- 요약
- 1. 연구의 배경과 목적
- 2. 문헌 연구
- 1) 광고게임의 보급 (prevalence) 과 효과
- 2) 광고게임효과의 주요인들

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https://www.riss.kr/link?id=A60207468
2012
Korean
326
KCI등재
학술저널
83-106(24쪽)
4
0
상세조회0
다운로드목차 (Table of Contents)
참고문헌 (Reference)
1 문영숙, "텔레비전 광고의 미세자막(fine Print)분석 연구" 한국광고학회 15 (15): 53-71, 2004
2 이은주, "온라인 게임 내 광고 (PPG)에 대한 효과 연구- 게임에 대한 몰입 및 브랜드 배치에 따른 -" 한국옥외광고학회 6 (6): 77-99, 2009
3 장동련, "브랜디드 엔터테인먼트로서 온라인 애드버게임(Advergame)의 효용성 연구" 한국기초조형학회 8 (8): 13-29, 2007
4 안순태, "광고게임(Advergame)의 설득의도에 대한 어린이의 이해와 광고게임에 관한 교육 프로그램의 효과" 한국광고학회 22 (22): 29-50, 2011
5 김효규, "게임내 간접광고(PPL)가 브랜드 회상과 인에 미치는 효과" 한국광고학회 20 (20): 205-219, 2009
6 Shapiro, S., "When an ad's influence is beyond our conscious control: perceptual and conceptual frequency effects caused by incidental ad exposure" 26 (26): 16-36, 1999
7 Reena, J., "Visa's virtual olympic challenge"
8 Phelps, J. E., "Viral marketing or electronic word-of-mouth advertising: Examining consumer responses and motivations to pass along email" 44 (44): 333-348, 2004
9 Pempek, T. A., "Tipping the balance: Use of advergames to promote consumption of nutritious foods and beverages by low-income african american children" 163 (163): 633-637, 2009
10 Moore, E. S., "The online marketing of food to children: is it just fun and games?" 26 (26): 202-220, 2007
1 문영숙, "텔레비전 광고의 미세자막(fine Print)분석 연구" 한국광고학회 15 (15): 53-71, 2004
2 이은주, "온라인 게임 내 광고 (PPG)에 대한 효과 연구- 게임에 대한 몰입 및 브랜드 배치에 따른 -" 한국옥외광고학회 6 (6): 77-99, 2009
3 장동련, "브랜디드 엔터테인먼트로서 온라인 애드버게임(Advergame)의 효용성 연구" 한국기초조형학회 8 (8): 13-29, 2007
4 안순태, "광고게임(Advergame)의 설득의도에 대한 어린이의 이해와 광고게임에 관한 교육 프로그램의 효과" 한국광고학회 22 (22): 29-50, 2011
5 김효규, "게임내 간접광고(PPL)가 브랜드 회상과 인에 미치는 효과" 한국광고학회 20 (20): 205-219, 2009
6 Shapiro, S., "When an ad's influence is beyond our conscious control: perceptual and conceptual frequency effects caused by incidental ad exposure" 26 (26): 16-36, 1999
7 Reena, J., "Visa's virtual olympic challenge"
8 Phelps, J. E., "Viral marketing or electronic word-of-mouth advertising: Examining consumer responses and motivations to pass along email" 44 (44): 333-348, 2004
9 Pempek, T. A., "Tipping the balance: Use of advergames to promote consumption of nutritious foods and beverages by low-income african american children" 163 (163): 633-637, 2009
10 Moore, E. S., "The online marketing of food to children: is it just fun and games?" 26 (26): 202-220, 2007
11 Nordhielm, C., "The influence of level of processing on advertising repetition effects" 29 (29): 371-382, 2002
12 Quilliam, E. T., "The impetus for (an limited power of) business self-regulation: The example of advergames" 45 (45): 224-247, 2011
13 Mallinckrodt, V., "The effects of playing an advergame on young children's perceptions, preferences, and requests" 36 (36): 87-100, 2007
14 Yang, M., "The effectiveness of ‘in-game’ advertising" 35 (35): 143-152, 2006
15 Chiu, H. -C., "The determinants of email receivers' disseminating behaviors on the Internet" 47 (47): 524-534, 2007
16 Hofmeister-Toth, A., "The content analysis of advergames in Hungary" 14 (14): 289-303, 2011
17 Stafford, M. R., "Tangibility in services advertising: An investigation of verbal versus visual cues" 25 (25): 13-28, 1996
18 Perreault, W. D., "Reliability of nominal data based on qualitative judgements" 26 (26): 135-148, 1989
19 Nelson, M. R., "Recall of brand placements in computer/video games" 42 (42): 80-92, 2002
20 Janiszewski, C., "Preattentive mere exposure effects" 20 (20): 376-392, 1993
21 Lee, M., "Playing with content analysis of food advergames" 43 (43): 129-154, 2009
22 "Nielsen Media Research"
