Accès libre

Dynamic In-game Advertising in 3D Digital Games

À propos de cet article

Baer, R.H. (2005) ‘Foreword’, in Wolf, M.J.P. (ed.) The Medium of a Video Game, ix-xvi. 3rd edition. Austin: University of Texas Press.Search in Google Scholar

Clientwell (2006) ‘First Ever Banner Ad Revisited. Cited 14.9.2007’, http://commercial-archive.com/node/114815Search in Google Scholar

Csikszentmihalyi, M. (1990) Flow. The Psychology of Optimal Experience. New York: Harper & Row, Publishers Inc.Search in Google Scholar

Desurvire, C. & Toth (2004) ‘Using Heuristics to Evaluate the Playability of Games’. Cited 10.10.2008. http://www.behavioristics.com/downloads/usingheuristics.pdf10.1145/985921.986102Search in Google Scholar

Dubuc, B. (2002) ‘Memory and Learning’. Cited 22.11.2007. http://thebrain.mcgill.ca/flash/a/a_07/a_07_p/a_07_p_tra/a_07_p_tra.htmlSearch in Google Scholar

Duke, C.R. & Carlson, L.B. (1993) ‘A Conceptual Approach to Alternative Memory Measures for Advertising Effectiveness’, Journal of Current Issues and Research in Advertising, 15:2, 1-14.10.1080/10641734.1993.10505000Search in Google Scholar

Duke, C.R. (1995) ‘Exploratory Comparisons of Alternative Memory Measures for Brand Name’, Psychologyand Marketing, 12:1, 19-36.10.1002/mar.4220120103Search in Google Scholar

Economist (2006) ‘Wonders of the Metaverse’. Cited: 15.10.2008. http://www.economist.com/surveys/displaystory.cfm?story_id=6794220Search in Google Scholar

Edery, D. (2006) ‘In-Game Ads: Quick Q&A with Mike McHale (Konami)’. Cited 15.1.2007: http://www.edery.org/category/ads-in-games/Search in Google Scholar

Engage (2011) ‘Engage In-Game Advertising. Cited 12.9.2011’. http://www.engageadvertising.com/#/about_us/engageSearch in Google Scholar

Ermi, L. & Mäyrä, F. (2005) ‘Fundamental Components of the Gameplay Experience: Analysing Immersion’. Cited 20.3.2008. http://www.uta.fi/~frans.mayra/gameplay_experience.pdfSearch in Google Scholar

ESA (2008) ‘Essential Facts about the Computer and Video Game Industry’. Cited1.11.2008. http://www.theesa.com/facts/pdfs/ESA_EF_2008.pdfSearch in Google Scholar

ESA (2010) ‘Essential Facts about the Computer and Video Game Industry’. Cited 25.5.2011. http://www.theesa.com/facts/pdfs/ESA_Essential_Facts_2010.PDFSearch in Google Scholar

ESA (2010) ‘Entertainment Software In-Game Advertising’. Cited 12.9.2011. http://www.theesa.com/gamesindailylife/advertising.pdfSearch in Google Scholar

Federoff, M. (2006) ‘Heuristics and Usability Guidelines for the Creation and Evaluation of Fun in Video Games’. Cited 25.10.2007. http://www.melissafederoff.com/thesis.htmlSearch in Google Scholar

Frigg, R. & Hartman, S. (2006) ‘Models in Science (Stanford Encyclopedia of Science)’. Cited 4.10.2007. http://plato.stanford.edu/entries/models-science/Search in Google Scholar

Fawcett, J. (1997) ‘A Framework for Analysis and Evaluation of Conceptual Models of Nursing’, in Teoksessa Nicoll L.H.: Perspectives on Nursing Theory. 3rd edition. Philadelphia: Lippincott.Search in Google Scholar

Gamasutra (2008) ‘Activision, IGA Partner For PS3 In-Game Ads’. Cited 1.11.2008. Activision, IGA Partner For PS3 In-Game Ads.Search in Google Scholar

GameSpot (2008) ‘Obama Campaigns in Burnout’, 17 Other Games. Cited 20.9.2001. http://www.gamespot.com/news/6199379/obama-campaigns-in-burnout-17-other-gamesSearch in Google Scholar

Gee, J.P. (2004) ‘Learning by Design: Games as Learning Machines’. Cited 24.10.2007. http://www.gamasutra.com/gdc2004/features/20040324/gee_01.shtmlSearch in Google Scholar

Internet Advertising Bureau (2007)’In-game Advertising: The UK Market’. Cited 22.8.2007. www.iabuk.net/media/images/IABingameadvertisingtheUKMarketMarch2007_1594.pdfSearch in Google Scholar

Johnson, D. & Wiles, J. (2003) ‘Effective Affective User Interface Design in Games’. Ergonomics 46: 13/14, 1332-1345.10.1080/00140130310001610865Search in Google Scholar

Juhl, J.K. (2006) ‘The Effectiveness of Product Placement in Digital Games’. Unpublished dissertation. University of Bath.Search in Google Scholar

Järvinen, A. (2008) ‘Games without Frontiers. Theories and Methods for GameStudies and Design’. Cited 25.5.2011. http://acta.uta.fi/haekokoversio.php?id=11046Search in Google Scholar

Kline, S. (2003) ‘Video Games : The Interaction of Technology, Culture, and Marketing’, McGill-Queen’s University Press. London.Search in Google Scholar

Krishnan, H.S. & Chakravarti, D. (1999) ‘Memory Measures for Pretesting Advertisements: An Integrative Conceptual Framework and a Diagnostic Template’, Journal of Consumer Psychology, 8:1, 1-37.10.1207/s15327663jcp0801_01Search in Google Scholar

