Killing Characters in Video Games Kills Memory for In-Game Ads
暂无分享,去创建一个
[1] P. Vorderer,et al. It’s okay to shoot a character: Moral disengagement in violent video games , 2010 .
[2] M. Nelson. Recall of Brand Placements in Computer/Video Games , 2002, Journal of Advertising Research.
[3] Eui Jun Jeong,et al. Brand Logo Placements in Violent Games , 2011 .
[4] A. d’Astous,et al. A Study of Factors Affecting Consumer Evaluations and Memory of Product Placements in Movies , 2000 .
[5] Terence A. Shimp,et al. An Information-Processing Perspective on Recent Advertising Literature , 2012 .
[6] Galen Clavio,et al. Communicating with consumers through video games: an analysis of brand development within the video gaming segment of the sports industry , 2009 .
[7] Robin S. Edelstein,et al. Emotion and memory narrowing: A review and goal-relevance approach , 2009 .
[8] D. Roskos-Ewoldsen,et al. The Effectiveness of Brand Placements in the Movies: Levels of Placements, Explicit and Implicit Memory, and Brand-Choice Behavior , 2007 .
[9] Annie Lang,et al. The limited capacity model of mediated message processing , 2000 .
[10] Seung-Chul Yoo,et al. Do Violent Video Games Impair The Effectiveness of In-Game Advertisements? The Impact of Gaming Environment on Brand Recall, Brand Attitude, and Purchase Intention , 2011, Cyberpsychology Behav. Soc. Netw..
[11] Ulrich G. Hofmann,et al. When Items Become Victims: Brand Memory in Violent and Nonviolent Games , 2008, ICEC.
[12] Jon K. Maner,et al. From evolved motives to everyday mentation: Evolution, goals, and cognition , 2004 .
[13] B. Bushman,et al. Immersed in violence: Presence mediates the effect of 3D violent video gameplay on angry feelings. , 2014 .
[14] Gary L. Wells,et al. Stimulus Sampling and Social Psychological Experimentation , 1999 .
[15] B. Gibson,et al. Conscious and nonconscious effects of product placement: Brand recall and active persuasion knowledge affect brand attitudes and brand self-identification differently. , 2014 .
[16] Shelley E. Taylor,et al. Stalking the elusive "vividness" effect. , 1982 .
[17] Sungwon Chung,et al. Motivated Processing of Peripheral Advertising Information in Video Games , 2016, Commun. Res..
[18] M. Mather. Emotional Arousal and Memory Binding: An Object-Based Framework , 2007, Perspectives on psychological science : a journal of the Association for Psychological Science.
[19] Johannes Breuer,et al. Comparing Apples and Oranges? Evidence for Pace of Action as a Confound in Research on Digital Games and Aggression , 2015 .
[20] B. Bushman,et al. Do Sex and Violence Sell? A Meta-Analytic Review of the Effects of Sexual and Violent Media and Ad Content on Memory, Attitudes, and Buying Intentions. , 2015, Psychological bulletin.
[21] Evolutionary Social Psychology , 2010 .
[22] W. Peng,et al. Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame , 2012 .
[23] Alice H. Eagly,et al. Vividness can undermine the persuasiveness of messages. , 1993 .
[24] D. Schacter. Implicit memory: History and current status. , 1987 .
[25] Youjae Yi. Cognitive and affective priming effects of the context for print advertisements , 1990 .
[26] Michael A. Wiles,et al. The worth of product placement in successful films : an event study analysis , 2009 .
[27] B. Bushman,et al. Violence and Sex in Television Programs Do Not Sell Products in Advertisements , 2005, Psychological science.
[28] Karyn Riddle,et al. A Theory of Vivid Media Violence , 2014 .
[29] B. Bushman,et al. Violent and sexual media impair second-language memory during encoding and retrieval , 2015 .
[30] B. Clifford,et al. Individual and situational factors in eyewitness testimony. , 1978 .
[31] D. Buss,et al. The Evolution of Aggression. , 2006 .