ADVERGAMING 
Par: Philippe Talbot
ADVERGAMING 
HISTOIRE 
MARCHÉ/ SEGMENTS 
ADVERGAMING 
IN-GAME ADVERTISING 
ADVERGAME 
DÉVELOPPEMENT 
CONCLUSION
HISTOIRE 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Adventurelands 
(1978) 
In-game advertising 
(Pirate Adventure) 
Tron 
(1982) 
Advergame 
(Film sortie la même année) 
Histoire Marché 
1978-2014 
• Plateformes 
• Graphique 
• Stockage Marché 
• Web 
• # Licenses
MARCHÉ DU JEU VIDEO 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché
SEGMENTS 
• sdasda 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché
«Advergaming is more effective than traditionnal advertising 
because it captures customers’ attention » (Edwards 2003) 
ADVERGAMING 
ADVERGAME 
IN-GAME 
ADVERGAMING 
ADVERTISING 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché
IN-GAME ADVERTISING
PRÉPARATION 
1. Cible 
• Âge 
• Démographie 
• … 
2. Compagnies 
• Licences 
3. Plateformes 
• Contrôleurs 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché 
Nouvelle génération de contrôleur
FORMATS 
• Placement de produit: 
• Accessoires virtuels 
• Voitures 
• Cellulaires 
• Boissons 
• … 
• Affichage: 
• Affiches publicitaire 
• « Billboard » 
• Bandes (NHL) 
• … 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché
PLACEMENT STATIQUE 
Publicité intégré dans un jeu avant son lancement 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Pas d’accès 
Internet 
requis 
Durée de vie 
Histoire Marché 
Aucune 
modification 
Ciblage
PLACEMENT DYNAMIQUE 
Emplacement publicitaire intégré dans le jeu 
Dév. Conclu. 
Adver-game 
Flexible Connection 
IGA 
Adver-gaming 
Collecte de 
données 
Ciblage 
Personnalisa-tion 
Histoire Marché 
Internet
PLACEMENT DYNAMIQUE 
Dév. Conclu. 
Adver-game 
Démographie 
IGA 
Adver-gaming 
Histoire Marché 
Cible 
Heure 
Exposition … 
Sexe
INFLUENCE DES PERSONNAGES 
• Effet d’appartenance 
(Choi et al. 2013) 
• Effet de la vie privée 
(Choi et al. 2013) 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché 
Non-membre 
Haute 
auto-révélation 
Confiance 
Membre 
Faible 
auto-révélation 
Confiance
“Get out the vote” 
18 
Titres 
•Compagnie EA 
•NHL, Need for 
Speed,Burnout, 
… 
Ciblage 
•États: Ohio, 
Nevada, Iowa, … 
•Étudiants 
Durée 
•Début: 6 
octobre 2008 
•Fin: 3 novembre 
2008 
Attitude 
•+120% chance 
attitude positive 
•+50% intention 
de vote 
Coût 
Total 
•$44,5 k 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché
MOBILE/TABLET/SOCIAL GAMES 
• TRADITIONNEL: 
• CPC / CPM 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché
MOBILE/TABLET/SOCIAL GAMES 
• PARTENARIAT: 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché
MODEL D’ÉVALUATION IGA/ADVERGAME 
Dév. Conclu. 
