Research Article
BibTex RIS Cite

THE ROLE OF ADVERGAME PERCEPTION ON ATTITUDE AND BEHAVIOR INTENTION

Year 2019, Volume: 7 Issue: 2, 1341 - 1371, 30.09.2019
https://doi.org/10.19145/e-gifder.562486

Abstract

In recent
years, entertainment-centered advertising has been used to capture young consumers
in particular. There are also adver games among the practices that bring together
brands with entertainment. Advergame, which are prepared on the basis of video
games, are impressive advertising practices designed for a single brand. Since
it was designed by combining entertainment with the brand in the center, it
attracts the attention of today's digital consumers. However, although the adver
games have video game features, as a result it is an ad practice. Therefore, it
is estimated that the perception of consumers regarding advergame in the context
of game-advertising duality will affect their attitude towards the game and the
brand, and thus the behavior intention towards the brand. This study aims to reveal
the relationship between the perception of advergame, game-brand attitude and the
behavior intention towards the brand, since there are no studies dealing with this
issue in the literature. The results of a semi-experimental study with 620
people aged 18-24 who play video games Show that the advergame is perceived as
a game, although it is known that the ads are designed for a commercial purpose.
It was determined that the perception of the player, regardless of what it was,
did not affect the attitude towards the advergame and brand and behavior
intention toward the brand.

