Journal articles on the topic 'Video game marketing'
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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 textLuo, Yinyi, and Mark Richard Johnson. "How do players understand video game hardware: Tactility or tech-speak?" New Media & Society 22, no. 8 (October 17, 2019): 1462–83. http://dx.doi.org/10.1177/1461444819880155.
Full textWilliams, Russell B. "Location, Integration, Interruption: Visual Properties and Recognition of Video Game Advertising." Journal of Promotion Management 26, no. 2 (December 12, 2019): 253–76. http://dx.doi.org/10.1080/10496491.2019.1699624.
Full textNegrão, Maryangela Drumond de Abreu, and Ana Maria Machado Toaldo. "Marketing Strategy Implementation Process in the Creative Industry of Video Games." Revista Ibero-Americana de Estratégia 12, no. 2 (June 1, 2013): 105–37. http://dx.doi.org/10.5585/ijsm.v12i2.1859.
Full textChernikova, Angelina, and Murilo Branco. "Product placement in computer/video games: an analysis of the impact on customers purchasing decision." Innovative Marketing 15, no. 3 (September 23, 2019): 60–70. http://dx.doi.org/10.21511/im.15(3).2019.05.
Full textOh, Taeyeon, Hojun Sung, and Kisung Dennis Kwon. "Effect of the stadium occupancy rate on perceived game quality and visit intention." International Journal of Sports Marketing and Sponsorship 18, no. 2 (May 2, 2017): 166–79. http://dx.doi.org/10.1108/ijsms-05-2017-088.
Full textParshakov, Petr, Iuliia Naidenova, and Angel Barajas. "Spillover effect in promotion: Evidence from video game publishers and eSports tournaments." Journal of Business Research 118 (September 2020): 262–70. http://dx.doi.org/10.1016/j.jbusres.2020.06.036.
Full textWu, Yutong. "Strategies of Supercell’s Success." Proceedings of Business and Economic Studies 4, no. 4 (August 27, 2021): 99–103. http://dx.doi.org/10.26689/pbes.v4i4.2393.
Full textRavoniarison, Aina, and Cédric Benito. "Mobile games: players’ experiences with in-app purchases." Journal of Research in Interactive Marketing 13, no. 1 (March 11, 2019): 62–78. http://dx.doi.org/10.1108/jrim-06-2016-0060.
Full textMcDaniel, Patricia A., and Susan R. Forsyth. "Exploiting the “video game craze”: A case study of the tobacco industry’s use of video games as a marketing tool." PLOS ONE 14, no. 7 (July 25, 2019): e0220407. http://dx.doi.org/10.1371/journal.pone.0220407.
Full textGupta, Atul, Stef Nicovich, and Taylor Garrison. "Electronic Arts: gambling on the future of video games." Emerald Emerging Markets Case Studies 6, no. 2 (June 18, 2016): 1–20. http://dx.doi.org/10.1108/eemcs-07-2015-0160.
Full textChintagunta, Pradeep K., Harikesh S. Nair, and R. Sukumar. "Measuring marketing-mix effects in the 32/64 bit video-game console market." Journal of Applied Econometrics 24, no. 3 (March 3, 2009): 421–45. http://dx.doi.org/10.1002/jae.1056.
Full textAcharya, Anitha, and Manish Gupta. "Do Skills and Challenge Affect Perceived Learning? Mediating Role of Engagement." Journal of Electronic Commerce in Organizations 18, no. 2 (April 2020): 64–79. http://dx.doi.org/10.4018/jeco.2020040105.
Full textJosé Planells, Antonio. "Video games and the crowdfunding ideology: From the gamer-buyer to the prosumer-investor." Journal of Consumer Culture 17, no. 3 (October 18, 2015): 620–38. http://dx.doi.org/10.1177/1469540515611200.