Réponse psychologique: 
-Attitude 
-Mémorisation 
-… 
Adver-game 
IGA 
Adver-gaming 
Législations 
Caractéristiques: 
- Marque 
- Jeu 
Histoire Marché 
Facteurs Individuel 
Facteurs sociaux 
Comportement: 
-Achats 
-Recommandations 
-… 
Terlutter et al. (2013)
INFLUENCE DE L’IN-GAME ADVERTISING 
Mémorisation 
de la marque 
• Explicite: 
• Implicite: 
Attitude 
envers la 
marque 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché 
Après séance de jeu 
25% à 30% de 
mémorisation 
Après 5 mois 
10% à 15% de 
mémorisation 
First Person Shooter 
(Nelson 2002) (Jeux de sports) 
- Mémorisation 
« Billboard » 
(Chaney, Lin and Chaney 2004) 
In-Game Advertising Reconnaissance (Marque) 
(Yang et al. 2006) 
(Nebezhal and secunda 1993)
INFLUENCE DE L’IN-GAME ADVERTISING 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché 
Attitude 
envers la 
marque 
• Congruence: 
• 
• 
(Capella et al. 2013) 
(Hernandez et al. 2004) 
Mémorisation 
(Marque) 
(Gross 2010)
ADVERGAMES 
« Games specifically created to function as advertisements to 
promote brands, where the entertainement content mimics 
traditional game form. » (Kretchmer 2005)
ADVERGAME 
• Secteurs intéressés: 
• Industrie cinématographique 
• Springfield (mobile) 
• Lord of the ring (console/pc) 
• Alimentation 
• Snack! In the face (KFC) 
• Automobile 
• Lord of tracks (Nissan) 
• … 
• Consoles/PC (Mid-Core/Hardcore) 
• +Budget 
• +Profit 
• Mobile (Casual) 
• +/-Budget 
• +/-Profit 
• Web Game (Casual) 
• -Budget 
• -Profit 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché
SOCIAL GAMES / MOBILE GAMES / TABLET 
• Tendance: 
Web 
Games 
Social 
Games 
• “This is the second wave of consumer adoption of social gaming where people want to carry 
the games or entertainment with them wherever they go. Mobiles have made it more 
accessible and gamers want it to be more interactive” (Mark Pincus 2013) ZYNGA 
Dév. Conclu. 
Adver-games 
IGA 
Adver-gaming 
Histoire Marché 
Tablet 
Games 
Mobile 
Games
PlayStation® All-Stars Island 
3 
Plateformes 
•Android 
•iOS 
•Facebook 
Dernière 
mise à jour 
2013 
Installations 
• Entre 500 
000 et 1 000 
000 
Partenariat 
• Playstation 
mobile inc. 
Cote 3.8 • Rang 400 
Dév. Conclu. 
Adver-games 
IGA 
Android 
Adver-gaming 
Histoire Marché
EFFICACITÉ 
(Redondo 2010) 
(Redondo 2010) 
(Cauberghe 2010) 
(Cauberghe 2010) 
Conditionnement • Le conditionnement a été souvent utilisé pour interpréter l’efficacité 
Dév. Conclu. 
Adver-game 
IGA 
d’un advergame 
Adver-gaming 
Attitude face à la 
marque 
Mémorisation 
de la marque 
Histoire Marché 
Placement subtil Attitude (Marque) 
Placement proéminent Attitude (Marque) 
Répétition Attitude (Marque) 
Répétition 
Mémorisation 
(Marque) 
(Schemer et al. 2008)
LANCEMENT 
• CPI 
• Video HD 
• Publicité 
• Install.->Monnaie Virtuel 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché 
$3.30 
$1.83 
$2.69 
$2.43 
$1.30
LANCEMENT 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché
MISE À JOUR 
• +Visibilité 
• +Téléchargements 
• +Joueurs 
• +Profits* 
• +Haut Rang 
• +Fidélité 
Expansion 
Christmas update 
Dév. Conclu. 
Labor day event 
Adver-game 
IGA 
Badges added 
Front page 
Adver-gaming 
450000 
400000 
350000 
300000 
250000 
200000 
150000 
100000 
50000 
Histoire Marché 
Expansion 
Expansion 
Easter event 
Expansion 
Expansion 
New Server 
0 
Revenue 
Fantasy Online Dream World Asian MMO
VIGIE 
• APP Analytics 
• Taux Conversion 
• Part de marché (APP IQ) 
• … 
Dév. Conclu. 
Adver-game 
IGA 
Adver-gaming 
Histoire Marché
CONCLUSION 
www.advergamingnews.com 
Informations supplémentaires 
Aspect légaux 
Effet sur les jeunes 
Exemples 
Nouvelles tendances 
eSports 
http://www.newzoo.com/esports-country-report/ 
Dév. Conclu. 
