Product Placement in Video Games: The Effect of Brand Familiarity and Repetition on Consumers' Memory
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DOI: 10.1016/j.intmar.2016.12.001
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- Yin, Xicheng & Li, Jing & Si, Hongyun & Wu, Peng, 2024. "Attention marketing in fragmented entertainment: How advertising embedding influences purchase decision in short-form video apps," Journal of Retailing and Consumer Services, Elsevier, vol. 76(C).
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- Luca Matteo Zagni & Gabriele Baima & Binh Do & Lam Duc Xuan Nguyen, 2026. "Convergence and divergence in digital game-based advertising: a systematic review of advergames and in-game advertising," Review of Managerial Science, Springer, vol. 20(2), pages 511-534, February.
- Anna Borawska & Konrad Biercewicz & Mariusz Borawski & Jaroslaw Duda, 2021. "The Impact of Advertisements Placement in the Computer Game on the Effectiveness of Social Campaign Messages," European Research Studies Journal, European Research Studies Journal, vol. 0(2 - Part ), pages 515-537.
- Razzaq, Ali & Shao, Wei & Quach, Sara, 2024. "Meme marketing effectiveness: A moderated-mediation model," Journal of Retailing and Consumer Services, Elsevier, vol. 78(C).
- Dominika Jakubowska & Tomáš Sadílek, 2023. "Sustainably produced butter: The effect of product knowledge, interest in sustainability, and consumer characteristics on purchase frequency," Agricultural Economics, Czech Academy of Agricultural Sciences, vol. 69(1), pages 25-34.
- Ghosh, Tathagata & Sreejesh, S. & Dwivedi, Yogesh K., 2022. "Brand logos versus brand names: A comparison of the memory effects of textual and pictorial brand elements placed in computer games," Journal of Business Research, Elsevier, vol. 147(C), pages 222-235.
- Philip U Gustafsson & Torun Lindholm & Fredrik U Jönsson, 2022. "Eyewitness accuracy and retrieval effort: Effects of time and repetition," PLOS ONE, Public Library of Science, vol. 17(9), pages 1-22, September.
- Mandolfo, Marco & Dalmazi, Michele Di & Paolo, Francesco Di & Lamberti, Lucio, 2025. "Beyond exposure: The influence of user tasks and induced presence on product placement effectiveness in virtual environments," Journal of Business Research, Elsevier, vol. 197(C).
- Hofman-Kohlmeyer Magdalena, 2021. "Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players," Journal of Management and Business Administration. Central Europe, Paradigm, vol. 29(1), pages 61-87, March.
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