Academic literature on the topic 'Advertising effectiveness mobile games'
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Journal articles on the topic "Advertising effectiveness mobile games"
Çeltek, Evrim. "Mobile advergames in tourism marketing." Journal of Vacation Marketing 16, no. 4 (October 2010): 267–81. http://dx.doi.org/10.1177/1356766710380882.
Full textMartínez, Carolina. "The struggles of everyday life: How children view and engage with advertising in mobile games." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (November 27, 2017): 848–67. http://dx.doi.org/10.1177/1354856517743665.
Full textFlores Álvarez, Katherine Alexandra, Macarena Nicole Aranda Morgado, and Manuela López. "How Does Advertising in Mobile Games Affect Consumers?" aDResearch ESIC International Journal of Communication Research 17, no. 17 (January 1, 2018): 30–45. http://dx.doi.org/10.7263/adresic-017-05.
Full textTripathi, Shalini N., and Masood H. Siddiqui. "Effectiveness of Mobile Advertising: The Indian Scenario." Vikalpa: The Journal for Decision Makers 33, no. 4 (October 2008): 47–60. http://dx.doi.org/10.1177/0256090920080404.
Full textAnusha. "EFFECTIVENESS OF ONLINE ADVERTISING." International Journal of Research -GRANTHAALAYAH 4, no. 3SE (March 31, 2016): 14–21. http://dx.doi.org/10.29121/granthaalayah.v4.i3se.2016.2772.
Full textYELKUR, RAMA, CHUCK TOMKOVICK, and PATTY TRACZYK. "Super Bowl Advertising Effectiveness: Hollywood Finds the Games Golden." Journal of Advertising Research 44, no. 1 (March 2004): 143–59. http://dx.doi.org/10.1017/s0021849904040085.
Full textPeng, Jianping, Juanjuan Qu, Le Peng, and Jing Quan. "An Exploratory Study of the Effectiveness of Mobile Advertising." Information Resources Management Journal 30, no. 4 (October 2017): 24–38. http://dx.doi.org/10.4018/irmj.2017100102.
Full textKim, Jong-Youl, and Ji-Hun Lee. "Effect of Mobile Commerce Interaction Characteristics on Game Advertising Effect and Game Re-purchase Intent." Research in World Economy 11, no. 2 (May 23, 2020): 59. http://dx.doi.org/10.5430/rwe.v11n2p59.
Full textPlasencia, J., E. T. Quilliam, S. Kim, N. Rifon, and L. Weatherspoon. "Food, Fun and Games: Food Advertising in Computers versus Mobile Devices." Journal of the Academy of Nutrition and Dietetics 115, no. 9 (September 2015): A35. http://dx.doi.org/10.1016/j.jand.2015.06.122.
Full textGüçeri-Uçar, Gözem. "Enhancing Mobile Advertising Effectiveness in Turkey through Peer Influence." Journal of Electronic Commerce in Organizations 11, no. 4 (October 2013): 1–18. http://dx.doi.org/10.4018/jeco.2013100101.
Full textDissertations / Theses on the topic "Advertising effectiveness mobile games"
Satokangas, S. (Saara). "Effectiveness of mobile in-game banner advertising." Master's thesis, University of Oulu, 2013. http://urn.fi/URN:NBN:fi:oulu-201302281063.
