Academic literature on the topic 'Video game marketing'
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Journal articles on the topic "Video game marketing"
Callens, Hanna. "Kidfluencer marketing in the video game industry." Interactive Entertainment Law Review 3, no. 1 (September 1, 2020): 44–54. http://dx.doi.org/10.4337/ielr.2020.01.04.
Full textClarke, Rachel Ivy, Jin Ha Lee, and Neils Clark. "Why Video Game Genres Fail." Games and Culture 12, no. 5 (July 6, 2015): 445–65. http://dx.doi.org/10.1177/1555412015591900.
Full textJimenez, Nadia, Sonia San-Martin, Carmen Camarero, and Rebeca San Jose Cabezudo. "What kind of video gamer are you?" Journal of Consumer Marketing 36, no. 1 (January 14, 2019): 218–27. http://dx.doi.org/10.1108/jcm-06-2017-2249.
Full textPayne, Matthew Thomas. "Marketing Military Realism in Call of Duty 4." Games and Culture 7, no. 4 (July 2012): 305–27. http://dx.doi.org/10.1177/1555412012454220.
Full textTraynor, Kate. "FDA authorizes marketing of video game–based therapy." American Journal of Health-System Pharmacy 77, no. 21 (October 14, 2020): 1719. http://dx.doi.org/10.1093/ajhp/zxaa305.
Full textAndrejevic, Mark. "Productive Play 2.0: The Logic of In-Game Advertising." Media International Australia 130, no. 1 (February 2009): 66–76. http://dx.doi.org/10.1177/1329878x0913000109.
Full textBedi, Krunoslav, and Nikolina Žajdela Hrustek. "Marketing vs. Games in Secondary School." International Journal of Innovation in the Digital Economy 4, no. 3 (July 2013): 35–50. http://dx.doi.org/10.4018/jide.2013070103.
Full textWalker, Doug, E. Deanne Brocato, Les Carlson, and Russell N. Laczniak. "Parents’ and children’s violent gameplay: role of co-playing." Journal of Consumer Marketing 35, no. 6 (September 10, 2018): 623–32. http://dx.doi.org/10.1108/jcm-10-2017-2397.
Full textHaviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (October 2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.
Full textDIXON, GORDON, and PETER KARBOULONIS. "DEVELOPMENT AND MARKETING OF INTERACTIVE ENTERTAINMENT SOFTWARE." Journal of Enterprising Culture 08, no. 04 (December 2000): 411–36. http://dx.doi.org/10.1142/s0218495800000218.
Full textDissertations / Theses on the topic "Video game marketing"
Peters, Sara Jean. "Get in the game the effects of game-product and product placement proximity on game players' processing of brands embedded advergames /." Diss., Columbia, Mo. : University of Missouri-Columbia, 2008. http://hdl.handle.net/10355/5756.
Full textThe entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on August 14, 2009) Includes bibliographical references.
Vollbach, Alexander Michael. "Diversity and Inclusivity in Video Game Advertisements: An Exploration of Video Game Console Commercials from 2003 to 2017." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1522968361672216.
Full textHarding, Andreas. "Exploring brand identity practice in video game start-ups : Industrial Marketing." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74485.
Full textAlhidari, Abdullah. "Co-Creating Value in Video Games: The Impact of Gender Identity and Motivations on Video Game Engagement and Purchase Intentions." Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc799485/.
Full textWydick, James R. "The impact of in-game advertising on players' attitudes and purchasing behavior towards video games." View electronic thesis, 2008. http://dl.uncw.edu/etd/2008-3/wydickj/jameswydick.pdf.
Full textFoster, Lisa B. "Effects of Video Game Streaming on Consumer Attitudes and Behaviors." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etd/3041.
Full textDickinson, Ted Michael. "A Proposed Accessibility Model of In-Game Advertising Effects." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1469128159.
Full textShiflet, Matthew. "Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports Industries." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1555957153106043.
Full textHammarsten, Oskar, and Sofie Hägerbrand. "The unexplored power of buzz in the video game industry." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-42316.
Full textLiang, Yan. "Effects of active video game intervention on promoting physical activity among Hong Kong Chinese children." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/199.
Full textBooks on the topic "Video game marketing"
Zackariasson, Peter, and Mikolaj Dymek. Video Game Marketing. Abingdon, Oxon ; New York, NY : Routledge, 2017. |: Routledge, 2016. http://dx.doi.org/10.4324/9781315748900.
Full textEdery, David. Changing the game: How video games are transforming the business world. Upper Saddle River, N.J: FT Press, 2009.
