参考文献
|
-
TDG. (2013). “Explore the Strategy of In-Game Marketing”. Retrieved January 20, 2015, from the World Wide Web: http://www.marketing-schools.org/types-of-marketing/in-game-marketing.html.
-
Mike, S. (2006). "In-Game Ads Could Reach $2 Bil.".Adweek. Retrieved October 10, 2010, from the World Wide Web: http://www.adweek.com/aw/national/article_display.jsp.
-
Jim, J. (2006). “Cyber-Ads Get in the Game”. Retrieved November 12, 2010, from the World Wide Web: http://www.canada.com/theprovince/news/money/story.html
-
Andrew, S., & Peter, W. (2005). "Online advertising for the gamer generation". Retrieved November 10, 2010, from the World Wide Web: http://nationalcheeseemporium.org/
-
Kyle, J., & Sarah, A. (2012). “In-Game Advertising: Gaming is a global phenomenon and presents huge opportunities for advertisers” Retrieved May 20, 2015, from the World Wide Web: http://is300project.blogspot.com/2012/11/static-vs- dynamic-igas-and-concerns.html.
-
Sina Game News(2007). IGA, Online-Games New Business. Retrieved November 10, 2010, from the World Wide Web: http://game.sina.com.tw/game_data/news/content
-
Enid, B. (2009). “Video Advertising Still Set for Growth in Down Ad Spend Year”. Retrieved December 14, 2014, from the World Wide Web: http://www.clickz.com/clickz/news/1708732/videoadvertising-still-set-growth-down-ad-spend-year.
-
Gerardo, G. (2010). “Video Game Advertising: Playing to Win and Sell”. Retrieved January 20, 2015, from the World Wide Web: http://blog.nielsen.com/nielsenwire/consumer/video-game-advertisingplaying-to-win%E2%80%A6-and-sell/
-
Reena, J. (2006). “Is That a Video Game - or an Ad? ” Business Week. Retrieved November 10, 2010, from the World Wide Web: http://www.businessweek.com/innovate/content/jan2006
-
Kyle, J. & Sarah, A. (2012). In game advertising. Entertainment & Humor, Business.
-
Takahashi, D. (2000). Games get Serious. Red Herring. Retrieved October 10, 2010, from the World Wide Web: http://www.redherring.com/Article.aspx?a=2405
-
Greg, B., &Vejay, L. (2010). “Emerging Issues in In-Game Advertising”. Retrieved November 20, 2014, from the World Wide Web: http://www.gamasutra.com/view/feature/3927/emerging_issues_in_ingame_.php.
-
Microsoft Advertising (2011). “Reach Your Target Audience-Men”. Retrieved January 20, 2015, from the World Wide Web: http://advertising.microsoft.com/ad-network/audience/men.
-
Ilya, V. (2006). “Ads in EA Sports Games: 1994-1998”. Retrieved November 11, 2010, from the World Wide Web: http://www.vedrashko.com/advertising/2006/04/ads-in-ea-sports-games-1994-1998.html.
-
Simon, C. (2006). “IGA's Townsend On BF2142 In-Game Ads”. Gamasutra. Retrieved November 12, 2010, from the World Wide Web: http://www.gamasutra.com/php-bin/news_index.php
-
Goleman, D. (1990). Research Probes what the mind senses unaware. The New York Times, 14 (August).
-
Arif, D. (2009). "Screen Digest forecasts $1bn boom for in-game advertising". Retrieved July 20, 2015, from the World Wide Web: http://www.brandrepublic.com/News/908125/Screen-Digestforecasts-1bn-boom-in-game-advertising/.
-
Dean, T. (2011) “Will Microsoft conquer free-to-play games with Age of Empires Online?” Retrieved December 16, 2014, from the World Wide Web: http://venturebeat.com/2011/02/26/will-microsoftconquer-free-to-play-games-with-age-of-empires-online-video/.
-
Richard, S (2006). “A Virtual World but Real Money”. Retrieved December 21, 2014, from the World Wide Web: http://www.nytimes.com/2006/10/19/technology/19virtual.html.
-
Robin, W. (2009). “Study: In-Game Video Advertising Trumps TV Advertising in Effectiveness”. Retrieved Much 22, 2015, from the World Wide Web: http://techcrunch.com/2009/03/24/study-ingame-video-advertising-trumps-tv-advertising-in-effectiveness/.
-
Babin, L. A.,Carder, S. T.(1996).Advertising Via the Box Office: Is Product Placement Effectiveness.International Journal of Advertising,15,140-151.
-
Balasubramanian, S. K.(1994).Beyond Advertising and Publicity: Hybrid Messages and Public Policy Issues.Journal of Advertising,23,29-46.
-
Ben, L.,Lance, P.(2010).In-Game Advertising Effects: Examining Player Perceptions of Advertising Schema Congruity in a Massively Multiplayer Online Role-Playing Game.Journal of Interactive Advertising,10,46-60.
-
DeLorne, D. E.,Reid, L. N.(1999).Moviegoers' Experiences and Interpretations of Brands in Films Revisited.Journal of Advertising,28,71-95.
-
Digital Content Office(2009).2009 Digital Content Industry in Taiwan.Taipei:MIC.
-
Gould, S. J.,Gupta, P. B.,Grabner, K.(2000).Product Placements in Movies: A Cross-cultural Analysis of Austrian, French and American Consumers' Attitudes toward This Emerging, International Promotional Medium.Journal of Advertising,29,41-59.
-
Gupta, P. B.,Gould, S. J.(1997).Consumers' Perceptions of Ethics and Acceptability of Product Placements in Movies: Product Category and Individual Differences.Journal of Current Issues and Research in Advertising,19,37-50.
-
Karrh, J. A.(1998).Brand Placement: A Review.Journal of Current Issues and Research in Advertising,20,31-49.
-
Lee, M.,Faber, R. J.(2007).Effect of Product Placement in On-Line Games on Brand Memory.Journal of Advertising,36,75-90.
-
Nelson, M. R.(2002).Recall of Brand Placements in Computer/Video Games.Journal of Advertising Research,42,80-92.
-
Scott, A.(2006).The Making of Adventureland.EDGE,162,104-107.
-
Turcotte, S.(1995).Gimme A Bud! The Feature Film Product Placement Industry.Journal of Advertising Research,12,54-60.
|