Full textTämän tutkimuksen tavoitteena on määrittää mobiilipeleissä esiintyvän bannerimainonnan tehokkuutta. Aihetta lähestytään tutkimalla mobiilipelaajien asenteita bannerimainontaa kohtaan, sekä heidän aikomustaan klikata kyseisiä mainoksia. Aluksi käydään laajasti läpi aiempaa kirjallisuutta bannerimainonnasta, mobiilimainonnasta sekä pelien sisäisestä mainonnasta. Tämän pohjalta muodostetaan teoreettinen viitekehys, jota myöhemmin testataan empiirisen datan avulla. Empiirinen osio on suoritettu pääasiallisesti kvantitatiivisia metodeja hyödyntäen, mutta tutkimus sisältää myös lyhyen laadullisen osion. Laadullisen osion aineisto koostuu toisen tutkijan haastatteluaineistosta. Tätä haastatteluaineistoa käytettiin esitestinä, ennen asenteiden ja aikomusten tarkastelua laajemmalla kyselytutkimuksella kvantitatiivisin menetelmin. Haastatteluaineisto myös auttoi kyselylomakkeen kysymysten muotoilussa. Haastattelut suoritettiin eri tarkoitusta varten, minkä vuoksi ainoastaan kyselyn tuloksia käytetään raportoitaessa tämän tutkimuksen johtopäätöksiä. Tutkimuksen tulokset osoittavat, että peleissä hyödynnettävällä bannerimainonnalla ei ole kovinkaan positiivisia vaikutuksia pelaajiin. Päinvastoin, pelaajien asenne bannereita kohtaan on yleisesti melko negatiivinen tai välinpitämätön. Mainosten tarjoama viihdearvo sekä informatiivisuus ovat olennaisia asenteiden muodostumisen kannalta, mutta bannerit eivät onnistu tyydyttävästi kummassakaan kategoriassa. Lisäksi, bannerit ovat usein irrallisia peliympäristöön nähden, minkä vuoksi ne ovat helposti pelaamisen tiellä ja niitä klikataan vahingossa. Tämä puolestaan ärsyttää pelaajia. Näiden tekijöiden lisäksi pelin hinnalla on olennainen vaikutus asenteisiin mainontaa kohtaan. Mitä halvempi peli on, sitä hyväksyttävämpää mainostaminen on pelaajien silmissä. Myös pelin vaatimalla keskittymisen tasolla on vaikutusta pelaajien asenteisiin. Peleissä, jotka vaativat pelaajalta syvempää keskittymistä ja enemmän huomiota, mainokset koetaan huomattavasti negatiivisemmin, sillä ne haittaavat pelikokemusta. Asenteiden ja aikomusten välillä on merkittävä positiivinen korrelaatio, minkä vuoksi on syytä kiinnittää huomiota pelaajien asenteisiin vaikuttaviin tekijöihin. Yksi tutkimuksen lupaavimmista tuloksista liittyy tarjouksiin tai etuihin, joita bannereissa voidaan tarjota. Systeemi, jossa pelaajaa voisi saavuttaa palkintoja, kuten alennuskuponkeja tai tuotenäytteitä pelisaavutustensa perusteella, lisäisi pelaajien aikomusta klikata bannereita huomattavasti. Pelaajat ovat kiinnostuneita itse valitsemaan saavuttamansa edun muutamista vaihtoehdoista ja suosisivat fyysistä myymälää edun lunastamisessa ennemmin kuin verkko- tai mobiilikauppaa. Kiinnostus etujen kohdentamiseen pelaajan paikkatiedon perusteella saa vaihtelevan kannatuksen, minkä vuoksi harkintaa on syytä noudattaa, mikäli kyseistä mainonnan muotoa aiotaan hyödyntää. Tämän tutkimuksen tuloksia tarkastellessa on syytä ottaa huomioon eräitä rajoituksia. Ensinnäkin, empiirinen osio on suoritettu mukavuusotannalla kerätystä otoksesta saatuun dataan perustuen ja otos koostuu ainoastaan suomalaisista pelaajista. Nämä seikat rajoittavat tulosten yleistettävyyttä. Toiseksi, koska aiempi tutkimus aiheesta on hyvin niukkaa, esitetty malli on vasta alkua tutkimukselle mobiilipelimainonnan tehokkuudesta, eikä esimerkiksi todennäköisesti käsitä kaikkia asenteisiin vaikuttavia tekijöitä. Tämä kuitenkin tarjoaa pohjan tulevaisuuden tutkimukselle, joka voi jatkaa esimerkiksi kehittämällä esitettyä mallia eteenpäin
Beverskog, Simon, and Fredrik Larsson. "A study on 2D advertisementsin mobile versus VR experiences." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-424348.
Full textSivagnanasuntharam, Sivasathees. "New distribution channels for advertising through computer games and mobile devices." Thesis, Norwegian University of Science and Technology, Department of Telematics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9776.