References

  • Ajzen, I. (1991). “The Theory of Planned Behavior”, Organizational Behavior and Human Decision Processes, 50, s.179-211.Aktaş, H., Akyol, A.Ç. ve Akyol, M. (2010). “Yeni Reklam Aracı Olarak Oyun Reklamın Çocuklar Üzerindeki Etkisi”, E-Journal of New World Sciences Academy, 5(4), s.652-672.Akyol, M. (2010). “Marka İletişim Aracı Olarak Oyun Reklam: Marka Farkındalığı Oluşturma Rolü Üzerine Bir Çalışma”, Yayınlanmamış Doktora Tezi, Sosyal Bilimler Enstitüsü, Konya: Selçuk Üniversitesi.An, S. ve Stern, S. (2011). “Mitigating The Effects of Advergames on Children”, Journal of Advertising, 40(1), s.43-56.Batı, U. ve Atıcı, B. (2010). “The Effects of Advergames Towards Brand Attitudes on Turkish Youth”, EDULEARN10 Conference, 5-7 Temmuz, Barcelona, Spain, s. 2951-2956.Bellman, S.; Kemp, A.; Haddad, H. ve Varan, D. (2014). “The Effectiveness of Advergames Compared to Television Commercials and Interactive Commercials Featuring Advergames”, Computers in Human Behavior, 32, s.276-283.Cauberghe, V. ve Pelsmacker, P.D. (2010). “Advergames: The Impact of Brand Prominence and Game Repetition on Brand Responses”. The Journal of Advertising, 39(1), s. 5-18.Chen, J. ve Ringel, M. (2001). “Can Advergaming Be The Future of Interactive Advertising?”. http://www.kpe.com, Erişim Tarihi:18.12.2011.D’Astous A. ve Seguin, N.(1999). “Consumer Reactions to Product Placement Strategies in Television Sponsorship”, European Journal of Marketing, 33(9/10), s.896-910.Friestad, M. ve Wright, P. (1994). “The Persuasion Knowledge Model: How People Cope With Persuasion Attempts”, Journal of Consumer Research, 21(1), s.1-31.Grigorovici, D. M., ve Constantin, C. D. (2004). Experiencing Interactive Advertising Beyond Rich Media: Impacts of Ad Type and Presence on Brand Effectiveness In 3D Gaming Immersive Virtual Environments, Journal of Interactive Advertising, 5(1), s.31-53.Hair, J.F.Jr., Anderson, R.E., Tahtam, R.L. ve Black, W.C. (1995). Multivariate Data Analysis with Readings. New Jersey: Prentice Hall Inc.Hernandez, M. D., & Chapa, S. (2010). “Adolescents, Advergames and Snack Foods: Effects of Positive Affect and Experience on Memory and Choice”, Journal of Marketing Communications, 16(1-2), s.59-68. Hernandez, M.D., Chapa, S., Minor, M.S., Maldonado, C.ve Barranzuela, F. (2004). “Hispanic Attitudes Toward Advergames: A Proposed Model of Their Antecedents”, Journal of Interactive Advertising, 5(1), s.74-83.Hudson, S. ve Hudson, D. (2006). “Branded Entertainment: A New Advertising Technique or Product Placement in Disguise?”, Journal of Marketing Management, 22(5-6), s.489-504.Jung, J., Min, K.S. ve Kellaris, J.J. (2011).”The Games People Play: How The Entertainment Value of Online Ads Helps or Harms Persuasion”, Psychology&Marketing, 28(7), s.661-681.Kinard, B.R. ve Hartman, K.B. (2013). “Are You Entertained? The Impact of Brand Integration and Brand Experience in Television-Related Advergames”, Journal of Advertising, 42(2-3), s.196-203.Kretchmer S.B. (2004). “Advertainment: The Evolution of Product Placement as A Mass Media Marketing Strategy. In Handbook of Product Placement in the Mass Media: New Strategies in Marketing Theory, Practice, Trends and Ethics. (Edt.), M. Galician. NY: Haworth Press, s.37-54.Lai, M. ve Huang, Y.S. (2011). “Can Learning Theoretical Approaches Illuminate The Ways in Which Advertising Games Effect Attitude, Recall And Purchase Intention”, International Journal of Electronic Business Management, 9(4), 368-380. Lee, M., ve Youn, S. (2008). “Leading National Advertisers' Use of Advergames”, Journal of Current Issues and Research in Advertising, 5, Fall, s. 3-21.Mallinckrodt, V.ve Mizerski,D. (2007). “The Effects of Playing An Advergame on Young Children’s Perceptions, Preferences and Requests”, Journal of Advertising, 36(2), s.87-100.MacKenzie, S. B., Lutz, R. J., ve Belch, G. E. (1986). “The Role of Attitude Toward The Ad as A Mediator of Advertising Effectiveness: A Test of Competing Explanations”, Journal of Marketing Research, 23, s.130–143.Muehling, D.D. ve Laczniak, R.N. (1988). “Advertising's Immediate and Delayed Influence on Brand Attitudes: Considerations Across Message Involvement Levels”, Journal of Advertising, 17(4), s.23-34.Nelson, M.R. ve Waiguny, M. (2012). Psychological Processing of In-Game Advertising and Advergaming: Branded Entertainment or Entertaining Persuasion?.The Psychology Of Entertainment Media: Blurring The Lines Between Entertainment And Persuasion. (Edt). L.J.Shrum. New York: