“Take it or leave it?”: Evidence on cultural differences affecting return behaviour for Gen Z

F Serravalle, V Vannucci, E Pantano - Journal of Retailing and Consumer …, 2022 - Elsevier
Both culture and age have a direct impact on consumers' shop** behaviour. Similarly, this
paper explores consumers' return behaviour in two different cultural contexts, China and …

The gamification of branded content: A meta-analysis of advergame effects

ZMC Van Berlo, EA van Reijmersdal… - Journal of …, 2021 - Taylor & Francis
Advergames are generally believed to be an effective advertising format due to their
gamified and engaging nature. The empirical evidence for this, however, is inconclusive …

Gamification in mobile shop** applications: A review in terms of technology acceptance model

T Bayır, G Akel - Multimedia Tools and Applications, 2024 - Springer
Businesses add gamification to their mobile shop** applications to increase customer
interaction and their continuance intention. It has been observed that, with gamification …

What we do not know about advergames: a literature review

L Cañete Sanz, T De La Hera - Frontiers in Communication, 2023 - frontiersin.org
Introduction This study presents the findings of a systematic literature review on the
academic study of advergames. The evolution of the marketing paradigm has recently …

Analysing mobile advergaming effectiveness: the role of flow, game repetition and brand familiarity

S Catalán, E Martínez, E Wallace - 2019 - zaguan.unizar.es
Purpose: This paper aims to explain the effect of flow, game repetition and brand familiarity
on players' brand attitude and purchase intention in the context of mobile advergaming …

How cultural elements shape game evaluations: The role of cultural authenticity and perceived effort

X Zhang, Q Huang, Z Shi, K Zhang - Computers in Human Behavior, 2025 - Elsevier
As cultural products, games frequently integrate cultural elements, which can be classified
as indexical elements or iconic elements based on their degree of connection to real-world …

Understanding customer attitude toward advergames: an extended TAM approach

M Jami Pour, Z Kazemi, H Moeini - Arts and the Market, 2023 - emerald.com
Purpose Advergames have attracted the attention of scholars and practitioners as a new
way of increasing customer engagement and advertising effectiveness. Gamified ads …

What prompts users to click on news headlines? Evidence from unobtrusive data analysis

T Jiang, Q Guo, S Chen, J Yang - Aslib Journal of Information …, 2020 - emerald.com
Purpose The headlines of online news are created carefully to influence audience news
selection today. The purpose of this paper is to investigate the relationships between news …

Determining factors of participants' attitudes toward the ethics of social media data research

Y Chen, C Chen, S Li - Online Information Review, 2022 - emerald.com
Purpose The purpose of this study was to investigate the participants' attitudes toward the
ethical issues caused by collecting social media data (SMD) for research, as well as the …

Image colour application rules of Shanghai style Chinese paintings based on machine learning algorithm

R Fu, J Li, C Yang, J Li, X Yu - Engineering Applications of Artificial …, 2024 - Elsevier
Colour is an important factor in the expression of recognizability and cultural identity of
regional cultural and creative design. At present, the colour recognition of regional …