Full textThe development in advertising industry has lately gone from open advertising through few, major distribution channels to a hidden and targeting advertising integrated into everyday life. Advertisers grow increasingly unhappy with the value delivered by the traditional mediums. They turn to alternative distribution channels in order to increase the success rate of advertising campaigns. Channels seen as unattractively with little purchasing power previously are attracting advertisers attention. The goal of this thesis has been to identify future distribution channels for advertising through computer games and mobile devices. In addition to identify, the report aims to look into the market potential of the identified advertising channels as well. This thesis begins with an introduction to advertising. Then advertising in computer games are investigated in the next chapter. The audience and business aspects of this advertising branch are examined and existing distribution channels are presented. Then a case study of advertising in a computer game named Cricket 07 and a virtual world called Second Life are carried out. Based on the thorough case study, several unexploited advertising channels are found and presented. The concepts are described in detail and high-level technical models are presented. The second part of the thesis examines mobile advertising. The same procedure is used here as for advertising in computer games. The main contribution of this part is the proposed solution presented in the end of the chapter. An advertising channel tailor made for Wireless Trondheim is described and a high-level technical model of the proposed distribution channel is given. The main contribution of this thesis is the identification of new distribution channels for advertising through computer games and mobile devices.
Helander, Fredrik. "Measuring Digital Signage ROI : A combination of Digital Signage and Mobile Advertising as a method for measuring Digtal Signage ROI." Thesis, Umeå University, Umeå School of Business, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-34755.
Full textMarketing has changed a lot the past decade. New modern marketing channels have been developed and marketing have become more effective. This has affected the expectations advertisers have on advertising channels. One thing advertisers increasingly expect is to be able to efficiently measure the result of advertising, the ROI. A method for measuring ROI of digital signage is in focus in this study. The measurement is enabled by a combination of digital signage and mobile advertising. First a consumer is exposed to digital signage encouraging SMS interaction in order to receive an electronic voucher entitling the consumer to a discount. If the voucher is used, revenues can be linked to a specific campaign and ROI can be calculated. The study focus on measuring the tendency consumers have to interact through SMS when they get exposed to relevant advertising and the tendency they have to use the voucher that is sent to them as a result of the interaction. The question is how efficient this method is for measuring ROI. In order to bring clarity to the issue, I conducted a quantitative survey using an online self completion questionnaire as measurement tool. It was distributed through e-mail among students at the College of Management at National Taiwan University. Furthermore, I have chosen a deductive approach, my epistemological position is positivism and I therefore utilize the scientific model conducting my research. My ontological position is objectivism meaning that I believe reality is independent of social actors.
The empirical data collected showed that the method in focus have great potential in working efficient for measuring ROI of digital signage. The general tendency to interact through SMS was high, on average 82.3% of the respondents would interact through SMS when getting exposed to relevant advertising. In addition, 96.5% of those would also use the voucher sent to them, enabling ROI calculations.
It was presumed that the digital signage advertising was relevant to such an extent to the consumer getting exposed to it, that he/she already had a purchase intention of the product/service which the advertising regarded. This should be remembered when evaluating the results. Nevertheless, if advertisers succeed in reaching out with relevant advertising enough, the findings in this study indicates that the method is an efficient tool to use for ROI calculations of digital signage.
Waller, Talaya. "Marketing Strategies of Mobile Game Application Entrepreneurs." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/1809.
Full textDavhana, Shandukani Albert. "The influence of mobile internet on advertising to consumers in the short–term insurance industry / by Shandukani A. Davhana." Thesis, North-West University, 2009. http://hdl.handle.net/10394/4479.
Full textThesis (M.B.A.)--North-West University, Potchefstroom Campus, 2011.
Chu, Yi-Chi, and 朱羿錡. "The Influences of Mobile Advertising Formats on Advertising Effectiveness." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/jsjgr9.
Full text國立彰化師範大學
企業管理學系
105
The widespread use of mobile devices and internet makes users receive different formats of mobile advertising easily. In this research, we used experimental designs to explore the impacts of different advertising formats on advertising effectiveness. There are three types of advertising formats, including banner ad, interstitial ad, and native ad. As for the personalized degree, one category is with personalization and the other one is without personalization. The research results show different advertising types have significant effects on advertising effectiveness, including attention, attitude, memory, click intention, and purchase intention. In addition, the personalized degree has significant differences in purchase intention.
陳惠雯. "The advertisement effectiveness of mobile advertising." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/04295367039278251951.
