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題名:電玩遊戲的置入行銷對玩家記憶效果之研究
書刊名:輔仁管理評論
作者:何淑熏 引用關係楊毓婷李睿豪李東霖
作者(外文):Ho, Shu-hsunYang, Yu-tingLee, Ruei-hauLee, Tung-lin
出版日期:2009
卷期:16:3
頁次:頁99-113
主題關鍵詞:置入行銷外顯記憶內隱記憶電玩遊戲Product placementExplicit memoryImplicit memoryVideo games
原始連結:連回原系統網址new window
相關次數:
  • 被引用次數被引用次數:期刊(2) 博士論文(0) 專書(0) 專書論文(0)
  • 排除自我引用排除自我引用:2
  • 共同引用共同引用:0
  • 點閱點閱:47
期刊論文
1.Duke, C. R.、Carlson, L.(1993)。A Conceptual Approach to Alternative Memory Measures for Advertising Effectiveness。Journal of Current Issues and Research in Advertising,15(2),1-14。  new window
2.Nelson, Michelle R.(2002)。Recall of Brand Placements in Computer/Video Games。Journal of Advertising Research,42(2),80-92。  new window
3.Law, S.、Braun, K. A.(2000)。I’ll Have What She’s Having: Gauging the Impact of Product Placement on Viewers。Psychology & Marketing,17(12),1059-1075。  new window
4.Winkler, Tina、Buckner, Kathy(2006)。Receptiveness of Gamers to Embedded Brand Messages in Advergames: Attitudes towards Product Placement。Journal of Interactive Advertising,7(1),3-32。  new window
5.Chaney, I. M.、Lin, Ku-Ho、Chaney, J.(2004)。The effect of Billboards within the gaming environment。Journal of Interactive Advertising,5(1),54-69。  new window
6.d'Astous, Alain、Chartier, Francis(2000)。A Study of Factors Affecting Consumer Evaluations and Memory of Product Placements in Movies。Journal of Current Issues and Research in Advertising,22(2),31-40。  new window
7.Norris, C. E.、Colman, A. M.(1992)。Context effects on recall and recognition of magazine advertisement。Journal of Advertising,21(3),37-46。  new window
8.Russell, Cristel Antonia(1998)。Toward a Framework of Product Placement: Theoretical Propositions。Advances in Consumer Research,25(1),357-362。  new window
9.Balasubramanian, Siva K.、Karrh, James A.、Patwardhan, Hemant(2006)。Audience Response to Product Placements: An Integrative Framework and Future Research Agenda。Journal of Advertising,35(3),115-141。  new window
10.Shapiro, Stewart、Krishnan, H. Shanker(2001)。Memory-Based Measures for Assessing Advertising Effects: A Comparison of Explicit and Implicit Memory Effects。Journal of Advertising,30(3),1-13。  new window
11.D'Astous, A.、Séguin, N.(1999)。Consumer Reactions to Product Placement Strategies in Television Sponsorship。European Journal of Marketing,33(9/10),896-910。  new window
12.Gupta, Pola B.、Lord, Kenneth R.(1998)。Product Placement in movies: The Effect of Prominence and Mode on Audience Recall。Journal of Current Issues and Research in Advertising,20(1),47-59。  new window
13.Karrh, James A.(1998)。Brand placement: A Review。Journal of Current Issues & Research in Advertising,20(2),31-49。  new window
其他
1.Glass, Zachary(2007)。The Effectiveness of Product Placement in Video Games。  new window
2.Brennan, Stacey ; Rosenberger III, Philip J. & Hementera, Veronica(2004)。Product Placement in Movies: An Australian Consumer Perspective on their Ethicality and Acceptability。  new window
3.Goode, Alastair(2007)。The Implicit and Explicit Role of Ad Memory in Ad Persuasion: Rethinking the Hidden Persuaders。  new window
4.Grigorovici, Dan M. & Constantin, Corina D.(2004)。Experiencing Interactive Advertising beyond Rich Media: Impacts of Ad Type and Presence on Brand Effectiveness in 3D Gaming Immersive Virtual Environments。  new window
5.Hudson, Simon & Hudson, David(2006)。Branded Entertainment: A New Advertising Technique or Product Placement in Disguise?。  new window
6.Law, S. & Braun, K. A.(2004)。Product placement: How to measure their impact。  new window
7.Layton, Julia(2006)。Can I make my living in Second Life?。  new window
8.Lee, Mira & Faber, Ronald J.(2007)。Effect of Product Placement in On-Line Games on Brand Memory。  new window
9.Motion Picture Association of America(2008)。2007-Theatrical-Market-Statistics-Report。  new window
10.Neer, Katherine Fordham(2006)。How Product Placement Works。  new window
11.Pidgeon, B.(2008)。Worldwide videogame console hardware and software 2008-2012 forecast and analysis: Bigger market, bigger challenges。  new window
12.Sanyal, Abhijit(1992)。Priming and Implicit Memory: A Review and a Synthesis Relevant for Consumer Behavior。  new window
13.Schneider, Lars-Peter & Cornwell, T. Bettina(2005)。Cashing in on Crashes via Brand Placement in Computer Games- The effects of experience and flow on memory。  new window
14.Yang, Moonhee ; Roskos-Ewoldsen, David R. ; Dinu, Lucian & Arpan, Laura M.(2006)。The Effectiveness of "In-Game。  new window
 
 
 
 
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