The DOI matches its Crossref record; 35 of the 35 references it cites were found in a registry or an index.
The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names
Abstract
ABSTRACT: In-game advertising has become a major advertising outlet. The current study examined the effect of brand names placed in video games on college students ’ memory. Both implicit and explicit memory for brands placed in two sports computer games were tested using a word-fragment test and a recognition task, respectively. The results indicated that college students had low levels of explicit memory (recognition test) for the brands, but they showed implicit memory (word-fragment test) for the brand names placed in the video games. The expansion of the video and computer game industry has made advertisers aware of the potential of video and computer games as an advertising vehicle (Kelly 2003). The placement of brands in games is called “in-game advertising. ” It is reported that one game company alone—Electronic Arts Inc. (EA)—recorded $9 billion in annual sales, which is almost the equivalent of yearly box-office revenues for the movie industry in the United States (Young 2004). In addition to the sales of the games, the increasing numbers of game users make video and computer games an attractive format for
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Cites
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Cited by
Terlutter, R., & Capella, M. L. (2013) · Journal of Advertising · doi:10.1080/00913367.2013.774610 · Cited by 447
Lee, M., & Faber, R. J. (2007) · Journal of Advertising · doi:10.2753/joa0091-3367360406 · Cited by 422
Buijzen, M., Van Reijmersdal, E. A., & Owen, L. H. (2010) · Communication Theory · doi:10.1111/j.1468-2885.2010.01370.x · Cited by 285
Electronic sports: A new marketing landscape of the experience economy
Seo, Y. (2013) · Journal of Marketing Management · doi:10.1080/0267257x.2013.822906 · Cited by 269
Brave new World of Warcraft: a conceptual framework for active escapism
Kuo, A., Lutz, R. J., & Hiler, J. L. (2016) · Journal of Consumer Marketing · doi:10.1108/jcm-04-2016-1775 · Cited by 118
Metadata
- Authors
- Yang, M., Roskos-Ewoldsen, D. R., Dinu, L., & Arpan, L. M.
- Venue
- Journal of Advertising
- Publisher
- Informa UK Limited
- Published
- 2006-12
- Volume
- 35
- Issue
- 4
- Pages
- 143-152
- ISSN
- 0091-3367 (ISSN-L)
- 1557-7805
- OpenAlex
- W1963794614
- Cited by
- 269
- References
- 35
- FWCI
- 22.29
- Type
- journal article
- Language
- en
- Open access
- closed
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- Yang, M., Roskos-Ewoldsen, D. R., Dinu, L., & Arpan, L. M. (2006). The Effectiveness of "in-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names. Journal of Advertising. https://doi.org/10.2753/joa0091-3367350410
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.