23 Sung, Y., "New brand worlds: College student consumer attitudes toward brand placement in films, television shows, songs, and video games" 14 (14): 85-101, 2008
24 Lynch, J. G., "Memory and attentional factors in consumer choice: Concepts and research methods" 9 (9): 18-37, 1982
25 Lee, M., "Leading national advertisers' uses of advergames" 30 (30): 1-13, 2008
26 Subramani, M., "Knowledge-sharing and influence in online social networks via viral marketing" 46 (46): 300-307, 2003
27 Weber, K., "Internet food marketing strategies aimed at children and adolescents: A content of analysis of food and beverage brand web sites" 106 (106): 1463-1466, 2006
28 Adweek Media, "Game on! The action-packed world of videogame advertising"
29 Grigorovici, D. M., "Experiencing interactive advertising beyond rich media: impacts of ad type on brand effectiveness in 3D gaming immersive virtual environments" 5 (5): 31-53, 2004
30 Nelson, M. R., "Examining the influence of telepresence on spectator and player processing of real and fictitious brands in a computer game" 35 (35): 87-99, 2006
31 Wise, K., "Enjoyment of advergames and brand attitudes: The impact of thematic relevance" 9 (9): 27-36, 2008
32 van Reijmersdal, E. A., "Effects of prominence, involvement, and persuasion knowledge on children's cognitive and affective responses to advergames" 26 (26): 33-42, 2012
33 Lee, M., "Effects of product placement in online games on brand memory: a perspective of limited-capacity model of attention" 36 (36): 75-90, 2007
34 Dobele, A., "Controlled infection! Spreading the brand message through viral marketing" 48 (48): 143-149, 2005
35 Culp, J., "Characteristics of food industry web sites and "advergames" targeting children" 42 (42): 197-201, 2010
36 Chen, J., "Can advergaming be the future of interactive advertising?"
37 Dias, M., "Can advergames boost children's healthier eating habits? A comparison between healthy and non-healthy food" 10 (10): 152-160, 2011
38 Balasubramanian, S. K., "Audience response to product placements: An integrative framework and future research agenda" 35 (35): 115-141, 2006
39 Kahneman, D., "Attention and effort" Prentice Hall 1973
40 Cutler, B. D., "Analysis of print ad features: Services versus products" 62-69, 1993
41 Abernethy, A. M., "Advertising information: Services versus products" 68 (68): 398-419, 1992
42 Santos, E., "Advergames: overview" 1 (1): 203-208, 2007
43 Cauberghe, V., "Advergames: The impact of brand prominence and game repetition on brand responses" 39 (39): 5-18, 2010
44 Gross, M. L., "Advergames and the effects of game-product congruity" 26 (26): 1259-1265, 2010
45 Bang, H-K., "A comparison of services advertising strategies used in US and Korean magazine ads: A content analysis" 16 (16): 443-459, 2002
46 한국 콘텐츠 진흥원, "2011년 게임이용자 실태조사 보고서" 2011
1인 창조기업의 광고콘텐츠산업 적용에 관한 연구 : 기술 및 경영 자원 요인을 중심으로
대한항공 ‘우리에게만 있는 나라’ 캠페인 사례연구 - ‘참여가변형 플랫폼’과 360˚ 브랜딩 캠페인 -
학술지 이력
| 연월일 | 이력구분 | 이력상세 | 등재구분 |
|---|---|---|---|
| 2026 | 평가예정 | 재인증평가 신청대상 (재인증) | |
| 2020-01-01 | 평가 | 등재학술지 유지 (재인증) | ![]() |
| 2017-01-01 | 평가 | 등재학술지 유지 (계속평가) | ![]() |
| 2013-01-01 | 평가 | 등재학술지 유지 (등재유지) | ![]() |
| 2010-01-01 | 평가 | 등재학술지 유지 (등재유지) | ![]() |
| 2008-01-01 | 평가 | 등재학술지 유지 (등재유지) | ![]() |
| 2006-01-01 | 평가 | 등재학술지 유지 (등재유지) | ![]() |
| 2003-01-01 | 평가 | 등재학술지 선정 (등재후보2차) | ![]() |
| 2002-01-01 | 평가 | 등재후보 1차 PASS (등재후보1차) | ![]() |
| 2000-07-01 | 평가 | 등재후보학술지 선정 (신규평가) | ![]() |
학술지 인용정보
| 기준연도 | WOS-KCI 통합IF(2년) | KCIF(2년) | KCIF(3년) |
|---|---|---|---|
| 2016 | 1.84 | 1.84 | 1.65 |
| KCIF(4년) | KCIF(5년) | 중심성지수(3년) | 즉시성지수 |
| 1.75 | 1.69 | 2.705 | 0.43 |