Chapter 8: Social Entertainment

  1. Sami Main, “Fullscreen’s Research Finds Gen Z Enjoys Branded Content More than Millennials,” AdWeek, May 23, 2017, www.adweek.com/digital/fullscreens-research-finds-gen-z-enjoys-branded-c... (accessed July 3, 2017).
  2. Jie Zhang, Youngjun Sung, and Wei-Na Lee, “To Play or Not to Play: An Exploratory Content Analysis of Branded Entertainment in Facebook,” American Journal of Business, 25:1 (2010), 53–64.
  3. “The Social Generations: Millennials Ask, Gen X Buys & Baby Boomers Observe,” The Q1 2017 Sprout Social Index, Sprout Social, 2017, http://sproutsocial.com/insights/data/q1-2017 (accessed March 15, 2017).
  4.  “Brand Engagement in an Era of Social Entertainment,” Edelman Insights, 2012, www.edelman. com/insights/intellectual-property/matter-brand-engagement (accessed November 14, 2013).
  5.  “Essential Facts About the Computer and Video Game Industry,” Entertainment Software Association, April 2016, http://essentialfacts.theesa.com/Essential-Facts-2016.pdf (accessed June 20, 2017).
  6.  “Gaming on Mobile Leads All Other Platforms,” eMarketer, August 12, 2013, www.emarketer.com/ Article/Gaming-on-Mobile-Leads-All-Other-Online-Platforms/1010125 (accessed March 18, 2017).
  7. Steve Hicks, “Does the Video Game Industry Hold the Keys to the Future of Advertising? Engage Consumers via Brain Chemistry,” Adweek, February 16, 2014, www.adweek.com/news/advertising-branding/engage-consumers-brain-chemistr... (accessed June 25, 2014).
  8. Alison Murdock, “Consumers Spend More than 1 Billion Hours a Month Playing Mobile Games,” Verto Analytics, May 17, 2016, www.vertoanalytics.com/consumers-spend-1-billion-hours-month-playing-mob... (accessed March 18, 2017).
  9. “Verto Index: Mobile Games,” Verto Analytics, June 23, 2016, www.vertoanalytics.com/verto-index-mobile-games-2 (accessed March 18, 2017).
  10. Ibid.
  11. Hicks, “Does the Video Game Industry Hold the Keys to the Future of Advertising?”
  12. “Verto Index: Mobile Games.”
  13. Thomas Apperley, “Genre and Game Studies: Toward a Critical Approach to Video Game Genres,” Simulation & Gaming, 37:1 (2006), 6–23.
  14. IAB Games Advertising Report, 2015, Interactive Advertising Bureau, www.iab.com/wp-content/ uploads/2015/09/IAB-Games-PSR-Update_0913.pdf (accessed March 18, 2017).
  15. Apperley, “Genre and Game Studies: Toward a Critical Approach to Video Game Genres.”
  16. 2016 Global Games Market Report, Newzoo, April 2016, https://newzoo.com/insights/articles/ global-games-market-reaches-99-6-billion-2016-mobile-generating-37 (accessed March 18, 2017).
  17. Michelle R. Nelson, “Recall of Brand Placements in Computer/Video Games,” Journal of Advertising Research, 42:2 (2002), 80–92.
  18. IAB Games Advertising Report, 2015.
  19. “Game Ads—The Next Big Thing After Video Ads?” Gamewheel, April 3, 2016, www.gamewheel. com/game-ads-next-big-thing-after-video-ads (accessed March 18, 2017).
  20. “In-Game Advertising Research Proves Effectiveness for Brands Across Categories and Game Titles,” June 3, 2008, https://news.microsoft.com/2008/06/03/in-game-advertising-research-prove... (accessed June 20, 2017).
  21. “AdNectar: Users Prefer Branded Virtual Goods 10 to 1”, Engage Digital, www.engagedigital.com/ blog/2009/08/07/adnectar-users-prefer-branded-virtual-goods-10-to-1 (accessed March 18, 2017).
  22. “Burger King: Angriest Whopper Case Study,” Gamewheel, 2016, www.gamewheel.com/stories/ burger-king (accessed March 18, 2017).
  23. “How to Win with In Game Advertising,” Adweek, September 28, 2015, www.adweek.com/digital/ how-to-win-with-in-game-advertising (accessed March 18, 2017).
  24. Nicole Sorochan, “Social Gaming and the Enormous Advertising Opportunity Within,” OneNet Marketing, October 27, 2016, http://onenetmarketing.com/blog-posts/social-gaming-and-the-enormous-adv... (accessed March 18, 2017).
  25. Gigi Devault, “Social Media Research—RockYou and Interpret Perfect Social Gaming,” The Balance, October 15, 2016, www.thebalance.com/social-media-research-rockyou-and-interpret-2296767 (accessed June 20, 2017).
  26. Cristel Russell, “Toward a Framework of Product Placement,” in J.W. Alba and J.W. Hutchinson (eds), Advances in Consumer Research (special issue), 25 (1998), 357–62.
  27. Michelle R. Nelson, “Recall of Brand Placements in Computer/Video Games,” Journal of Advertising Research, 42:2 (2002), 80–92.