Adver-games 
IGA 
Adver-gaming 
Histoire Marché
BIBLIOGRAPHIE 
• Breton, S.S. and Brehm, J.W. (1981), Psychological Reactance: A Theory of Freedom and Control, Academic Press, New York, NY. 
• Cauberghe, V. and De Pelsmacker. P. (2010), "Advergames: the impact of brand prominence and game repetition on brand responses", Journal oj Advertising. Vol. 39 No. 1, pp. 5-18. 
• Chaney, Isabella M., Ku-Ho Lin, James Chaney (2004), « The Effect of Billboards within the Gaming Environnement », Journal of Interactive Advertising, 5 (1). 
• Choi Y, Yoon S, Lacey H. Online game characters' influence on brand trust: Self-disclosure, group membership, and product type. Journal Of Business Research [serial online]. August 
2013;66(8):996-1003 
• Edwards E. Plug (The product) and play. The Washington Post 2003:A1. January 26. 
• Gross, Michelle L. (2010), « Advergames and Effect of Game Product Congruity: Online Interractivity: Role of Technology in Behavior Change », Computers in Human Behavior, 26 (6), 1259-65 
• Hernandez, Monica D., and Sindy Chapa (2010), « Adolescents, Advergames, ans Snack Foods: Effects of Positive Affect ans Experience on Memory and Choice », Journal of Marketing Communications, 
16 (1-2), 59-68. 
• Nebenzahl, Israek D., and Eugeme Secunda (1993), « Consumers’ Attitudes Toward Product Placement in Movies », International Journal of Advertising, 12 (1), 1-11 
• Nelson, Michelle R. (2002), « Recall of Brand Placement in Computer/Video Games », Journal of Advertising Research, 42 (2), 80-82 
• Redondo, I. (2012). The effectiveness of casual advergames on adolescents' brand attitudes. European Journal of Marketing, 46(11), 1671-1688. 
• Schemer, C., Matthes, J., "Wirth, W. and Textor, S. (2008), "Does 'Passing the Courvoisier' always pay off? Positive and negative evaluative conditioning effects of brand placements in music videos", 
Psychology & Marketing. Vol. 25 No. 10, pp. 923-43. 
• Terlutter R, Capella M. The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games. Journal Of Advertising 
[serial online]. April 2013;42(2/3):95-112. 
• Yang, Moonhee, David R. Roskos-Ewoldsen, Lucian Dinu, and Laura M. Arpan (2006), « The Effectiveness of ‘in-game’ Advertising », Journal of Advertising, 35 (4), 143-52
BIBLIOGRAPHIE 
• https://play.google.com/store/apps/details?id=com.playstation.allstars.island&&referrer=utm_content%3Dbf12747d-7109-4ba6-b939- 
a7b51fcaa206%26utm_medium%3Dad-analytics%26utm_source%3Dflurry%26utm_campaign%3Dcokezerogaming.com%252520landing%252520page 
• http://archive.indianexpress.com/news/social-gaming-going-mobile-says-zynga-ceo-mark-pincus/1100861/ 
• http://www.newzoo.com/insights/global-games-market-will-reach-102-9-billion-2017-2/ 
• http://www.adweek.com/news/technology/obama-taps-video-games-early-voting-143717 
• http://www.gamespot.com/articles/obamas-in-game-ad-bill-445k/1100-6200232/ 
• Http://www.gamespot.com/articles/obama-campaigns-in-burnout-17-other-games/1100-6199379/ 
• http://elections.gmu.edu/Early_Voting_2008_Final.html 
• http://www.flurry.com/solutions/advertisers/brands 
• http://theconversation.com/advergames-play-with-nutrition-by-making-fast-food-rewarding-20816 
• https://www.chartboost.com/en/insights/ios-cpi-by-country 
• Conférences MIGS 2013 
• Kongregate 
• King
ADVERGAMING 
Par: Philippe Talbot

Advergaming2

  • 1.
