Literatura académica sobre el tema "Advertising Viral marketing. Video games"
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Artículos de revistas sobre el tema "Advertising Viral marketing. Video games"
Callens, Hanna. "Kidfluencer marketing in the video game industry." Interactive Entertainment Law Review 3, no. 1 (2020): 44–54. http://dx.doi.org/10.4337/ielr.2020.01.04.
Texto completoBedi, Krunoslav, and Nikolina Žajdela Hrustek. "Marketing vs. Games in Secondary School." International Journal of Innovation in the Digital Economy 4, no. 3 (2013): 35–50. http://dx.doi.org/10.4018/jide.2013070103.
Texto completoWendt, Lars Michael, Joachim Griesbaum, and Ralph Kölle. "Product advertising and viral stealth marketing in online videos." Aslib Journal of Information Management 68, no. 3 (2016): 250–64. http://dx.doi.org/10.1108/ajim-11-2015-0174.
Texto completoAndrejevic, Mark. "Productive Play 2.0: The Logic of In-Game Advertising." Media International Australia 130, no. 1 (2009): 66–76. http://dx.doi.org/10.1177/1329878x0913000109.
Texto completoÇeltek, Evrim. "Mobile advergames in tourism marketing." Journal of Vacation Marketing 16, no. 4 (2010): 267–81. http://dx.doi.org/10.1177/1356766710380882.
Texto completoSebastián Morillas, Ana, Marian Núñez Cansado, and Daniel Muñoz Sastre. "New business models for advertisers: The video games sector in Spain. Advergaming Vs Ingame Advertising." Revista ICONO14. Revista científica de Comunicación y Tecnologías emergentes 14, no. 2 (2016): 256. http://dx.doi.org/10.7195/ri14.v14i2.964.
Texto completoWu, Yutong. "Strategies of Supercell’s Success." Proceedings of Business and Economic Studies 4, no. 4 (2021): 99–103. http://dx.doi.org/10.26689/pbes.v4i4.2393.
Texto completoLuo, Yinyi, and Mark Richard Johnson. "How do players understand video game hardware: Tactility or tech-speak?" New Media & Society 22, no. 8 (2019): 1462–83. http://dx.doi.org/10.1177/1461444819880155.
Texto completoAnggraeni, Adilla, and Sarah Diandra. "Self-Expressiveness as Consumers' Motivation to Share Online Video Advertisements in Jakarta." International Journal of Asian Business and Information Management 8, no. 1 (2017): 38–50. http://dx.doi.org/10.4018/ijabim.2017010103.
Texto completoMaulana, Indra Ridwan, and Sinta Paramita. "Viral Marketing Berbasis Komunitas (Studi Kasus terhadap Dance Cover Playcrew)." Prologia 5, no. 1 (2021): 101. http://dx.doi.org/10.24912/pr.v5i1.8153.
Texto completoTesis sobre el tema "Advertising Viral marketing. Video games"
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.
Texto completoDickinson, 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.
Texto completoWydick, 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.
Texto completoShiflet, 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.
Texto completoVollbach, 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.
Texto completoRosqvist, Karl Johan. "Alternate Reality Games : Framtidens Marknadsföringsform." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-5698.
Texto completoBlake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.
Texto completoDuarte, Ana Filipa Trindade. "Adopção da In-Game Advertising em Portugal." Master's thesis, 2009. http://hdl.handle.net/10071/1958.
Texto completoAndré, Diogo Gonçalves Calvo. "The impact of in-game advertising on brand recall and recognition within non-linear video games." Master's thesis, 2018. http://hdl.handle.net/10071/18408.
Texto completoMartins, Mariana Vieira Alvares. "Going viral : how does viral online video content and specific features influence attitudes toward the brand?" Master's thesis, 2012. http://hdl.handle.net/10400.14/12957.
Texto completoCapítulos de libros sobre el tema "Advertising Viral marketing. Video games"
Bigné, 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). Gabler, 2011. http://dx.doi.org/10.1007/978-3-8349-6854-8_1.
Texto completoMartí-Parreño, José, Carla Ruiz-Mafé, and Lisa L. Scribner. "Acceptance of Branded Video Games (Advergames)." In Marketing and Consumer Behavior. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-7357-1.ch038.
Texto completovan der Graaf, Shenja. "Viral Experiences." In Contemporary Research in E-Marketing, Volume 1. IGI Global, 2005. http://dx.doi.org/10.4018/978-1-59140-372-2.ch008.
Texto completoKüster, Inés, Natalia Vila, Asunción Hernández, Pedro Canales, and Vicente Castillo. "Product Placement in Video Games." In Advances in Marketing, Customer Relationship Management, and E-Services. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8342-6.ch007.
Texto completoBedi, Krunoslav, and Nikolina Žajdela Hrustek. "Marketing vs. Games in Secondary School." In Marketing and Consumer Behavior. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-7357-1.ch091.
Texto completoMartí-Parreño, José, Carla Ruiz-Mafé, and Lisa L. Scribner. "Acceptance of Branded Video Games (Advergames)." In Advances in Media, Entertainment, and the Arts. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-6190-5.ch026.
Texto completoEsteves, Fábia, and Pedro Quelhas Brito. "Electronic Games as a Touristic Promotional Tool." In Handbook of Research on Resident and Tourist Perspectives on Travel Destinations. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3156-3.ch018.
Texto completoGurau, Calin. "Characteristics, Limitations, and Potential of Advergames." In Encyclopedia of Multimedia Technology and Networking, Second Edition. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch028.
Texto completoTomazic, Tina, Luka Druks, and Noemia Bessa Vilela. "Public Relations and Advertising in the Context of E-Sports." In Advances in Human and Social Aspects of Technology. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-4047-2.ch005.
Texto completoTomazic, Tina, Luka Druks, and Noemia Bessa Vilela. "Public Relations and Advertising in the Context of E-Sports." In Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7707-3.ch010.
Texto completoActas de conferencias sobre el tema "Advertising Viral marketing. Video games"
Choi, Dongwon, Hyejin Bang, Bartosz W. Wojdynski, et al. "WHEN DO VIEWERS SHARE VIRAL VIDEO ADVERTISING? THE ROLE OF BRAND PROMINENCE AND BRAND DISCLOSURE TIMING." 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/gmc2016.05.09.03.
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