Taylor & Francis Group, s. 93-144Nelson, M.R., Keum, H. ve Yaros, Ronald, A. (2004). “Advertainment or Adcreep Game Players’ Attitudes Toward Advertising and Product Placements in Computer Games”, Journal of Interactive Advertising, 5(1), s.3-21 Nelson, M. R. (2002). Recall of Brand Placements in Computer/Video Games, Journal Of Advertising Research, 42(2), s.80-92.Nunnally, J.C.Jr. (1970). Introduction to Psychological Measurement. New York: Mcgraw-HillObermiller, C., Spangenberg, E.ve MacLachlan, D. L. (2005). “Ad Skepticism The Consequences of Disbelief”, Journal of Advertising, 34(3), s.7-17.Purswani, G. (2010). “Advergames, Their Use and The Potential Regulation”, Asia Pacific Relations Journal, 11, s.57-63Ravaja, N., Salminen, M., Holopainen, J., Saari, T., Laarni, J., ve Jearvinen, A. (2004). “Emotional Response Patterns and Sense of Presence During Video Games: Potential Criterion Variables For Game Design”, In Proceedings of The Third Nordic Conference on Human-Computer Interaction, s. 339-347.Reijmersdal, E. A.; Lammers, N.; Rozendaal, E. ve Buijzen, M. (2015). “Disclosing The Persuasive Nature of Advergames: Moderation Effects of Mood on Brand Responses Via Persuasion Knowledge”, International Journal of Advertising, 34(1), s.70-84.Reijmersdal, E.A., Rozendal, E. ve Buijzen, M. (2012). “Effects of Prominence, Involvement and Persuasion Knowledge on Children’s Cognitive and Affective Responses To Advergames”, Journal of Interactive Marketing, 26 (1), s.33-42.Rifon, N.J.;Taylor Quilliam, E., Paek; H.J.; Weatherspoon, L.J.; Kim, S.K. ve Smreker, K.C.. (2014). “Age-Dependent Effects of Food Advergame Brand Integration and Interactivity, International Journal of Advertising, 33(3),s. 475-508.Santos, E., Gonzalo, R. ve Gisbert, F. (2007). “Advergames: Overview”, International Journal Information Technologies and Knowledge, 1, s.203-208.Spears, N. ve Singh, S.N. (2004). “Measuring Attitude Toward the Brand and Purchase Intentions”, Journal of Current Issues and Research in Advertising, 26,(2), Fall.Te’eni-harari, T.; Lehman-Wilzig, S. ve S. Lampert. (2009). The Importance of Product Involvement For Predicting Advertising Effectiveness Among Young People”, International Journal of Advertising, 28(2), s. 203-229.Vanwesenbeeck, I., Walrave, M. Ve 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), s.520-541.Van Reijmersdal, E.; Rozendaal, E ve Buijzen, M. (2012). “Effect of Prominence, Involvement and Persuasion Knowledge on Children’s Cognitive and Affective Responses to Advergames”, Journal of Interactive Marketing, 26,s.33-42.Vashisht, D. ve Royne, M. B. (2016). “Advergame Speed Influence and Brand Recall:The Moderating Effects of Brand Placement Strength and Gamers' Persuasion Knowledge”, Computers in Human Behavior, 63, s.162-169.Vashisht, D.ve Sreejesh, S. (2015). Impact of Nature of Advergames on Brand Recall and Brand Attitude Among Young Indian Gamers: M Roles Of Game-Product Congruence and Persuasion Knowledge, Young Consumers, 16(4), s.454-467.Waiguny, M., Nelson, M.R. ve Marko, B. (2013). “How Advergame Content Influences Explicit and Implicit Brand Attitudes: When Violence Spills Over”, Journal of Advertising,42(2-3), s.155-169.Waiguny, M. K.; Nelson, M. R. ve Terlutter, R. (2012). “Entertainment Matters! The Relationship Between Challenge and Persuasiveness of An Advergame for Children”, Journal of Marketing Communications, 18(1), s.69-89.Waiguny, M. ve Terlutter, R. (2011). “Differences in Children’s Processing of Advergames and TV Commercials”, Advances in Advertising Research, 2, s.35-51.Ward, J.C. ve Hill, R.P. (1991). “Designing Effective Promotional Games: Opportunities and Problems”, Journal of Advertising, 20(3), s.69-81.Wise, K., Bolls, P.D., Kim, H., Venkataraman, A. ve Meyer, R. (2008). “Enjoyment of Advergames and Brand Attitudes: The Impact of Thematic Relevance”, Journal of Interactive Advertising, 9(1), s.27-36.Winkler, T. ve Buckner, K. (2006). “Receptiveness of Gamers to Embedded Brand Messages in Advergames: Attitudes Towards Product Placement”, Journal of Interactive Advertising, 7(1), s.37-46.Wise, K., Bolls, P.D., Kim, H., Venkataraman, A. ve Meyer, R. (2008). “Enjoyment of Advergames and Brand Attitudes: The Impact of Thematic Relevance”, Journal of Interactive Advertising, 9(1),s. 27-36.Wright, P., Friestad, M.ve Boush, D.M. (2005). “The Development of Marketplace Persuasion Knowledge in Children, Adolescents and Young Adults, Journal of Public Policy and Marketing, 24(2), s. 222-233.