  • 2.
    ADVERGAMING HISTOIRE MARCHÉ/SEGMENTS ADVERGAMING IN-GAME ADVERTISING ADVERGAME DÉVELOPPEMENT CONCLUSION
  • 3.
    HISTOIRE Dév. Conclu. Adver-game IGA Adver-gaming Adventurelands (1978) In-game advertising (Pirate Adventure) Tron (1982) Advergame (Film sortie la même année) Histoire Marché 1978-2014 • Plateformes • Graphique • Stockage Marché • Web • # Licenses
  • 4.
    MARCHÉ DU JEUVIDEO Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché
  • 5.
    SEGMENTS • sdasda Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché
  • 6.
    «Advergaming is moreeffective than traditionnal advertising because it captures customers’ attention » (Edwards 2003) ADVERGAMING ADVERGAME IN-GAME ADVERGAMING ADVERTISING Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché
  • 7.
  • 8.
    PRÉPARATION 1. Cible • Âge • Démographie • … 2. Compagnies • Licences 3. Plateformes • Contrôleurs Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché Nouvelle génération de contrôleur
  • 9.
    FORMATS • Placementde produit: • Accessoires virtuels • Voitures • Cellulaires • Boissons • … • Affichage: • Affiches publicitaire • « Billboard » • Bandes (NHL) • … Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché
  • 10.
    PLACEMENT STATIQUE Publicitéintégré dans un jeu avant son lancement Dév. Conclu. Adver-game IGA Adver-gaming Pas d’accès Internet requis Durée de vie Histoire Marché Aucune modification Ciblage
  • 11.
    PLACEMENT DYNAMIQUE Emplacementpublicitaire intégré dans le jeu Dév. Conclu. Adver-game Flexible Connection IGA Adver-gaming Collecte de données Ciblage Personnalisa-tion Histoire Marché Internet
  • 12.
    PLACEMENT DYNAMIQUE Dév.Conclu. Adver-game Démographie IGA Adver-gaming Histoire Marché Cible Heure Exposition … Sexe
  • 13.
    INFLUENCE DES PERSONNAGES • Effet d’appartenance (Choi et al. 2013) • Effet de la vie privée (Choi et al. 2013) Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché Non-membre Haute auto-révélation Confiance Membre Faible auto-révélation Confiance
  • 14.
    “Get out thevote” 18 Titres •Compagnie EA •NHL, Need for Speed,Burnout, … Ciblage •États: Ohio, Nevada, Iowa, … •Étudiants Durée •Début: 6 octobre 2008 •Fin: 3 novembre 2008 Attitude •+120% chance attitude positive •+50% intention de vote Coût Total •$44,5 k Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché
  • 15.
    MOBILE/TABLET/SOCIAL GAMES •TRADITIONNEL: • CPC / CPM Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché
  • 16.
    MOBILE/TABLET/SOCIAL GAMES •PARTENARIAT: Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché
  • 17.
    MODEL D’ÉVALUATION IGA/ADVERGAME Dév. Conclu. Réponse psychologique: -Attitude -Mémorisation -… Adver-game IGA Adver-gaming Législations Caractéristiques: - Marque - Jeu Histoire Marché Facteurs Individuel Facteurs sociaux Comportement: -Achats -Recommandations -… Terlutter et al. (2013)
  • 18.
    INFLUENCE DE L’IN-GAMEADVERTISING Mémorisation de la marque • Explicite: • Implicite: Attitude envers la marque Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché Après séance de jeu 25% à 30% de mémorisation Après 5 mois 10% à 15% de mémorisation First Person Shooter (Nelson 2002) (Jeux de sports) - Mémorisation « Billboard » (Chaney, Lin and Chaney 2004) In-Game Advertising Reconnaissance (Marque) (Yang et al. 2006) (Nebezhal and secunda 1993)
  • 19.
