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1-8 of 8
Keywords: Video games
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Journal Articles
Young Consumers: Insight and Ideas for Responsible Marketers (2019) 20 (3): 219–235.
Published: 16 August 2019
... gender. Practical implications This research has practical implications for video game designers. As both male and female players prefer to play with characters of the same gender, and having a cost to play a character reduces switching behavior, it is possible that having a cost for female...
Journal Articles
Young Consumers: Insight and Ideas for Responsible Marketers (2009) 10 (3): 225–237.
Published: 28 August 2009
... in three‐dimensions. As an example, the largest genre of video games is probably the “action” game which involves avatar characters fighting (Street Fighter), jumping from one platform to another (Super Mario Brothers), or shooting a weapon (Halo, Half‐Life, Time Crisis, Ghost Recon...
Journal Articles
Young Consumers: Insight and Ideas for Responsible Marketers (2009) 10 (1): 46–59.
Published: 13 March 2009
...). However, stimuli that are not directly attended to are not necessarily subliminal (Moore, 1982 , p. 40). Advergames represent a rapidly evolving sector comprising embedded commercial messages within the content of retail‐accessible video games and on‐line electronic games. The sector...
Journal Articles
Young Consumers: Insight and Ideas for Responsible Marketers (2009) 10 (1): 35–45.
Published: 13 March 2009
...Matthew J. Klein; Christina S. Simmers Purpose The USA is facing an obesity crisis so large that for the first time in history, this generation of children may have a life span that does not exceed that of its parents. Simultaneously, the gaming industry has introduced a form of video gaming (e.g...
Journal Articles
Young Consumers: Insight and Ideas for Responsible Marketers (2008) 9 (2): 112–120.
Published: 13 June 2008
...) are heard during the game play. Sumo Wrestling is a short game requiring accuracy in lunging at the opponent. Mexico Children (age groups) Advertising Video games Attitudes Children are considered one of the most vulnerable audiences to advertising as well as a unique online...
Journal Articles
Young Consumers: Insight and Ideas for Responsible Marketers (2006) 7 (2): 14–19.
Published: 01 March 2006
..., but also by other organisations looking to educate young people. The case for gaming in education First of all, this article is not debating whether gaming should be used in education. There have been numerous studies, including The use of Computer and Video Games for Learning (1), the Teem Study (2...
Journal Articles
Young Consumers: Insight and Ideas for Responsible Marketers (2006) 7 (2): 8–13.
Published: 01 March 2006
... are proactive and cynical about conventional marketing ploys. Shows how media, like the UK’s “Sun” newspaper, are including gaming content, while the supremacy of American Hollywood‐type entertainment may decline in the face of gaming’s popularity. Recounts an early example of a highly successful video game...
Journal Articles
International Journal of Advertising and Marketing to Children (2004) 5 (3): 53–58.
Published: 01 June 2004
...Ellen Wolock Reviews the longstanding and controversial topic of the effects of video game violence on children. Examines existing research and draws on personal experience and an interview with Doug Lowenstein, President of the Entertainment Software Association, for a view from the video game...
