參考文獻 |
Agarwal, R., & Karahanna, E. (2000). Time flies when you′re having fun: Cognitive absorption and beliefs about information technology usage. MIS Quarterly, 24(4), 665-694.
Ajzen, H., & Fishbein, M. (1980). Understanding attitudes and predicting social behavior. New York, NY: Pearson
Badrinarayanan, V. A., Sierra, J. J., & Martin, K. M. (2015). A dual identification framework of online multiplayer video games: The case of massively multiplayer online role playing games (MMORPGs). Journal of Business Research, 68(5), 1045-1052.
Bellman, S., Kemp, A., Haddad, H., & Varan, D. (2014). The effectiveness of advergames compared to television commercials and interactive commercials featuring advergames. Computers in Human Behavior, 32, 276-283.
Catalán, S., Martínez, E., & Wallace, E. (2019a). Analysing mobile advergaming effectiveness: the role of flow, game repetition and brand familiarity. Journal of Product & Brand Management, 28(4), 502-514.
Catalán, S., Martínez, E., & Wallace, E. (2019b). The role of flow for mobile advergaming effectiveness. Online Information Review, 43(7), 1228-1244.
Cauberghe, V., & De Pelsmacker, P. (2010). Advergames. Journal of Advertising, 39(1), 5-18.
Çeltek, E. (2010). Mobile advergames in tourism marketing. Journal of Vacation Marketing, 16(4), 267-281.
Chang, Y., Yan, J., Zhang, J., & Luo, J. (2010). Online in-game advertising effect: Examining the influence of a match between games and advertising. Journal of Interactive Advertising, 11(1), 63-73.
Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior, 6(6), 663-675.
Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco, CA: Jossey-Bass.
Csikszentmihalyi, M., & LeFevre, J. (1989). Optimal experience in work and leisure. Journal of Personality and Social Psychology, 56(5), 815-822.
Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York, NY: Harper & Row.
Csikszentmihalyi, M., & Csikszentmihalyi, I. S. (1992). Optimal experience: Psychological studies of flow in consciousness. New York, NY: Cambridge University Press.
Dodds, W. B., Monroe, K. B., & Grewal, D. (1991). Effects of price, brand, and store information on buyers’ product evaluations. Journal of Marketing Research, 28(3), 307-319.
Edwards, E. (2003, January 26). Plug (the product) and play. The Washington Post, p. A1.
Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50.
Gross, M. L. (2010). Advergames and the effects of game-product congruity. Computers in Human Behavior, 26(6), 1259-1265.
Grossman, S. (2005). Grand theft oreo: The constitutionality of advergame regulation. The Yale Law Journal, 115(1), 227-236.
Hair, J. F., Black, W. C., Babin, B. J., Anderson, R. E., & Tatham, R. L. (1998). Multivariate data analysis. Upper Saddle River, NJ: Prentice Hall.
Hair, J. F., Hult, G. T. M., Ringle, C., & Sarstedt, M. (2016). A primer on partial least squares structural equation modeling (PLS-SEM). New York, NY: Sage Publications.
Ham, C. D., Yoon, G., & Nelson, M. R. (2016). The interplay of persuasion inference and flow experience in an entertaining food advergame. Journal of Consumer Behaviour, 15(3), 239-250.
Harmat, L., de Manzano, Ö., Theorell, T., Högman, L., Fischer, H., & Ullén, F. (2015). Physiological correlates of the flow experience during computer game playing. International Journal of Psychophysiology, 97(1), 1-7.
Henseler, J., Hubona, G., & Ray, P. A. (2016). Using PLS path modeling in new technology research: Updated guidelines. Industrial Management & Data Systems, 116(1), 2-20.
Hernandez, M. D. (2011). A model of flow experience as determinant of positive attitudes toward online advergames. Journal of Promotion Management, 17(3), 315-326.
Hernandez, M. D., Chapa, S., Minor, M. S., Maldonado, C., & Barranzuela, F. (2004). Hispanic attitudes toward advergames: A proposed model of their antecedents. Journal of Interactive Advertising, 5(1), 74-83.
Hoffman, D. L., & Novak, T. P. (2009). Flow online: Lessons learned and future prospects. Journal of Interactive Marketing, 23(1), 23-34.
Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: Conceptual foundations. Journal of Marketing, 60(3), 50-68.
Hsu, C. L., & Lu, H. P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41(7), 853-868.
Hu, L. T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling: A Multidisciplinary Journal, 6(1), 1-55.
Jackson, S. A., & Marsh, H. W. (1996). Development and validation of a scale to measure optimal experience: The flow state scale. Journal of Sport and Exercise Psychology, 18(1), 17-35.
Jöreskog, K. G., & Sörbom, D. (1989). LISREL 7: A guide to the program and applications. Chicago, IL: Spss Inc.
Kotler, P., Keller, K. L., Ancarani, F., & Costabile, M. (2014). Marketing management 14/e. New York, NY: Pearson.
Lee, C. W., Yang, C. F., & Hung, H. C. (2017). Evaluating game-brand congruity and flow on brand personality by using gamifying learning. Eurasia Journal of Mathematics, Science and Technology Education, 13(7), 3083-3097.
Liu, C. C. (2017). A model for exploring players flow experience in online games. Information Technology & People, 30(1), 139-162.
Lu, Y., Zhou, T., & Wang, B. (2009). Exploring Chinese users’ acceptance of instant messaging using the theory of planned behavior, the technology acceptance model, and the flow theory. Computers in Human Behavior, 25(1), 29-39.