    INFLUENCE DE L’IN-GAMEADVERTISING Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché Attitude envers la marque • Congruence: • • (Capella et al. 2013) (Hernandez et al. 2004) Mémorisation (Marque) (Gross 2010)
  • 20.
    ADVERGAMES « Gamesspecifically created to function as advertisements to promote brands, where the entertainement content mimics traditional game form. » (Kretchmer 2005)
  • 21.
    ADVERGAME • Secteursintéressés: • Industrie cinématographique • Springfield (mobile) • Lord of the ring (console/pc) • Alimentation • Snack! In the face (KFC) • Automobile • Lord of tracks (Nissan) • … • Consoles/PC (Mid-Core/Hardcore) • +Budget • +Profit • Mobile (Casual) • +/-Budget • +/-Profit • Web Game (Casual) • -Budget • -Profit Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché
  • 22.
    SOCIAL GAMES /MOBILE GAMES / TABLET • Tendance: Web Games Social Games • “This is the second wave of consumer adoption of social gaming where people want to carry the games or entertainment with them wherever they go. Mobiles have made it more accessible and gamers want it to be more interactive” (Mark Pincus 2013) ZYNGA Dév. Conclu. Adver-games IGA Adver-gaming Histoire Marché Tablet Games Mobile Games
  • 23.
    PlayStation® All-Stars Island 3 Plateformes •Android •iOS •Facebook Dernière mise à jour 2013 Installations • Entre 500 000 et 1 000 000 Partenariat • Playstation mobile inc. Cote 3.8 • Rang 400 Dév. Conclu. Adver-games IGA Android Adver-gaming Histoire Marché
  • 24.
    EFFICACITÉ (Redondo 2010) (Redondo 2010) (Cauberghe 2010) (Cauberghe 2010) Conditionnement • Le conditionnement a été souvent utilisé pour interpréter l’efficacité Dév. Conclu. Adver-game IGA d’un advergame Adver-gaming Attitude face à la marque Mémorisation de la marque Histoire Marché Placement subtil Attitude (Marque) Placement proéminent Attitude (Marque) Répétition Attitude (Marque) Répétition Mémorisation (Marque) (Schemer et al. 2008)
  • 25.
    LANCEMENT • CPI • Video HD • Publicité • Install.->Monnaie Virtuel Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché $3.30 $1.83 $2.69 $2.43 $1.30
  • 26.
    LANCEMENT Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché
  • 27.
    MISE À JOUR • +Visibilité • +Téléchargements • +Joueurs • +Profits* • +Haut Rang • +Fidélité Expansion Christmas update Dév. Conclu. Labor day event Adver-game IGA Badges added Front page Adver-gaming 450000 400000 350000 300000 250000 200000 150000 100000 50000 Histoire Marché Expansion Expansion Easter event Expansion Expansion New Server 0 Revenue Fantasy Online Dream World Asian MMO
  • 28.
    VIGIE • APPAnalytics • Taux Conversion • Part de marché (APP IQ) • … Dév. Conclu. Adver-game IGA Adver-gaming Histoire Marché
  • 29.
    CONCLUSION www.advergamingnews.com Informationssupplémentaires Aspect légaux Effet sur les jeunes Exemples Nouvelles tendances eSports http://www.newzoo.com/esports-country-report/ Dév. Conclu. Adver-games IGA Adver-gaming Histoire Marché
  • 30.