Full textBurgess, Jacqueline, and Christian Jones. "Exploring the forced closure of a brand community that is also a participatory culture." European Journal of Marketing 54, no. 5 (March 7, 2020): 957–78. http://dx.doi.org/10.1108/ejm-01-2019-0075.
Full textBehm-Morawitz, Elizabeth. "Examining the intersection of race and gender in video game advertising." Journal of Marketing Communications 23, no. 3 (June 4, 2014): 220–39. http://dx.doi.org/10.1080/13527266.2014.914562.
Full textWohlwend, Karen E. "Early adopters: Playing new literacies and pretending new technologies in print-centric classrooms." Journal of Early Childhood Literacy 9, no. 2 (July 30, 2009): 117–40. http://dx.doi.org/10.1177/1468798409105583.
Full textWalsh, MT, and OH Khan. "P.105 The “Comprehensive 3D Skull Base Lab”-- enhancing resident education with virtual/augmented reality and 3D printing at Northwestern University." Canadian Journal of Neurological Sciences / Journal Canadien des Sciences Neurologiques 46, s1 (June 2019): S41. http://dx.doi.org/10.1017/cjn.2019.199.
Full textBassiouni, Dina H., Chris Hackley, and Hakim Meshreki. "The integration of video games in family-life dynamics." Information Technology & People 32, no. 6 (December 2, 2019): 1376–96. http://dx.doi.org/10.1108/itp-11-2017-0375.
Full textSpaulding, Cylor. "Applying the devotional–promotional model to the video game “Faithful”." Public Relations Review 42, no. 2 (June 2016): 359–65. http://dx.doi.org/10.1016/j.pubrev.2016.01.004.
Full textDardis, Frank, Mike Schmierbach, Brett Sherrick, and Britani Luckman. "How game difficulty and ad framing influence memory of in-game advertisements." Journal of Consumer Marketing 36, no. 1 (January 14, 2019): 1–11. http://dx.doi.org/10.1108/jcm-07-2016-1878.
Full textMazinter, Luisa, Michael M. Goldman, and Jennifer Lindsey-Renton. "Cricket South Africa’s Protea Fire brand." Emerald Emerging Markets Case Studies 7, no. 1 (April 18, 2017): 1–20. http://dx.doi.org/10.1108/eemcs-05-2016-0081.
Full textButcher, Luke, Ysobel Tang, and Ian Phau. "Pawning n00bs: Insights into perceptions of brand extensions of the video game industry." Australasian Marketing Journal (AMJ) 25, no. 3 (August 2017): 215–24. http://dx.doi.org/10.1016/j.ausmj.2016.11.008.
Full textRaven, Peter, C. Patrick Fleenor, and Kristie Kucur. "Video Streaming in Southeast Asia: Blockbuster at the Edge." Asian Case Research Journal 07, no. 02 (December 2003): 195–218. http://dx.doi.org/10.1142/s0218927503000380.
Full textSánchez Torres, Javier A., Julián A. Rivera González, and Lambert De Maestrich Jorba. "What Kind of E-Mail Information Is More Effective in Communicating with the Client? Application of Game Theory." Harvard Deusto Business Research 7, no. 1 (July 13, 2018): 2. http://dx.doi.org/10.3926/hdbr.177.
Full textKim, Minseong. "Does playing a video game really result in improvements in psychological well-being in the era of COVID-19?" Journal of Retailing and Consumer Services 61 (July 2021): 102577. http://dx.doi.org/10.1016/j.jretconser.2021.102577.
Full textMarchand, André, and Thorsten Hennig-Thurau. "Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities." Journal of Interactive Marketing 27, no. 3 (August 2013): 141–57. http://dx.doi.org/10.1016/j.intmar.2013.05.001.
Full textMcCaffrey, Matthew. "The macro problem of microtransactions: The self-regulatory challenges of video game loot boxes." Business Horizons 62, no. 4 (July 2019): 483–95. http://dx.doi.org/10.1016/j.bushor.2019.03.001.