  28. Ralf Terlutter and Michael Capella, ”The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games,” Journal of Advertising, 42 (2013), 95–112.
  29. Brian Kinard and K. Hartman, “Are You Entertained? The Impact of Brand Integration and Brand Experience in Television-Related Advergames,” Journal of Advertising, 42 (2013), 196–203.
  30. European Commission, Study on the Impact of Marketing Through Social Media, Online Games and Mobile Applications on Children’s Behaviour, March 2016, http://ec.europa.eu/consumers/ consumer_evidence/behavioural_research/docs/final_report_impact_marketing_children_final_ version_approved_en.pdf (accessed June 17, 2017).
  31. Nancy Huehnergarth, “Water Is the Enemy, Gatorade Mobile Game Tells Youth,” Huffington Post, January 8, 2014, www.huffingtonpost.com/nancy-huehnergarth/water-is-the-enemy_b_4557456. html (accessed July 12, 2014).
  32. CityOne Game, IBM, August 10, 2010, www-01.ibm.com/software/solutions/soa/innov8/cityone/ index.jsp (accessed June 17, 2014).
  33. Oracle Cloud Stacker Case Study, Gamewheel, www.gamewheel.com/stories/oracle (accessed March 18, 2017).
  34. Tracy Tuten and Christy Ashley, “Do Social Advergames Affect Brand Attitudes and Advocacy?” Journal of Marketing Communications, 22:3 (2013), 236–55, www.tandfonline.com/doi/abs/10.1 080/13527266.2013.848821#.U8UVUpRdWSp (accessed June 20, 2017).
  35. Teresa de la Hera Conde-Pumpido, “A Conceptual Model for the Study of Persuasive Games,” Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies (2014), www.digra.org/wp-content/uploads/digital-library/paper_13.pdf (accessed March 18, 2017).
  36. Tuten and Ashley, “Do Social Advergames Affect Brand Attitudes and Advocacy?”
  37. Sara Peters and Glenn Leshner, “Get in the Game: The Effects of Game-Product Congruity and Product Placement Proximity on Game Players’ Processing of Brands Embedded in Advergames”, Journal of Advertising, 42:2–3 (2013), 113–30.
  38. Joseph Jaffe, “Advergaming Equals Attention,” iMedia Connection, May 7, 2003, www.imedia connection.com/articles/ported-articles/red-dot-articles/2003/may/advergaming-equals-attention (accessed July 3, 2017).
  39. Grant McCracken, “Who Is the Celebrity Endorser? Cultural Foundations of the Endorsement Process,” Journal of Consumer Research, 16:3 (1989), 310–21.
  40. Ibid.
  41. “Glossary”, Unfiction, www.unfiction.com/glossary (accessed July 18, 2010).
  42. David Kiley, “Advertising of, by and for the People,” BusinessWeek, July 25, 2005.
  43. Ibid.
  44. Ibid.
  45. “Glossary”, Unfiction.
  46. “Case Study: Advertising on YouTube with Top Influencers & Gaming Channels,” Mediakix, May 27, 2016, http://mediakix.com/2016/05/advertising-on-youtube-case-study-influencer... (accessed June 20, 2017).
  47. Ibid.
  48. Jonathan Ringen, “How Cult Mattress Company Casper Plans to Get You into Bed,” Fast Company, February 13, 2017, www.fastcompany.com/3067484/how-cult-mattress-company-casper-plans-to-ge... (accessed July 3, 2017).
  49. “Marriott’s New Two Bellmen Film Is Squarely Targeted at Asian Consumers,” Skift, January 18, 2017, https://skift.com/2017/01/18/marriotts-new-two-bellmen-film-is-targeted-... (accessed March 18, 2017).
  50. Mike Shields, “Kimberly Clark Scores Hit Video Series with ‘Carmilla’”, Wall Street Journal, August 29, 2016, www.wsj.com/articles/kimberly-clark-scores-hit-video-series-with-carmill... (accessed March 18, 2017).
  51. Marko Muellner, “2014: The Year of Social TV,” ClickZ, October 15, 2013, www.clickz.com/clickz/ column/2300252/2014-the-year-of-social-tv (accessed July 13, 2014).
  52. “Stirring Up Buzz: How TV Ads Are Driving Earned Media for Brands,” Nielsen, February 22, 2016, www.nielsen.com/us/en/insights/news/2016/stirring-up-buzz-how-tv-ads-are... (accessed March 18, 2017).
  53. “Fast Friends: How Brands Are Capturing the Attention of Social TV Audiences,” Nielsen, September 15, 2014, www.nielsen.com/us/en/insights/news/2014/fast-friends-how-brands-are-cap... (accessed March 18, 2017).
  54. Steven Bellman, Jennifer A. Robinson, Brooke Wooley, and Duane Varan, “The Effects of Social TV on Television Advertising Effectiveness,” Journal of Marketing Communications, 23:1 (2017), 73–91.
  55. Converse Rubber Tracks, Converse Music, www.converse-music.com/rubbertracks/?_ga=1.21382 2036.1520383848.1472562584 (accessed March 18, 2017).