    BIBLIOGRAPHIE • Breton,S.S. and Brehm, J.W. (1981), Psychological Reactance: A Theory of Freedom and Control, Academic Press, New York, NY. • Cauberghe, V. and De Pelsmacker. P. (2010), "Advergames: the impact of brand prominence and game repetition on brand responses", Journal oj Advertising. Vol. 39 No. 1, pp. 5-18. • Chaney, Isabella M., Ku-Ho Lin, James Chaney (2004), « The Effect of Billboards within the Gaming Environnement », Journal of Interactive Advertising, 5 (1). • Choi Y, Yoon S, Lacey H. Online game characters' influence on brand trust: Self-disclosure, group membership, and product type. Journal Of Business Research [serial online]. August 2013;66(8):996-1003 • Edwards E. Plug (The product) and play. The Washington Post 2003:A1. January 26. • Gross, Michelle L. (2010), « Advergames and Effect of Game Product Congruity: Online Interractivity: Role of Technology in Behavior Change », Computers in Human Behavior, 26 (6), 1259-65 • Hernandez, Monica D., and Sindy Chapa (2010), « Adolescents, Advergames, ans Snack Foods: Effects of Positive Affect ans Experience on Memory and Choice », Journal of Marketing Communications, 16 (1-2), 59-68. • Nebenzahl, Israek D., and Eugeme Secunda (1993), « Consumers’ Attitudes Toward Product Placement in Movies », International Journal of Advertising, 12 (1), 1-11 • Nelson, Michelle R. (2002), « Recall of Brand Placement in Computer/Video Games », Journal of Advertising Research, 42 (2), 80-82 • Redondo, I. (2012). The effectiveness of casual advergames on adolescents' brand attitudes. European Journal of Marketing, 46(11), 1671-1688. • Schemer, C., Matthes, J., "Wirth, W. and Textor, S. (2008), "Does 'Passing the Courvoisier' always pay off? Positive and negative evaluative conditioning effects of brand placements in music videos", Psychology & Marketing. Vol. 25 No. 10, pp. 923-43. • Terlutter R, Capella M. The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games. Journal Of Advertising [serial online]. April 2013;42(2/3):95-112. • Yang, Moonhee, David R. Roskos-Ewoldsen, Lucian Dinu, and Laura M. Arpan (2006), « The Effectiveness of ‘in-game’ Advertising », Journal of Advertising, 35 (4), 143-52
  • 31.
    BIBLIOGRAPHIE • https://play.google.com/store/apps/details?id=com.playstation.allstars.island&&referrer=utm_content%3Dbf12747d-7109-4ba6-b939- a7b51fcaa206%26utm_medium%3Dad-analytics%26utm_source%3Dflurry%26utm_campaign%3Dcokezerogaming.com%252520landing%252520page • http://archive.indianexpress.com/news/social-gaming-going-mobile-says-zynga-ceo-mark-pincus/1100861/ • http://www.newzoo.com/insights/global-games-market-will-reach-102-9-billion-2017-2/ • http://www.adweek.com/news/technology/obama-taps-video-games-early-voting-143717 • http://www.gamespot.com/articles/obamas-in-game-ad-bill-445k/1100-6200232/ • Http://www.gamespot.com/articles/obama-campaigns-in-burnout-17-other-games/1100-6199379/ • http://elections.gmu.edu/Early_Voting_2008_Final.html • http://www.flurry.com/solutions/advertisers/brands • http://theconversation.com/advergames-play-with-nutrition-by-making-fast-food-rewarding-20816 • https://www.chartboost.com/en/insights/ios-cpi-by-country • Conférences MIGS 2013 • Kongregate • King
  • 32.

Editor's Notes

  • #5 http://www.newzoo.com/insights/global-games-market-will-reach-102-9-billion-2017-2/
  • #6 http://www.newzoo.com/insights/global-games-market-will-reach-102-9-billion-2017-2/
  • #7 Edwards E. Plug (The product) and play. The Washington Post 2003:A1. January 26.
  • #9 http://shop.virtuix.com/Omni-Natural-Motion-Interface-p/virtuix-omni-0002.htm
  • #10 Terlutter R, Capella M. The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games. Journal Of Advertising [serial online]. April 2013;42(2/3):95-112.
  • #11 Terlutter R, Capella M. The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games. Journal Of Advertising [serial online]. April 2013;42(2/3):95-112.
  • #12 Terlutter R, Capella M. The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games. Journal Of Advertising [serial online]. April 2013;42(2/3):95-112.
  • #13 Terlutter R, Capella M. The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games. Journal Of Advertising [serial online]. April 2013;42(2/3):95-112.
