By Enrique Bigné, Inés Küster, Asunción Hernández, Torpong Suemanotham, Natalia Vila (auth.), Shintaro Okazaki (eds.)
Advances in ads examine sequence are released each year via the eu ads Academy (EAA). This quantity grew out of study papers awarded on the ninth ICORIA (International convention on study in ads) which was once held at Universidad Autónoma de Madrid, Spain,
on June 24-26, 2010. The convention concerned advertisements, communique, and advertising students positioned around the world, thereby surroundings an instance of range and plurality in our ICORIA group. The aim of this publication is breaking new flooring in either conception and perform. each one bankruptcy attempts to make clear difficult subject matters and supply insights which are of considerable
worth for advancing our knowledge.
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Additional info for Advances in Advertising Research (Vol. 2): Breaking New Ground in Theory and Practice
This type of cognitive ability develops between the ages of 4 and 7. Children aged from 8 to 10 are more likely to identify commercials and understand both the commercial content and the persuasive intent. At 10, they will probably be able to understand both the persuasive intent and various persuasion tactics which are being employed, whereas children older than 12 will generally understand the full range of advertising tactics (John Roedder, 1999b; John Roedder, 2002; John Roedder and Whitney, 1986; Robertson and Rossiter, 1974; John Roedder, 1981; Valkenburg and Cantor, 2001).
2003), marketers are exploring various new ways to convey brand-related messages to consumers. One of the proposed techniques is product or brand (name) placement, which is defined as the incorporation of a brand name into an entertainment vehicle (Ferraro and Avery, 2000). , 2009; Nelson, 2002; Schneider and Cornwell, 2005) or novels (Brennan, 2008; Friedman, 1985). Recent academic research suggests that brand placement can be implemented by including brand names in song lyrics (Delattre and Colovic, 2009), which often occurs in practice.
Argan, M. (2009). Game Quality: A Study on Turkish Game Players. pdf. [Accessed 8 July, 2009]. Panda, T. (2006). Consumer responses to brand placement in films. South Asian Journal of Management, Vol. 11, No. 4, 7-25. Pardun, C. & McKee, K. (2000). Product placements as public relations. Public Relations Review, Vol. 25, No. 4, 481-493. , & Smit, E. (2007). Effects of television brand placement on brand image. Psychology and Marketing, Vol. 24, No. 5, 403-420. , & Rupp M. (2008). Hot licensing issues in the video game industry The Licensing Journal, (February), 14-23 Russell, C.