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The Netvertising Image Netvertising Image Communication Model NICM and Construct Definition
Intermedia Effects for AppropriateInappropriate Print and Internet Stimuli
A Survey of Measures Evaluating Advertising Effectiveness Based on Users Web Activity
Important Elements of Internet Advertising
Rethinking Interactivity What It Means and Why It May Not Always Be Beneficial
Measures of Perceived Interactivity An Exploration of the Role of Direction of Communication User Control and Time in Shaping Perceptions of Int...
Impact of 3D Advertising on Product Knowledge Brand Attitude and Purchase Intention The Mediating Role of Presence
CategoryBased Selection of Online Affiliates
Other New Media Ad Forms
Mobile Advertising A Research Agenda
Mobile Promotional Communication and Machine Persuasion A New Paradigm for Source Effects?
Brand Recall in the Advergaming Environment A CrossCountry Comparison
Advergame Playing Motivations and Effectiveness A Uses and Gratifications Perspective
The Future of Consumer Decision Making in the Age of New Media Promotions and Advertising
Managing the Power of Curiosity for Effective Web Advertising Strategies
Banners PopUps and Online Sponsorship
Banner Advertisement Pricing Measurement and Pretesting Practices Perspectives from Interactive Agencies
Forced Exposure and Psychological Reactance Antecedents and Consequences of the Perceived Intrusiveness of PopUp Ads
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3-D advertising active control adver advergame playing advertising effectiveness Advertising Research affiliate assess audience banner ads behavior Biocca brand attitude brand recall browser CD CD click-through click-through rates cognitive Computer-Mediated Communication concept Consumer Research credibility dimensions e-commerce e-mail entertainment environment Evaluation example exposure factor forced exposure Forrester Research Hoffman and Novak hypotheses identified indicate Internet advertising Journal of Advertising Journal of Consumer knowledge gap manipulation mass media measures media types medium messages metric mobile advertising mobile devices mobile phone mobile promotion motivations netvertising no-cue participants perceived interactivity percent players playing advergames pop-up ads potential presented pretest product categories product knowledge product placement purchase intention racing game radio reactance relationship responses South Korea specific stimuli sumer Telepresence television tion tive traditional media two-way communication unique visitors variables virtual experience