  • #14 Choi Y, Yoon S, Lacey H. Online game characters' influence on brand trust: Self-disclosure, group membership, and product type. Journal Of Business Research [serial online]. August 2013;66(8):996-1003
  • #15 http://www.adweek.com/news/technology/obama-taps-video-games-early-voting-143717 http://www.gamespot.com/articles/obamas-in-game-ad-bill-445k/1100-6200232/ Http://www.gamespot.com/articles/obama-campaigns-in-burnout-17-other-games/1100-6199379/ http://elections.gmu.edu/Early_Voting_2008_Final.html
  • #16 http://www.flurry.com/solutions/advertisers/brands
  • #17 http://www.digitalbuzzblog.com/mcdonalds-creates-branded-farmville-farm/
  • #18 Terlutter, R., & Capella, M. L. (2013). The gamification of advertising: Analysis and research directions of in-game advertising, advergames, and advertising in social network games. Journal of Advertising, 42(2), 95-112
  • #19 Nelson, Michelle R. (2002), « Recall of Brand Placement in Computer/Video Games », Journal of Advertising Research, 42 (2), 80-82 Chaney, Isabella M., Ku-Ho Lin, James Chaney (2004), « The Effect of Billboards within the Gaming Environnement », Journal of Interactive Advertising, 5 (1). Yang, Moonhee, David R. Roskos-Ewoldsen, Lucian Dinu, and Laura M. Arpan (2006), « The Effectiveness of ‘in-game’ Advertising », Journal of Advertising, 35 (4), 143-52 Nebenzahl, Israek D., and Eugeme Secunda (1993), « Consumers’ Attitudes Toward Product Placement in Movies », International Journal of Advertising, 12 (1), 1-11
  • #20 Gross, Michelle L. (2010),  « Advergames and Effect of Game Product Congruity: Online Interractivity: Role of Technology in Behavior Change », Computers in Human Behavior, 26 (6), 1259-65 Hernandez, Monica D., and Sindy Chapa (2010), « Adolescents, Advergames, ans Snack Foods: Effects of Positive Affect ans Experience on Memory and Choice », Journal of Marketing Communications, 16 (1-2), 59-68. Terlutter R, Capella M. The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games. Journal Of Advertising [serial online]. April 2013;42(2/3):95-112.
  • #21 Kretchmer, Susan B. (2005), "Changing Views of Commercialization in Digital Games: In-Game Advertising and Advergames as Worlds in Play," paper presented at DIGTAR
  • #22 http://theconversation.com/advergames-play-with-nutrition-by-making-fast-food-rewarding-20816
  • #23 http://archive.indianexpress.com/news/social-gaming-going-mobile-says-zynga-ceo-mark-pincus/1100861/
  • #24 https://play.google.com/store/apps/details?id=com.playstation.allstars.island&&referrer=utm_content%3Dbf12747d-7109-4ba6-b939-a7b51fcaa206%26utm_medium%3Dad-analytics%26utm_source%3Dflurry%26utm_campaign%3Dcokezerogaming.com%252520landing%252520page
  • #25 Redondo, I. (2012). The effectiveness of casual advergames on adolescents' brand attitudes. European Journal of Marketing, 46(11), 1671-1688. Cauberghe, V. and De Pelsmacker. P. (2010), "Advergames: the impact of brand prominence and game repetition on brand responses", Journal oj Advertising. Vol. 39 No. 1, p. 5-18. Schemer, C., Matthes, J., "Wirth, W. and Textor, S. (2008), "Does 'Passing the Courvoisier' always pay off? Positive and negative evaluative conditioning effects of brand placements in music videos", Psychology & Marketing. Vol. 25 No. 10, pp. 923-43. Breton, S.S. and Brehm, J.W. (1981), Psychological Reactance: A Theory of Freedom and Control, Academic Press, New York, NY.
  • #26 Présentation King MIGS 2013 https://www.chartboost.com/en/insights/ios-cpi-by-country
  • #27 Présentation King MIGS 2013
  • #28 Présentation Kongregate MIGS 2013
  • #29 http://www.distimo.com/appiq