Krishnan, H.S. & Shapiro, S. (1999) (1996) ‘Comparing Implicit and Explicit Memory for Brand Names from Advertisements’, Journal of Experimental Psychology: Applied, 2:2, 147-163.Search in Google Scholar

Law, S. & Braun-LaTour, K.A. (2000) ‘I’ll Have What She’s Having: Gauging the Impact of Product Placements on Viewers’, Psychology & Marketing 17: 12, 1059-1075.Search in Google Scholar

Law, S. & Braun-LaTour, K.A. (2004) ‘Product Placements: How to Measure their Impact’, in Shrum, L.J. (ed.) The Psychology of Entertainment Media, 63-78. Mahwah NJ: Lawrence Erlbaum Associates.Search in Google Scholar

Leplin, J. (1980) ‘The Role of Models in Theory Construction’, in Nickles, T. (ed) Scientific Discovery, Logic,and Rationality, 267-284. Dordrecht: Reidel.10.1007/978-94-009-8986-3_12Search in Google Scholar

Lewis, B. (2006) ‘Measuring Player Perceptions of Advertising in Online Games’. Cited 26.11.2007. http://etd.lsu.edu/docs/available/etd-11162006-101838/unrestricted/Lewis_thesis.pdfSearch in Google Scholar

Lombard, M. & Ditton, T. (1997) ‘At the Heart of It All: The Concept of Presence’. Cited 8.8.2007. http://jcmc.indiana.edu/vol3/issue2/lombard.html10.1111/j.1083-6101.1997.tb00072.xSearch in Google Scholar

Lutz, S.T. & Huitt, W.G. (2003) ‘The Information Processing Approach to Cognition’. Cited 23.11.2007. http://chiron.valdosta.edu/whuitt/col/cogsys/infoproc.htmlSearch in Google Scholar

McMahan, A. (2003) ‘Immersion, Engagement and Presence’, in Wolf, M. & Perron, B. (eds.) The DigitalGame Theory Reader, 67-86. London: Routledge.Search in Google Scholar

Natkin, S. (2006) Video Games and Interactive Media: A Glimpse at New Digital Entertainment. Natick, MA: A K Peters, Limited.10.1201/b10631Search in Google Scholar

Networkworld (2008) ‘Top 20 Video Game Publishers of 2008’. Cited: 1.11.2008. Top 20 digital game publishers of 2008.Search in Google Scholar

Oser, K. (2005) ‘Game Enthusiasm Rises up from the Basement’, Ad Age 76: 37, 51. Detroit: Crain Communications Inc.Search in Google Scholar

Percy, L., Rossiter, J.R., & Elliott, R. (2001) Strategic Advertising Management. Bath: The Bath Press.Search in Google Scholar

Raby, M. (2007) ‘Video Game Ads Expected to Soar by 2011’. Cited 9.4.2007: http://www.tgdaily.com/content/view/31529/98/Search in Google Scholar

Ravaja, N., Salminen, M., Holopainen, J., Saari, T., Laarni, J., & Järvinen, A. (2004) ‘Emotional Response Patterns and Sense of Presence during Digital Games: Potential Criterion Variables for Game Design’, ACM International Conference Proceeding Series 82, 339-347.Search in Google Scholar

Routio, P. (2007) ‘Mallit tieteissä’ [Models in science]. Cited 13.6.2007: http://www2.uiah.fi/projects/metodi/05b.htmSearch in Google Scholar

Salen, K. & Zimmerman, E. (2006) The Game Design Reader. Rules of Play Anthology. Cambridge, Massachusetts: The MIT Press.Search in Google Scholar

Schultz, D.E. & Kitchen, P.J. (2000) Communicating Globally: An Integrated Marketing Approach. London: McGraw-Hill/Contemporary.Search in Google Scholar

Shapiro, S. & Krishnan, H.S. (2001) ‘Memory-Based Measures for Assessing Advertising Effects: A Comparison of Explicit and Implicit Memory Effects’, Journal of Advertising 30: 3, 1-13.10.1080/00913367.2001.10673641Search in Google Scholar

Sweetser, P. & Wyeh, P. (2005) GameFlow: A Model for Evaluating Player Enjoyment in Games. St Lucia: The University of Queensland.10.1145/1077246.1077253Search in Google Scholar

Usoh, M., Slater, M., & Alberto, C. (1999) ‘Presence: Experiments in the Psychology of Virtual Environments’. Cited 23.8.2007. http://www.cs.ucl.ac.uk/external/M.Usoh/vrpubs.htmlSearch in Google Scholar

Winkler, T. & Buckner, K. (2006) Receptiveness of Gamers to Embedded Brand Messages in Advergames: Attitudes towards Product Placement. Journal of Interactive Advertising 7: 1, 37-46.Search in Google Scholar

Wolf, M. (2005) The Medium of the Video Game. The University of Texas Press.Search in Google Scholar

Wolf, M. & Perron, B. (2003) The Video Game Theory Reader. London: Routledge.Search in Google Scholar

Xia, Lan & Monroe, Kent B. (2004) ‘Consumer Information Acquisition. A Review and an Extension’, Reviewof Marketing Research, Volume 1. Ed. Malhotra, N.K. Sharpe Inc.10.1108/S1548-6435(2004)0000001007Search in Google Scholar

Yang, M., Roskos-Ewoldsen D.R., Dinu, L., & Laura M.A. (2006) ‘The Effectiveness of “In-game” Advertising. Comparing College Students’ Explicit and Implicit Memory for Brand Names’, Journal ofAdvertising 35: 4, 143-152.Search in Google Scholar

eISSN:
2001-5119
Langue:
Anglais