Sonia Capelli
Biographic Data
| ID | 9528667 |
|---|---|
| NAME | Sonia Capelli |
| GIVEN NAMES | Sonia |
| FAMILY NAME | Capelli |
| SIGNATURE | CAPELLI S |
| AFFILIATIONS | Lyon 1 Université |
| ORCID | 0000-0002-2876-0592 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
Brand embeddedness in advergames through brand–game congruence and brand prominence
Advergames allow advertisers to build an entire game around the brand. This study explores how brands can be embedded in advergames through brand–game congruence and brand prominence in the game. A typology of 112 existing advergames uncovers three types of advergames in line with ways of persuading detailed in the hierarchy-of-effects theory: (1) affective, (2) cognitive, and (3) conative. The findings provide an explanation for the contradictio…
Gamification of the point of sale using hybrid-reality games
Hybrid reality games are transposing the outside world into a virtual playground. Commercial venues are voluntarily taking part in this phenomenon by becoming in-game locations of interest. As such, players and non-players now intermingle at the point of sale (POS). The literature has overlooked the influence of technology on customer-to-customer interaction at the POS, the social context in which gamification takes place and gamification's count…
New insights into ‘technologies of touch’
No prominent works on this page.
New insights into ‘technologies of touch’
Brand embeddedness in advergames through brand–game congruence and brand prominence
Advergames allow advertisers to build an entire game around the brand. This study explores how brands can be embedded in advergames through brand–game congruence and brand prominence in the game. A typology of 112 existing advergames uncovers three types of advergames in line with ways of persuading detailed in the hierarchy-of-effects theory: (1) affective, (2) cognitive, and (3) conative. The findings provide an explanation for the contradictio…
Gamification of the point of sale using hybrid-reality games
Hybrid reality games are transposing the outside world into a virtual playground. Commercial venues are voluntarily taking part in this phenomenon by becoming in-game locations of interest. As such, players and non-players now intermingle at the point of sale (POS). The literature has overlooked the influence of technology on customer-to-customer interaction at the POS, the social context in which gamification takes place and gamification's count…
Business (3 works) · Advertising (2 works) · Computer Science (2 works) · Digital Marketing and Social Media (2 works) · Marketing (2 works) · Marketing (2 works) · Mathematics (2 works) · Psychology (2 works) · Social Psychology (2 works) · Backlash (1 work)