Full textSchneider, Edward Francis. "A Survey of Graphic Novel Collection and Use in American Public Libraries." Evidence Based Library and Information Practice 9, no. 3 (September 6, 2014): 68. http://dx.doi.org/10.18438/b83s44.
Full textSu, Yiran, Bradley J. Baker, Jason P. Doyle, and Meimei Yan. "Fan Engagement in 15 Seconds: Athletes’ Relationship Marketing During a Pandemic via TikTok." International Journal of Sport Communication 13, no. 3 (September 1, 2020): 436–46. http://dx.doi.org/10.1123/ijsc.2020-0238.
Full textChoi, Yung Kyun, Sung mi Lee, and Hairong Li. "Audio and Visual Distractions and Implicit Brand Memory: A Study of Video Game Players." Journal of Advertising 42, no. 2-3 (April 3, 2013): 219–27. http://dx.doi.org/10.1080/00913367.2013.775798.
Full textEliseeva, D. Yu, A. Yu Fedosov, D. V. Agaltsova, O. L. Mnatsakanyan, and K. K. Kuchmezov. "The Evolution of Artificial Intelligence and the Possibility of its Application in Cyber Games." Revista Amazonia Investiga 9, no. 28 (April 21, 2020): 123–29. http://dx.doi.org/10.34069/ai/2020.28.04.15.
Full textDEMERS, JOANNA. "Dancing machines: ‘Dance Dance Revolution’, cybernetic dance, and musical taste." Popular Music 25, no. 3 (September 11, 2006): 401–14. http://dx.doi.org/10.1017/s0261143006001012.
Full textChang, En-Chung, Beixi Wen, and Xiaofei Tang. "The effect of winning-losing perception on consumers’ variety-seeking behavior." European Journal of Marketing 55, no. 6 (January 27, 2021): 1624–42. http://dx.doi.org/10.1108/ejm-07-2019-0565.
Full textLanders, Richard N., Elena M. Auer, and Joseph D. Abraham. "Gamifying a situational judgment test with immersion and control game elements." Journal of Managerial Psychology 35, no. 4 (March 8, 2020): 225–39. http://dx.doi.org/10.1108/jmp-10-2018-0446.
Full textGawrysiak, Joey, Rick Burton, Seth Jenny, and Dylan Williams. "Using Esports Efficiently to Enhance and Extend Brand Perceptions – A Literature Review." Physical Culture and Sport. Studies and Research 86, no. 1 (June 1, 2020): 1–14. http://dx.doi.org/10.2478/pcssr-2020-0008.
Full textPhelps, Andrew M., Christopher A. Egert, and Mia Consalvo. "Hack, Slash & Backstab: A Post-Mortem of University Game Development at Scale." International Journal of Designs for Learning 12, no. 1 (April 12, 2021): 16–33. http://dx.doi.org/10.14434/ijdl.v12i1.31263.
Full textDerdenger, Timothy. "Technological tying and the intensity of price competition: An empirical analysis of the video game industry." Quantitative Marketing and Economics 12, no. 2 (April 24, 2014): 127–65. http://dx.doi.org/10.1007/s11129-014-9143-9.
Full textOates, Thomas Patrick. "New Media and the Repackaging of NFL Fandom." Sociology of Sport Journal 26, no. 1 (March 2009): 31–49. http://dx.doi.org/10.1123/ssj.26.1.31.
Full textHu, Xiaohan, and Kevin Wise. "How playable ads influence consumer attitude: exploring the mediation effects of perceived control and freedom threat." Journal of Research in Interactive Marketing 15, no. 2 (May 5, 2021): 295–315. http://dx.doi.org/10.1108/jrim-12-2020-0269.
Full textTherrien, Carl, and Martin Picard. "Enter the bit wars: A study of video game marketing and platform crafting in the wake of the TurboGrafx-16 launch." New Media & Society 18, no. 10 (July 9, 2016): 2323–39. http://dx.doi.org/10.1177/1461444815584333.
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