TUTUM VE DAVRANIŞ NİYETİ ÜZERİNDE OYUN REKLAM ALGISININ ROLÜ

Year 2019, Volume: 7 Issue: 2, 1341 - 1371, 30.09.2019
https://doi.org/10.19145/e-gifder.562486

Abstract

Teknolojik gelişmeler ve bu gelişmelerle birlikte farklı unsurların
etkisiyle tüketici özelliklerinde yaşanan değişimler, reklamcılık sektörünü
tüketici ya da müşterilerine ulaşmak için farklı iletişim çalışmalarına ve
kanallara yönlendirmiştir. Özellikle genç tüketicileri yakalayabilmek için son
yıllarda eğlence merkezli reklamcılık çalışmaları kullanılmaktadır. Eğlence
içerikli uygulamalarla markaların bir araya getirilerek yapılan çalışmalar
arasında oyun reklamlar da bulunmaktadır. Her geçen gün farklı tasarım ve gerçeklik
algısı özellikleriyle video oyunlar temelinde hazırlanan oyun reklamlar, bir
tek marka için özel olarak tasarlanan etkileyici reklam çalışmalarıdır.
Merkezinde eğlenceyle markayı birleştirerek tasarlandığı için, özellikle
günümüzün dijital tüketicilerin ilgisini çekmektedir. Tüketici oyuncuları
kendisine çekmesi, günümüzün dijital gelişmelerine uygun olması, dolayısıyla
reklam verenlerin de bu uygulamaları kullanmaya yönelmesi, akademik
çalışmaların da bu uygulamaların etkisini farklı açılardan incelemeye
yöneltmiştir.  Ancak oyun reklamlar video oyun özelliklerine sahip
olmasına rağmen, sonuç olarak bir reklam uygulamasıdır. Dolayısıyla
tüketicilerin oyun-reklam ikililiği çerçevesinde oyun reklamla ilgili sahip
olduğu algının, oyuna ve markaya yönelik tutumunu, dolayısıyla markaya yönelik
davranış niyetini farklı etkileyeceği tahmin edilmektedir. Literatürde bu
konuyu ele alan herhangi bir çalışmaya rastlanmadığı için bu çalışma, oyun
reklam algısı, oyun-marka tutumu ve markaya yönelik davranış niyeti arasındaki
ilişkiyi ortaya çıkarmayı amaçlamaktadır. Video oyun oynayan 18-24 yaş arası
620 kişiyle yapılan yarı deneysel çalışma sonucunda elde edilen sonuçlar, oyun
reklamların ticari bir amaç için tasarlandığı bilincine sahip olunsa da oyun
olarak algılandığını göstermektedir. Ne olduğu fark etmeksizin oyuncunun sahip
olduğu bu algının, oyuna ve markaya yönelik tutumla markaya yönelik davranış
niyetini etkilemediği belirlenmiştir