Full text國立政治大學
傳播學院碩士在職專班
104
Smartphone has been changing our life is an indisputable fact. The biggest change is that mobile phone is used from talking to browsing. The more consumer use smartphone, the more consumer decrease their attention in digital banners or advertisements. Hence, advertisers should base on different digital campaign’s objective to deliver different banners or creative ads. Since digital is getting more and more important, and the overall market research can’t catch up with the mobile marketing’s growth, this research will base on Modified Delphi Method to survey the mobile advertisement effectiveness in different campaign objectives. The sampling of experts will secure specialists who have related digital experience and must work over 5 years in this advertisement industry. After second round’s survey, this research come out 2 scopes and 5 principles. 1.Impressions and clicks are not key KPI for different campaign objectives *To maximize brand awareness: not only impressions and clicks, but also click rate and CPM should take as main KPIs (key performance implementation). *To have a strong relationship with consumer: click, click rate and impressions are the top 3 KPIs should be covered to review in campaign’s post-evaluation. *To drive the sales: conversion rate, CPM and clicks become the most important elements to review campaign objective. 2.Advertisers should have a long-term strategy in paid key word search *To maximize brand awareness and have a strong relationship with consumer: recommend to have always-on strategy which means open widespread comparison, phase comparison, and completed comparison all the time to find the potential consumers and drive the sales. *To drive the sales: recommend to select widespread comparison and filter non-related words to avoid wasting media budget and campaign cost.
Lu-Liu and 劉露. "The Influences of Mobile Native Advertising on the Advertising Effectiveness." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/3jg68f.
Full text國立臺灣科技大學
企業管理系
106
With the popularity of mobile devices, consumers' behavior patterns are also changing. Many advertisers have gradually shifted their investment budgets to mobile devices. It is the intrusion of traditional blockade of advertising that has increased the download volume of ads blocking programs. However, the native ads have been favored by advertisers for their features that they do not disturb the audience's experience and provide meaningful content. More and more mobile ads will be changed to native ads. Nowadays, many scholars have researched mobile advertising, but there are few empirical studies on mobile advertising and advertising effectiveness. This study examines the definition of native advertising and discusses the definition of mobile advertising and the differences in advertising effectiveness caused by different forms of advertising.Take the group who uses the mobile devices as a research object, and use questionnaires for data collection. And a total of 303 valid questionnaires were recovered, and through analysis of narrative statistics, reliability and validity analysis and single factor variance analysis. Finally, conduct discussion based on the information obtained. The study found that different forms of mobile advertising have significant differences in advertising effectiveness, and different forms of mobile advertising have a significant impact on advertising awareness and advertising attitude. Keywords: Native Ads, Mobile Native Ads, In-Feeds Ad, Recommendation Widgets, Paid Search, Advertising Effectiveness
Chen, Yi-Cih, and 陳憶慈. "On improving the effectiveness of Mobile Advertising." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/73207581063334189556.
Full text國立臺灣大學
資訊管理學研究所
103
With the ever-increasing number of smart phones, mobile is growing faster than all other digital advertising formats, as advertisers begin allocating dollars to catch the eyes of a growing class of "mobile-first" users. There is a fertile market for personalized adverting. So, the challenge is how to get your users to click more often on the ads appearing on your mobile property. More users clicking on the ads would primarily mean advertising money for the company. Hence, we collected datas from a company who has its mobile applications and makes effort to enhane their mobile Ad effectiveness. Then we used the clustering techniques and decision tree model to find out what factors are related to the click through rate (CTR). Finally, we found that both Ad itself and user behavior influence the Ad effectiveness. For Ad itself, different types of Ads such as Ad categories cause different CTR. For user behavior, there are many factors that should be considered also, for instance, their drama preference, watching hours preference and so on would cause different CTR too. In conclusion, knowing the key factors and using the prediction model can help company to enhance their Ad effectiveness.
Books on the topic "Advertising effectiveness mobile games"
Russell, Cristel Antonia, Dale W. Russell, and Joel W. Grube. Substance Use and the Media. Edited by Kenneth J. Sher. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199381678.013.19.
Full textBook chapters on the topic "Advertising effectiveness mobile games"
Drossos, Dimitris, and George M. Giaglis. "Factors That Influence the Effectiveness of Mobile Advertising: The Case of SMS." In Advances in Informatics, 278–85. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11573036_26.
Full textÇeltek, Evrim. "Mobile Advertising." In Advances in Marketing, Customer Relationship Management, and E-Services, 61–78. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-2373-4.ch004.
Full textCeltek, Evrim. "Advertising in Games." In Handbook of Research on Effective Advertising Strategies in the Social Media Age, 64–89. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8125-5.ch004.
Full textPeng, Jianping, Juanjuan Qu, Le Peng, and Jing ("Jim") Quan. "An Exploratory Study of the Effectiveness of Mobile Advertising." In Brand Culture and Identity, 140–55. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7116-2.ch009.
