The DOI matches its Crossref record; 7 of the 7 references it cites were found in a registry or an index.
The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games
Abstract
The study presents a framework for the analysis of advertising in digital games. It reviews literature on in-game advertising, advergames and advertising in social network games. The framework distinguishes between stimulus characteristics of the game as well as of the advertising that lead to psychological responses toward the game and the brand and to actual behavior toward the game and the brand. It takes into consideration individual factors of the player and social factors surrounding the player. In addition, theoretical models of advertising perception in digital games and issues regarding regulation are addressed. Directions for future research in the area of advertising in digital games are provided.
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Citations
Cites
Social network sites: definition, history, and scholarship
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Levels of processing: A framework for memory research
Craik, F. I. M., & Lockhart, R. S. (1972) · Journal of Verbal Learning and Verbal Behavior · doi:10.1016/s0022-5371(72)80001-x · Cited by 9,566
The Elaboration Likelihood Model of Persuasion
Petty, R. E., & Cacioppo, J. T. (1986) · Advances in Experimental Social Psychology · doi:10.1016/s0065-2601(08)60214-2 · Cited by 8,822
Defining virtual reality: Dimensions determining telepresence
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The Persuasion Knowledge Model: How People Cope with Persuasion Attempts
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“The persuasion knowledge model (PKM) suggests that consumers develop an understanding over time about the intentions of marketing and the tactics employed by mar-keters to achieve desired outcomes.”
BackgroundMethodInfluentialThe limited capacity model of mediated message processing
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“Drawing back on the limited-capacity model of information processing (Lang 2000) and the levels-of-processing effect theory (Craik and Lockhart 1972; Craik and Tulving 1975), along with the limitations of 3-”
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Cited by
Gamification in theory and action: a survey
Seaborn, K., & Fels, D. I. (2015) · International Journal of Human-Computer Studies · doi:10.1016/j.ijhcs.2014.09.006 · Cited by 2,515
“Working out for likes”: An empirical study on social influence in exercise gamification
Hamari, J., & Koivisto, J. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.04.018 · Cited by 473
Bidmon, S., & Terlutter, R. (2015) · Journal of Medical Internet Research · doi:10.2196/jmir.4127 · Cited by 389
Self-citationDoes gamification engage users in online shopping?
García-Jurado, A., Torres-Jiménez, M., Leal-Rodríguez, A. L., & Castro-González, P. (2021) · Electronic Commerce Research and Applications · doi:10.1016/j.elerap.2021.101076 · Cited by 81
Psychotherapy for PTSD: An evidence-based guide to a theranostic approach to treatment
Goodnight, J. R. M., Ragsdale, K. A., Rauch, S. A. M., & Rothbaum, B. O. (2019) · Progress in Neuro-Psychopharmacology and Biological Psychiatry · doi:10.1016/j.pnpbp.2018.05.006 · Cited by 28
Metadata
- Authors
- Terlutter, R., & Capella, M. L.
- Venue
- Journal of Advertising
- Publisher
- Informa UK Limited
- Published
- 2013-04-03
- Volume
- 42
- Issue
- 2-3
- Pages
- 95-112
- ISSN
- 0091-3367 (ISSN-L)
- 1557-7805
- OpenAlex
- W2027762216
- Cited by
- 447
- References
- 7
- FWCI
- 93.77
- Type
- journal article
- Language
- en
- Open access
- closed
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- Terlutter, R., & Capella, M. L. (2013). The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games. Journal of Advertising. https://doi.org/10.1080/00913367.2013.774610
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.