References

  • Ajzen, I. (1991). “The Theory of Planned Behavior”, Organizational Behavior and Human Decision Processes, 50, s.179-211.Aktaş, H., Akyol, A.Ç. ve Akyol, M. (2010). “Yeni Reklam Aracı Olarak Oyun Reklamın Çocuklar Üzerindeki Etkisi”, E-Journal of New World Sciences Academy, 5(4), s.652-672.Akyol, M. (2010). “Marka İletişim Aracı Olarak Oyun Reklam: Marka Farkındalığı Oluşturma Rolü Üzerine Bir Çalışma”, Yayınlanmamış Doktora Tezi, Sosyal Bilimler Enstitüsü, Konya: Selçuk Üniversitesi.An, S. ve Stern, S. (2011). “Mitigating The Effects of Advergames on Children”, Journal of Advertising, 40(1), s.43-56.Batı, U. ve Atıcı, B. (2010). “The Effects of Advergames Towards Brand Attitudes on Turkish Youth”, EDULEARN10 Conference, 5-7 Temmuz, Barcelona, Spain, s. 2951-2956.Bellman, S.; Kemp, A.; Haddad, H. ve Varan, D. (2014). “The Effectiveness of Advergames Compared to Television Commercials and Interactive Commercials Featuring Advergames”, Computers in Human Behavior, 32, s.276-283.Cauberghe, V. ve Pelsmacker, P.D. (2010). “Advergames: The Impact of Brand Prominence and Game Repetition on Brand Responses”. The Journal of Advertising, 39(1), s. 5-18.Chen, J. ve Ringel, M. (2001). “Can Advergaming Be The Future of Interactive Advertising?”. http://www.kpe.com, Erişim Tarihi:18.12.2011.D’Astous A. ve Seguin, N.(1999). “Consumer Reactions to Product Placement Strategies in Television Sponsorship”, European Journal of Marketing, 33(9/10), s.896-910.Friestad, M. ve Wright, P. (1994). “The Persuasion Knowledge Model: How People Cope With Persuasion Attempts”, Journal of Consumer Research, 21(1), s.1-31.Grigorovici, D. M., ve Constantin, C. D. (2004). Experiencing Interactive Advertising Beyond Rich Media: Impacts of Ad Type and Presence on Brand Effectiveness In 3D Gaming Immersive Virtual Environments, Journal of Interactive Advertising, 5(1), s.31-53.Hair, J.F.Jr., Anderson, R.E., Tahtam, R.L. ve Black, W.C. (1995). Multivariate Data Analysis with Readings. New Jersey: Prentice Hall Inc.Hernandez, M. D., & Chapa, S. (2010). “Adolescents, Advergames and Snack Foods: Effects of Positive Affect and Experience on Memory and Choice”, Journal of Marketing Communications, 16(1-2), s.59-68. Hernandez, M.D., Chapa, S., Minor, M.S., Maldonado, C.ve Barranzuela, F. (2004). “Hispanic Attitudes Toward Advergames: A Proposed Model of Their Antecedents”, Journal of Interactive Advertising, 5(1), s.74-83.Hudson, S. ve Hudson, D. (2006). “Branded Entertainment: A New Advertising Technique or Product Placement in Disguise?”, Journal of Marketing Management, 22(5-6), s.489-504.Jung, J., Min, K.S. ve Kellaris, J.J. (2011).”The Games People Play: How The Entertainment Value of Online Ads Helps or Harms Persuasion”, Psychology&Marketing, 28(7), s.661-681.Kinard, B.R. ve Hartman, K.B. (2013). “Are You Entertained? The Impact of Brand Integration and Brand Experience in Television-Related Advergames”, Journal of Advertising, 42(2-3), s.196-203.Kretchmer S.B. (2004). “Advertainment: The Evolution of Product Placement as A Mass Media Marketing Strategy. In Handbook of Product Placement in the Mass Media: New Strategies in Marketing Theory, Practice, Trends and Ethics. (Edt.), M. Galician. NY: Haworth Press, s.37-54.Lai, M. ve Huang, Y.S. (2011). “Can Learning Theoretical Approaches Illuminate The Ways in Which Advertising Games Effect Attitude, Recall And Purchase Intention”, International Journal of Electronic Business Management, 9(4), 368-380. Lee, M., ve Youn, S. (2008). “Leading National Advertisers' Use of Advergames”, Journal of Current Issues and Research in Advertising, 5, Fall, s. 3-21.Mallinckrodt, V.ve Mizerski,D. (2007). “The Effects of Playing An Advergame on Young Children’s Perceptions, Preferences and Requests”, Journal of Advertising, 36(2), s.87-100.MacKenzie, S. B., Lutz, R. J., ve Belch, G. E. (1986). “The Role of Attitude Toward The Ad as A Mediator of Advertising Effectiveness: A Test of Competing Explanations”, Journal of Marketing Research, 23, s.130–143.Muehling, D.D. ve Laczniak, R.N. (1988). “Advertising's Immediate and Delayed Influence on Brand Attitudes: Considerations Across Message Involvement Levels”, Journal of Advertising, 17(4), s.23-34.Nelson, M.R. ve Waiguny, M. (2012). Psychological Processing of In-Game Advertising and Advergaming: Branded Entertainment or Entertaining Persuasion?.The Psychology Of Entertainment Media: Blurring The Lines Between Entertainment And Persuasion. (Edt). L.J.Shrum. New York: Taylor & Francis