Find full textWesley, David T. A. Innovation and marketing in the video game industry: Avoiding the performance trap. Farnham, Surrey, England: Gower, 2010.
Find full textWesley, David T. A. Innovation and marketing in the video game industry: Avoiding the performance trap. Farnham, Surrey, England: Gower, 2010.
Find full textWesley, David T. A. Innovation and marketing in the video game industry: Avoiding the performance trap. Farnham: Ashgate Pub. Co., 2010.
Find full textGloria, Barczak, ed. Innovation and marketing in the video game industry: Avoiding the performance trap. Farnham: Ashgate Pub. Co., 2010.
Find full textZeng, Jun Yan. The virtual war: A marketing strategy of the video game console market. Oxford: Oxford Brookes University, 2003.
Find full textBest before: Videogames, supersession and obsolescence. Milton Park, Abingdon, Oxon: Routledge, 2012.
Find full textPower-Up: How Japanese video games gave the world an extra life. Indianapolis, IN: BradyGames, 2005.
Find full text1951-, Dyer-Witheford Nick, and De Peuter Greig 1974-, eds. Digital games: The interaction of technology, culture, and marketing. Montréal: McGill-Queen's University Press, 2003.
Find full textBook chapters on the topic "Video game marketing"
Wu, Terry. "Pokémon Go: Marketing Implications for Mobile Video Game." In Computing in Smart Toys, 7–20. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-62072-5_2.
Full textGuceri-Ucar, Gozem, and Stefan Koch. "Cooperative Advertising in Video Game Software Marketing: A Game Theoretic Analysis of Game Software Publisher – Platform Manufacturer Dynamics." In Lecture Notes in Business Information Processing, 154–67. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-30746-1_13.
Full textCosta-Sánchez, Carmen, and Barbara Fontela Baró. "Corporate Communication, Marketing, and Video Games." In Studies in Systems, Decision and Control, 421–33. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91860-0_25.
Full textKonstantinos, Tsomis, Koukouris Georgios, Damianos P. Sakas, Nasiopoulos K. Dimitrios, and D. S. Vlachos. "Modeling and Simulation for the Development of Innovative Ideas for Video Games in Smartphones." In Strategic Innovative Marketing, 341–48. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-56288-9_45.
Full textSchmidt, Steffen, Matthias Limbach, Sascha Langner, and Philipp Reiter. "Evaluating the Effectiveness of Brand Communication on Implicit and Explicit Brand Knowledge in Virtual Spaces: The Case of Sports Sponsorship Exposure in Video Games: An Abstract." In Developments in Marketing Science: Proceedings of the Academy of Marketing Science, 593. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-99181-8_199.
Full textBigné, Enrique, Inés Küster, Asunción Hernández, Torpong Suemanotham, and Natalia Vila. "Product Placement in Video Games as a Marketing Strategy: An Attempt to Analysis in Disney Company." In Advances in Advertising Research (Vol. 2), 3–20. Wiesbaden: Gabler, 2011. http://dx.doi.org/10.1007/978-3-8349-6854-8_1.
Full textSautter, Sarah Jo, and Jay D. Lindquist. "Exploring Print Ads and Web Sites Target Market and Approach Match-Ups: Interactive Video Games and Facial Cosmetics." In Proceedings of the 1998 Academy of Marketing Science (AMS) Annual Conference, 174–78. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-13084-2_43.
Full text"Marketing strategy and the marketing mix." In Video Game Marketing, 35–48. Abingdon, Oxon ; New York, NY : Routledge, 2017. |: Routledge, 2016. http://dx.doi.org/10.4324/9781315748900-8.
Full text"Postmodern marketing." In Video Game Marketing, 105–12. Abingdon, Oxon ; New York, NY : Routledge, 2017. |: Routledge, 2016. http://dx.doi.org/10.4324/9781315748900-14.
Full text"Marketing as practice." In Video Game Marketing, 113–20. Abingdon, Oxon ; New York, NY : Routledge, 2017. |: Routledge, 2016. http://dx.doi.org/10.4324/9781315748900-15.
Full textConference papers on the topic "Video game marketing"
Martí-Parreño, José, Jesús Bermejo-Berros, and Joaquín Aldás-Manzano. "THE EFFECT OF BRAND FAMILIARITY AND REPETITION OF PRODUCT PLACEMENT IN VIDEO GAMES." In Bridging Asia and the World: Global Platform for Interface between Marketing and Management. Global Alliance of Marketing & Management Associations, 2016. http://dx.doi.org/10.15444/gmc2016.05.09.02.
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