Reference: | References Research Journal
Ahn, S. J., Kim, J., & Kim, J. (2022). The bifold triadic relationships framework: A theoretical primer for advertising research in the metaverse. Journal of Advertising, 51(5), 592-607.
Baker, M. J., & Churchill Jr, G. A. (1977). The impact of physically attractive models on advertising evaluations. Journal of Marketing research, 14(4), 538-555.
Barrera, K. G., & Shah, D. (2023). Marketing in the Metaverse: Conceptual understanding, framework, and research agenda. Journal of Business Research, 155, 113420.
Chou, H. Y., & Wang, S. S. (2016). The effects of happiness types and happiness congruity on game app advertising and environments. Electronic Commerce Research and Applications, 20, 1-14.
Dhiman, N., & Kumar, A. (2023). What we know and don’t know about consumer happiness: three-decade review, synthesis, and research propositions. Journal of Interactive Marketing, 58(2-3), 115-135.
Dwivedi, Y. K., Hughes, L., Wang, Y., Alalwan, A. A., Ahn, S. J., Balakrishnan, J., ... & Wirtz, J. (2023). Metaverse marketing: How the metaverse will shape the future of consumer research and practice. Psychology & Marketing, 40(4), 750-776.
Escalas, J. E., & Bettman, J. R. (2017). Connecting with celebrities: How consumers appropriate celebrity meanings for a sense of belonging. Journal of Advertising, 46(2), 297-308.
Etkin, J. (2016). The hidden cost of personal quantification. Journal of Consumer Research, 42(6), 967-984.
28
Etkin, J., & Mogilner, C. (2016). Does variety among activities increase happiness? Journal of Consumer Research, 43(2), 210-229.
Evans, N. J., Balaban, D. C., Naderer, B., & Mucundorfeanu, M. (2022). How the impact of social media influencer disclosures changes over time: Discounting cues and exposure level can affect consumer attitudes and purchase intention. Journal of Advertising Research, 62(4), 353-366.
Faraji-Rad, A., & Lee, L. (2022). Banking happiness. Journal of Consumer Research, 49(2), 336-358.
Ghosh, T., Sreejesh, S., & Dwivedi, Y. K. (2021). Examining the deferred effects of gaming platform and game speed of advergames on memory, attitude, and purchase intention. Journal of Interactive Marketing, 55(1), 52-66.
Kahle, L. R., & Homer, P. M. (1985). Physical attractiveness of the celebrity endorser: A social adaptation perspective. Journal of consumer research, 11(4), 954-961.
Kim, J. (2021). Advertising in the metaverse: Research agenda. Journal of Interactive Advertising, 21(3), 141-144.
Kim, S., Chen, R. P., & Zhang, K. (2016). Anthropomorphized helpers undermine autonomy and enjoyment in computer games. Journal of Consumer Research, 43(2), 282-302.
Kong, D. T., Tuncel, E., & McLean Parks, J. (2011). Anticipating happiness in a future negotiation: Anticipated happiness, propensity to initiate a negotiation, and individual outcomes. Negotiation and Conflict Management Research, 4(3), 219-247.
Mogilner, C., Aaker, J., & Kamvar, S. D. (2012). How happiness affects choice. Journal of Consumer Research, 39(2), 429-443.
29
Rauschnabel, P. A., Babin, B. J., tom Dieck, M. C., Krey, N., & Jung, T. (2022). What is augmented reality marketing? Its definition, complexity, and future. Journal of Business Research, 142, 1140-1150.
Robin, R., & Dandis, A. O. (2021). Business as usual through contact tracing app: What influences intention to download? Journal of Marketing Management, 37(17-18), 1903- 1932.
Taylor, C. R. (2022). Research on advertising in the metaverse: A call to action. International Journal of Advertising, 41(3), 383-384.
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(2-3), 95-112.
Till, B. D., & Busler, M. (2000). The match-up hypothesis: Physical attractiveness, expertise, and the role of fit on brand attitude, purchase intent and brand beliefs. Journal of Advertising, 29(3), 1-13.
Tonietto, G. N., & Barasch, A. (2021). Generating content increases enjoyment by immersing consumers and accelerating perceived time. Journal of Marketing, 85(6), 83-100.
Wang, S. S., & Chou, H. Y. (2019). Effects of game‐product congruity on in‐app interstitial advertising and the moderation of media‐context factors. Psychology & Marketing, 36(3), 229-246.
Woolley, K., & Fishbach, A. (2016). For the fun of it: Harnessing immediate rewards to increase persistence in long-term goals. Journal of Consumer Research, 42(6), 952-966.
Woolley, K., & Sharif, M. A. (2021). Incentives increase relative positivity of review content and enjoyment of review writing. Journal of Marketing Research, 58(3), 539-558.
30
News
Abrol, A. (2023, March 20). Decentraland: A Journey into the Metaverse. Blockchain Council. Retrieved from https://www.blockchain-council.org/metaverse/decentraland-metaverse/
Ball, M. (2022, July 18). The Metaverse is the Future: Matthew Ball on the Potential of a New Virtual Reality. Time. Retrieved from https://time.com/6197849/metaverse-future- matthew-ball/
Baszucki, D. (2022, March–April). The CEO of Roblox on Scaling Community-Sourced Innovation. Harvard Business Review. Retrieved from https://hbr.org/2022/03/the-ceo-of- roblox-on-scaling-community-sourced-innovation
Browning, K. (2021, October 31). Roblox, a Popular Videogame, Struggles to Police Music Piracy. The New York Times. Retrieved from https://www.nytimes.com/2020/08/16/technology/roblox-tweens-videogame- coronavirus.html
Carlson, K. (2022, March 16). SXSW: Facebook`s Mark Zuckerberg Says Metaverse is the Future of the Internet. Austin American-Statesman. Retrieved from https://www.statesman.com/story/business/2022/03/16/sxsw-facebooks-mark- zuckerberg-says-metaverse-future-internet/7051230001/
Lee, A. (2023, January 12). Why Gamers Are Flocking from Premium Titles to Free-to-Play, Ad-Supported Games in This Unstable Economy. Digiday. Retrieved from https://digiday.com/marketing/why-gamers-are-flocking-from-premium-titles-to-free-to- play-ad-supported-games-in-this-unstable-economy/
Takahashi, D. (2023, March 29). How Epic Games Views the Metaverse and the State of Unreal: Tim Sweeney. VentureBeat. Retrieved from https://venturebeat.com/games/how-epic- games-views-the-metaverse-and-the-state-of-unreal-tim-sweeney/ |