Group, s. 93-144Nelson, M.R., Keum, H. ve Yaros, Ronald, A. (2004). “Advertainment or Adcreep Game Players’ Attitudes Toward Advertising and Product Placements in Computer Games”, Journal of Interactive Advertising, 5(1), s.3-21 Nelson, M. R. (2002). Recall of Brand Placements in Computer/Video Games, Journal Of Advertising Research, 42(2), s.80-92.Nunnally, J.C.Jr. (1970). Introduction to Psychological Measurement. New York: Mcgraw-HillObermiller, C., Spangenberg, E.ve MacLachlan, D. L. (2005). “Ad Skepticism The Consequences of Disbelief”, Journal of Advertising, 34(3), s.7-17.Purswani, G. (2010). “Advergames, Their Use and The Potential Regulation”, Asia Pacific Relations Journal, 11, s.57-63Ravaja, N., Salminen, M., Holopainen, J., Saari, T., Laarni, J., ve Jearvinen, A. (2004). “Emotional Response Patterns and Sense of Presence During Video Games: Potential Criterion Variables For Game Design”, In Proceedings of The Third Nordic Conference on Human-Computer Interaction, s. 339-347.Reijmersdal, E. A.; Lammers, N.; Rozendaal, E. ve Buijzen, M. (2015). “Disclosing The Persuasive Nature of Advergames: Moderation Effects of Mood on Brand Responses Via Persuasion Knowledge”, International Journal of Advertising, 34(1), s.70-84.Reijmersdal, E.A., Rozendal, E. ve Buijzen, M. (2012). “Effects of Prominence, Involvement and Persuasion Knowledge on Children’s Cognitive and Affective Responses To Advergames”, Journal of Interactive Marketing, 26 (1), s.33-42.Rifon, N.J.;Taylor Quilliam, E., Paek; H.J.; Weatherspoon, L.J.; Kim, S.K. ve Smreker, K.C.. (2014). “Age-Dependent Effects of Food Advergame Brand Integration and Interactivity, International Journal of Advertising, 33(3),s. 475-508.Santos, E., Gonzalo, R. ve Gisbert, F. (2007). “Advergames: Overview”, International Journal Information Technologies and Knowledge, 1, s.203-208.Spears, N. ve Singh, S.N. (2004). “Measuring Attitude Toward the Brand and Purchase Intentions”, Journal of Current Issues and Research in Advertising, 26,(2), Fall.Te’eni-harari, T.; Lehman-Wilzig, S. ve S. Lampert. (2009). The Importance of Product Involvement For Predicting Advertising Effectiveness Among Young People”, International Journal of Advertising, 28(2), s. 203-229.Vanwesenbeeck, I., Walrave, M. Ve 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), s.520-541.Van Reijmersdal, E.; Rozendaal, E ve Buijzen, M. (2012). “Effect of Prominence, Involvement and Persuasion Knowledge on Children’s Cognitive and Affective Responses to Advergames”, Journal of Interactive Marketing, 26,s.33-42.Vashisht, D. ve Royne, M. B. (2016). “Advergame Speed Influence and Brand Recall:The Moderating Effects of Brand Placement Strength and Gamers' Persuasion Knowledge”, Computers in Human Behavior, 63, s.162-169.Vashisht, D.ve Sreejesh, S. (2015). Impact of Nature of Advergames on Brand Recall and Brand Attitude Among Young Indian Gamers: M Roles Of Game-Product Congruence and Persuasion Knowledge, Young Consumers, 16(4), s.454-467.Waiguny, M., Nelson, M.R. ve Marko, B. (2013). “How Advergame Content Influences Explicit and Implicit Brand Attitudes: When Violence Spills Over”, Journal of Advertising,42(2-3), s.155-169.Waiguny, M. K.; Nelson, M. R. ve Terlutter, R. (2012). “Entertainment Matters! The Relationship Between Challenge and Persuasiveness of An Advergame for Children”, Journal of Marketing Communications, 18(1), s.69-89.Waiguny, M. ve Terlutter, R. (2011). “Differences in Children’s Processing of Advergames and TV Commercials”, Advances in Advertising Research, 2, s.35-51.Ward, J.C. ve Hill, R.P. (1991). “Designing Effective Promotional Games: Opportunities and Problems”, Journal of Advertising, 20(3), s.69-81.Wise, K., Bolls, P.D., Kim, H., Venkataraman, A. ve Meyer, R. (2008). “Enjoyment of Advergames and Brand Attitudes: The Impact of Thematic Relevance”, Journal of Interactive Advertising, 9(1), s.27-36.Winkler, T. ve Buckner, K. (2006). “Receptiveness of Gamers to Embedded Brand Messages in Advergames: Attitudes Towards Product Placement”, Journal of Interactive Advertising, 7(1), s.37-46.Wise, K., Bolls, P.D., Kim, H., Venkataraman, A. ve Meyer, R. (2008). “Enjoyment of Advergames and Brand Attitudes: The Impact of Thematic Relevance”, Journal of Interactive Advertising, 9(1),s. 27-36.Wright, P., Friestad, M.ve Boush, D.M. (2005). “The Development of Marketplace Persuasion Knowledge in Children, Adolescents and Young Adults, Journal of Public Policy and Marketing, 24(2), s. 222-233.
There are 1 citations in total.

