Doing good while playing
The impact of prosocial advergames on consumer response
Bibliographic Data
| ID | 21563545 |
|---|---|
| Authors | Yoon Hi Sung (0000-0002-5188-8076, Dart Center for Journalism and Trauma, corresponding author), Wei-Na Lee, Wei‐Na Lee (0000-0002-2471-0547, The University of Texas at Austin) |
| Year | 2020 |
| Volume | 106 |
| Pages | 106244 |
| Publication date | 2020-05-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Computers in Human Behavior (JOURNAL) |
| Journal identifiers | ISSN: 0747-5632 • E-ISSN: 1873-7692 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.chb.2020.106244 |
| OpenAlex | W2996840772 |
| Language | EN |
| Citations received | 6 |
| References cited | 58 |
Art · Narrative · Prosocial behavior · Digital Games and Media · Digital Marketing and Social Media · Media Influence and Health · Psychology · Social Psychology
Computers as theatre
The Effect of Narrative News Format on Empathy for Stigmatized Groups
Narrative Processing
Does Doing Good Always Lead to Doing Better? Consumer Reactions to Corporate Social Responsibility
When consumers doubt, Watch out! The role of CSR skepticism
The Effects of Prosocial Video Games on Prosocial Behaviors
Consumer Responses to Corporate Social Responsibility (CSR) Initiatives
When Is Honesty the Best Policy? The Effect of Stated Company Intent on Consumer Skepticism
Challenging games help students learn
From game design elements to gamefulness
Death with a Story
Using the Limited Capacity Model of Motivated Mediated Message Processing to Design Effective Cancer Communication Messages
Implicit Attitude Formation Through Classical Conditioning
The Gamification of Advertising
Distinguishing addiction and high engagement in the context of online game playing
Death with a Story
The Limited Capacity Model of Mediated Message Processing
Associative and propositional processes in evaluation
Entertainment?Education and Elaboration Likelihood
Toward a Theory of Entertainment Persuasion
Effects of Violent Video Games on Aggressive Behavior
Chronic violent video game exposure and desensitization to violence
Spontaneous prejudice in context
Feeling and Liking Responses to Television Programs
The role of transportation in the persuasiveness of public narratives
Effects of prosocial video games on prosocial behavior
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life
Attributions of Responsibility for Obesity
Explaining the Effects of Narrative in an Entertainment Television Program
| Citations per year | 1.5 |
|---|---|
| Citation span | 2022 - 2026 (5) |
| Highly cited | No |