Lutz, R. J., MacKenzie, S. B., & Belch, G. E. (1983). Attitude toward the ad as a mediator of advertising effectiveness: Determinants and consequences. ACR North American Advances, 10, 532-539.
Mahnke, R., Wagner, T. M., & Benlian, A. (2012, January). Flow experience on the web: Measurement validation and mixed method survey of flow activities. 20th European Conference on Information Systems (ECIS), Barcelona: Spain.
Martí-Parreño, J., Aldas-Manzano, J., Currás-Pérez, R., & Sanchez-Garcia, I. (2013). Factors contributing brand attitude in advergames: Entertainment and irritation. Journal of Brand Management, 20(5), 374-388.
Mitchell, A. A., & Olson, J. C. (1981). Are product attribute beliefs the only mediator of advertising effects on brand attitude? Journal of Marketing Research, 18(3), 318-332.
Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing Science, 19(1), 22-42.
Okazaki, S., & Yagüe, M. J. (2012). Responses to an advergaming campaign on a mobile social networking site: An initial research report. Computers in Human Behavior, 28(1), 78-86.
Peters, S., & Leshner, G. (2013). 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), 113-130.
Procci, K., Singer, A. R., Levy, K. R., & Bowers, C. (2012). Measuring the flow experience of gamers: An evaluation of the DFS-2. Computers in Human Behavior, 28(6), 2306-2312.
Redondo, I. (2012). The effectiveness of casual advergames on adolescents′ brand attitudes. European Journal of Marketing, 46(11-12), 1671-1688.
Rettie, R. (2001). An exploration of flow during Internet use. Internet Research, 11(2), 103-113.
Roettl, J., Waiguny, M., & Terlutter, R. (2016). The persuasive power of advergames: A content analysis focusing on persuasive mechanisms in advergames. Australasian Marketing Journal (AMJ), 24(4), 275-287.
Sashi, C. (2012). Customer engagement, buyer‐seller relationships, and social media. Management Decision, 50(2), 253-272.
Siekpe, J. S. (2005). An examination of the multidimensionality of flow construct in a computer-mediated environment. Journal of Electronic Commerce Research, 6(1), 31-43.
Sreejesh, S., Anusree, M., & Ponnam, A. (2018). Does game rules work as a game changer? Analyzing the effect of rule orientation on brand attention and memory in advergames. Computers in Human Behavior, 81, 325-339.
Steffen, C., Mau, G., & Schramm-Klein, H. (2013). Who is the loser when I lose the game? Does losing an advergame have a negative impact on the perception of the brand? Journal of Advertising, 42(2-3), 183-195.
Su, Y. S., Chiang, W. L., Lee, C. T., & Chang, H. C. (2016). The effect of flow experience on player loyalty in mobile game application. Computers in Human Behavior, 63, 240-248.
Taylor, D. G., Voelker, T. A., & Pentina, I. (2011). Mobile application adoption by young adults: A social network perspective. Journal of Mobile Marketing, 6(2), 60-70.
Tina, W., & Buckner, K. (2006). Receptiveness of gamers to embedded brand messages in advergames: Attitudes towards product placement. Journal of Interactive Advertising, 7(1), 3-32.
Trevino, L. K., & Webster, J. (1992). Flow in computer-mediated communication: Electronic mail and voice mail evaluation and impacts. Communication Research, 19(5), 539-573.
Tuten, T. L., & Ashley, C. (2016). Do social advergames affect brand attitudes and advocacy? Journal of Marketing Communications, 22(3), 236-255.
Vanwesenbeeck, I., Walrave, M., & Ponnet, K. (2017). Children and advergames: The role of product involvement, prior brand attitude, persuasion knowledge and game attitude in purchase intentions and changing attitudes. International Journal of Advertising, 36(4), 520-541.
Vashisht, D., & Sreejesh, S. (2017). Effect of nature of the game on ad-persuasion in online gaming context. Internet Research, 27(1), 52-73.
Wang, J., & Wang, X. (2019). Structural equation modeling: Applications using mplus. New York, NY: John Wiley & Sons.
Wanick, V., Stallwood, J., Ranchhod, A., & Wills, G. (2018). Can visual familiarity influence attitudes towards brands? An exploratory study of advergame design and cross-cultural consumer behaviour. Entertainment Computing, 27, 194-208.
Webster, J., Trevino, L. K., & Ryan, L. (1993). The dimensionality and correlates of flow in human-computer interactions. Computers in Human Behavior, 9(4), 411-426.
Wilkie, W. (1986). Consumer behavior. New York, NY: John Wiley & Sons.
Wise, K., Bolls, P. D., Kim, H., Venkataraman, A., & Meyer, R. (2008). Enjoyment of advergames and brand attitudes: The impact of thematic relevance. Journal of Interactive Advertising, 9(1), 27-36.
Yang, M., Roskos-Ewoldsen, D. R., Dinu, L., & Arpan, L. M. (2006). The effectiveness of“in-game”advertising: Comparing college students’explicit and implicit memory for brand names. Journal of Advertising, 35(4), 143-152.
Yeu, M., Yoon, H. S., Taylor, C. R., & Lee, D. H. (2013). Are banner advertisements in online games effective? Journal of Advertising, 42(2-3), 241-250.
Zhao, Z., & Renard, D. (2018). Viral promotional advergames: How intrinsic playfulness and the extrinsic value of prizes elicit behavioral responses. Journal of Interactive Marketing, 41, 94-103. |