Full textCole, Richard T., and Elizabeth Taylor Quilliam. "Online Games as Powerful Food Advertising to Children." In Handbook of Research on Effective Electronic Gaming in Education, 358–69. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch021.
Full textBrechman, Jean M., Steven Bellman, Robert F. Potter, Shiree Treleaven-Hassard, Jennifer A. Robinson, and Duane Varan. "Branded Mobile Apps: Possibilities for Advertising in an Emergent Mobile Channel." In Encyclopedia of Mobile Phone Behavior, 142–50. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8239-9.ch012.
Full textBarnes, Brenda. "Impact of the Mobile Phone on Classical Radio." In Encyclopedia of Mobile Phone Behavior, 1174–84. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8239-9.ch096.
Full textDanesi, Marcel. "Emoji in Advertising." In Research Anthology on Strategies for Using Social Media as a Service and Tool in Business, 954–67. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-9020-1.ch048.
Full textGhose, Anindya. "Time: It’s On Your Side." In Tap. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262036276.003.0007.
Full textSingh, Tejinderpal, and Prateek Kalia. "MSME Owner/Manager Perceptions Towards the Adoption of E-Marketing Activities in India." In Advances in Wireless Technologies and Telecommunication, 43–59. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3045-0.ch003.
Full textConference papers on the topic "Advertising effectiveness mobile games"
Dimitris Drossos. "Mobile Advertising Effectiveness: an Exploratory Study." In 2006 International Conference on Mobile Business. IEEE, 2006. http://dx.doi.org/10.1109/icmb.2006.30.
Full textChou, Yu-Tuan, Bi-Wen Lee, and Sze-Ying Chen. "An Assessment of Mobile Advertising Effectiveness on Indoor Positioning." In 2017 International Conference on Information, Communication and Engineering (ICICE). IEEE, 2017. http://dx.doi.org/10.1109/icice.2017.8479015.
Full textSilva, R. N., and P. M. P. Fernando. "The Effectiveness of Brand Personality Dimensions on Brand Loyalty: A Study on Mobile Telecommunication Services in Sri Lanka." In International Conference on Branding & Advertising. TIIKM, 2016. http://dx.doi.org/10.17501/icoht2015-1101.
Full textTellioglu, Umit, Geoffrey G. Xie, Justin P. Rohrer, and Charles Prince. "Whale of a crowd: Quantifying the effectiveness of crowd-sourced serious games." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934151.
Full textTruong, Vinh, Mathews Nkhoma, and Wanniwat Pansuwong. "Enhancing the effectiveness of mobile in-app programmatic advertising using publishers-controlled factors." In ICCMB 2020: 2020 The 3rd International Conference on Computers in Management and Business. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3383845.3383865.
Full textNasab, Hamideh Mohammadi, Mohammad Ali Mazaheri, Sadeq Fallah Tafti, and Samaneh Behzadpoor. "The Effectiveness of the “Man-Man” Mobile Game on Children’s Self-Concept and Self-Esteem." In 2019 International Serious Games Symposium (ISGS). IEEE, 2019. http://dx.doi.org/10.1109/isgs49501.2019.9047007.
Full textKuo, Ying-Feng, and Tzu-Hung Tein. "Which Enterprise Sticon Design of LINE will Have More Advertising Effectiveness? A Model Development." In MoMM '14: The 12th International Conference on Advances in Mobile Computing and Multimedia. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2684103.2684168.
Full textDehghani, Hanie. "The effectiveness of a mobile application “Kalcal” on the learning of mathematics in students with dyscalculia." In 2019 International Serious Games Symposium (ISGS). IEEE, 2019. http://dx.doi.org/10.1109/isgs49501.2019.9047035.
Full textSchrage, Rabea, Marco Hubert, and Marc Linzmajer. "Content is King? The Effectiveness of Message Content, Personalization, and Location in Mobile In-Store Advertising." In Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences, 2019. http://dx.doi.org/10.24251/hicss.2019.167.
Full textDishman, Paul, Joshua Groves, and Dale Jolley. "Measuring Retail Visual Cues Using Mobile Bio-metric Responses." In CARMA 2018 - 2nd International Conference on Advanced Research Methods and Analytics. Valencia: Universitat Politècnica València, 2018. http://dx.doi.org/10.4995/carma2018.2018.8287.
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