Details

Primary Language Turkish
Journal Section Articles
Authors

Yasemin Bozkurt 0000-0001-8183-0337

Publication Date September 30, 2019
Submission Date May 9, 2019
Published in Issue Year 2019 Volume: 7 Issue: 2

Cite

APA Bozkurt, Y. (2019). TUTUM VE DAVRANIŞ NİYETİ ÜZERİNDE OYUN REKLAM ALGISININ ROLÜ. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi, 7(2), 1341-1371. https://doi.org/10.19145/e-gifder.562486
AMA Bozkurt Y. TUTUM VE DAVRANIŞ NİYETİ ÜZERİNDE OYUN REKLAM ALGISININ ROLÜ. e-gifder. September 2019;7(2):1341-1371. doi:10.19145/e-gifder.562486
Chicago Bozkurt, Yasemin. “TUTUM VE DAVRANIŞ NİYETİ ÜZERİNDE OYUN REKLAM ALGISININ ROLÜ”. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi 7, no. 2 (September 2019): 1341-71. https://doi.org/10.19145/e-gifder.562486.
EndNote Bozkurt Y (September 1, 2019) TUTUM VE DAVRANIŞ NİYETİ ÜZERİNDE OYUN REKLAM ALGISININ ROLÜ. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi 7 2 1341–1371.
IEEE Y. Bozkurt, “TUTUM VE DAVRANIŞ NİYETİ ÜZERİNDE OYUN REKLAM ALGISININ ROLÜ”, e-gifder, vol. 7, no. 2, pp. 1341–1371, 2019, doi: 10.19145/e-gifder.562486.
ISNAD Bozkurt, Yasemin. “TUTUM VE DAVRANIŞ NİYETİ ÜZERİNDE OYUN REKLAM ALGISININ ROLÜ”. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi 7/2 (September 2019), 1341-1371. https://doi.org/10.19145/e-gifder.562486.
JAMA Bozkurt Y. TUTUM VE DAVRANIŞ NİYETİ ÜZERİNDE OYUN REKLAM ALGISININ ROLÜ. e-gifder. 2019;7:1341–1371.
MLA Bozkurt, Yasemin. “TUTUM VE DAVRANIŞ NİYETİ ÜZERİNDE OYUN REKLAM ALGISININ ROLÜ”. Gümüşhane Üniversitesi İletişim Fakültesi Elektronik Dergisi, vol. 7, no. 2, 2019, pp. 1341-7, doi:10.19145/e-gifder.562486.
Vancouver Bozkurt Y. TUTUM VE DAVRANIŞ NİYETİ ÜZERİNDE OYUN REKLAM ALGISININ ROLÜ. e-gifder. 2019;7(2):1341-7.