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題名:Product Placement in Video Game
書刊名:休閒與社會研究
作者:馬根苗韋嘉琪
作者(外文):Ma, GenmiaoWei, Jiaqi
出版日期:2017
卷期:16
頁次:頁17-33
主題關鍵詞:品牌廣告電子遊戲BrandProduct placementVideo game
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(0) 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:0
  • 共同引用共同引用:0
  • 點閱點閱:4
期刊論文
1.Sherry, J. L.(2004)。Flow and Media Enjoyment。Communication Theory,14(4),328-347。  new window
2.Nelson, M. R.(2002)。Recall of brand placements in computer/video games。Journal of Advertising Research,42(2),80-92。  new window
3.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
4.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
5.Lee, C. W.、Yang, C. F.、Ma, G. M.、Zhang, Z. H.(2018)。Evaluating gamer's cognition and involvement on the effectiveness of gamigfying learning。EURASIA Journal of Mathematics, Science and Technology Education,14(1),109-115。  new window
6.Lee, C. W.、Aiken, K. D.、Hung, H. C.(2012)。Effects of college students' video gaming behavior on self-concept clarity and flow。Social Behavior and Personality,40(4),673-680。  new window
7.Lee, C. W.、Yang, C. F.、Hung, H. C.(2017)。Evaluating game-brand congruity and flow on brand personality by using gamifying learning。EURASIA Journal of Mathematics, Science and Technology Education,13(7),3083-3097。  new window
8.Villafranco, John E.、Zeltzer, Alysa N.(2006)。Product Placement and Brand Integration Strategies: Managing the Risks of Regulatory Uncertainty。Consumer Protection Update,13(1)。  new window
9.Wang, L.、Lee, C. W.、Mantz, T.、Hung, H. C.(2015)。Effects of flow and self-construal on brand personality in racing advergame。Social Behavior and Personality an international journal,43(7),1181-1192。  new window
研究報告
1.Roberts, D. F.、Foehr, U. G.、Rideout, V.(2005)。Generation M: Media in lives of 8-18 years-olds (計畫編號:7251)。Washington, DC:Kaiser Family Foundation。  new window
學位論文
1.Gillentine, L.(2007)。Do modern video games impact the cultural perceptions and acceptance of racial stereotypes? A qualitative assessment of video game usage(博士論文)。Baylor University。  new window
2.Liang, F. W.(2006)。A Study on Product Placement in Online Game by Using Analytic Hierarchy Process(碩士論文)。Southern Taiwan University。  new window
3.Smith, B. P.(2006)。Flow and the enjoyment of video games(博士論文)。The University of Alabama。  new window
圖書
1.Entertainment Software Association(2008)。2008 sales, demographic and usage data: Essential facts about the computer and video game industry。Washington, DC:Entertainment Software Association。  new window
2.NPD Group, Inc.(2008)。NPD Group releases gamers segmentation 2008 report。Washington, NY:NPD Group, Inc.。  new window
3.U.S. Cenesus Bureau(2008)。Age Distribution with general population。Washington, DC:U.S. Government Printing Office。  new window
其他
1.Brown, E.(2006)。Product placement in the rise in video game,http://www.msnbc.msn.com/id/13960083/。  new window
2.(2007)。Photos: IBM lifts lid on Web 2.0 tech,http://techrepublic.com.com/2346-10878_11-158550-9.html。  new window
3.(2009)。キャラアニ、「英雄伝説 空の軌跡」のドラマCD発売決定 エステル役とヨシュア役の声優が魅力を紹介,http://game.watch.impress.co.jp/docs/20090225/sora.htm。  延伸查詢new window
4.(2007)。Compared MapleStory with international versions,http://www.gamebase.com.tw/forum/5937/topic/77667241/1。  new window
5.(2005)。The Movies,http://pc.gamezone.com/reviews/item/the_movies_pc_review/。  new window
6.(2010)。GRID OUT NOW,http://www.codemasters.com/gridcommunity/features/。  new window
7.Lenhart, A.,Kahne, J.,Middaugh, E.,Macgill, A.,Evans, C.,Vitak, J.(2008)。Teens' gaming experiences are diverse and include significant social interaction and civic engagement,https://files.eric.ed.gov/fulltext/ED525058.pdf。  new window
8.Linden Lab。Second Life,http://lindenlab.com/。  new window
9.Matthews, M.(2008)。NPD exclusive: U.S. sales for LBP, MGS4, more revealed,http://www.gamasutra.com/php-bin/news_index.php?story=21937。  new window
10.FIFA International Soccer,http://www.moby games.com/game/fifa-international-soccer。  new window
11.National Association of Theater Owners(2006)。Total U.S. & Canada Box Office Grosses,http://www.natoonline.org/statistics boxoffice.htm。  new window
12.NPD Group(2006)。The NPD Group Reports Annual 2005 U.S. Video Game Industry Retail Sales,http://www.npd.com/press/releases/press_060117.html。  new window
13.PricewaterhouseCoopers(2009)。PricewaterhouseCoopers says entertainment and media industry in solid growth phase will grow 6.6 percent annually to .8 trillion in 2010,http://www.pwc.com/E xtweb/ncpressrelease.nsf/docid/40FED60B8AE3708380257177002ABEE5。  new window
14.Quantcat(2010)。Advertising Overview--Game Advertising Online,http://www.game-advertising-online.com/?section=doc&action=advertising。  new window
15.Tanaka, J.(2008)。Metal Gear Solid 4 Meets iPod,http://ps3.ign.com/articles/873/873465p1.html?RSSwhen2008-05-13_010600&RSSid=873465。  new window
 
 
 
 
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