Effects of Indirect, Direct, and Virtual Sport Experiences on Consumer Learning

Sport marketing quarterly, 2021-09, Vol.30 (3), p.235-246 [Peer Reviewed Journal]

COPYRIGHT 2021 Fitness Information Technology Inc. ;Copyright Fitness Information Technology, A Division of ICPE West Virginia University Sep 2021 ;ISSN: 1061-6934 ;EISSN: 1557-2528 ;DOI: 10.32731/SMQ.303.0921.06

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16
Videogames-as-a-service: converting freemium- to paying-users through pop-up advertisement value
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Article
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Videogames-as-a-service: converting freemium- to paying-users through pop-up advertisement value

The Journal of services marketing, 2022-05, Vol.36 (3), p.398-415 [Peer Reviewed Journal]

Emerald Publishing Limited ;Emerald Publishing Limited. ;ISSN: 0887-6045 ;EISSN: 2054-1651 ;DOI: 10.1108/JSM-05-2020-0164

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17
Who Is the Loser When I Lose the Game? Does Losing an Advergame Have a Negative Impact on the Perception of the Brand?
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Article
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Who Is the Loser When I Lose the Game? Does Losing an Advergame Have a Negative Impact on the Perception of the Brand?

Journal of advertising, 2013-04, Vol.42 (2-3), p.183-195 [Peer Reviewed Journal]

Copyright Taylor & Francis Group, LLC 2013 ;Copyright © 2013 American Academy of Advertising ;COPYRIGHT 2013 Taylor & Francis Group LLC ;Copyright Taylor & Francis Ltd. 2013 ;ISSN: 0091-3367 ;EISSN: 1557-7805 ;DOI: 10.1080/00913367.2013.774598 ;CODEN: JOADD7

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18
Leveraging Virtual Attribute Experience in Video Games to Improve Brand Recall and Learning
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Article
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Leveraging Virtual Attribute Experience in Video Games to Improve Brand Recall and Learning

Journal of advertising, 2013-04, Vol.42 (2-3), p.170-182 [Peer Reviewed Journal]

Copyright Taylor & Francis Group, LLC 2013 ;Copyright © 2013 American Academy of Advertising ;COPYRIGHT 2013 Taylor & Francis Group LLC ;Copyright Taylor & Francis Ltd. 2013 ;ISSN: 0091-3367 ;EISSN: 1557-7805 ;DOI: 10.1080/00913367.2013.774593 ;CODEN: JOADD7

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19
Are you able to recall the brand? The impact of brand prominence, game involvement and persuasion knowledge in online – advergames
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Article
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Are you able to recall the brand? The impact of brand prominence, game involvement and persuasion knowledge in online – advergames

The journal of product & brand management, 2017-01, Vol.26 (4), p.402-414 [Peer Reviewed Journal]

Emerald Publishing Limited ;Emerald Publishing Limited 2017 ;ISSN: 1061-0421 ;EISSN: 2054-1643 ;DOI: 10.1108/JPBM-02-2015-0811

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20
Simulated gambling consumption mediation model (SGCMM): disentangling convergence with parallel mediation models
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Article
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Simulated gambling consumption mediation model (SGCMM): disentangling convergence with parallel mediation models

International gambling studies, 2020-09, Vol.20 (3), p.466-486 [Peer Reviewed Journal]

2020 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group. 2020 ;ISSN: 1445-9795 ;EISSN: 1479-4276 ;DOI: 10.1080/14459795.2020.1799426

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