maladorit
发表于 2025-3-28 17:26:51
https://doi.org/10.1057/9781137320582ames have become more sophisticated, so too has in-game advertising. Brands now have two distinct options when looking to invest advertising dollars in games; static placements and dynamic placements (Interactive Advertising Bureau, 2014).
PAEAN
发表于 2025-3-28 21:23:16
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制定法律
发表于 2025-3-29 01:07:36
https://doi.org/10.1007/978-3-658-22681-7Advertising; Branding; Media; Marketing; Communication; Digital Marketing
使害怕
发表于 2025-3-29 05:12:56
978-3-658-24866-6Springer Fachmedien Wiesbaden GmbH, part of Springer Nature 2018
champaign
发表于 2025-3-29 10:58:49
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共同时代
发表于 2025-3-29 12:21:07
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记成蚂蚁
发表于 2025-3-29 15:59:22
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beta-carotene
发表于 2025-3-29 23:21:56
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KIN
发表于 2025-3-30 01:09:20
https://doi.org/10.1007/978-3-319-67813-9ded advertising, as the brand is embedded into the content (Bhatnagar et al., 2003). Although this practice is used in other forms of media such as television, movies, vlogs, and video games, embedded advertising usage in music videos grew by 15.9% in 2015 with over 1,100 brands working with artists (PQ Media, 2015; Smith, 2017).
TIGER
发表于 2025-3-30 05:23:12
Achilles and the (Sexual) History of BeingAccording to a survey of 1,102 B2B marketers in North America in 2016 by Content Marketing Institute and MarketingProfs (Pulizzi and Handley, 2016), 89% of the respondents use CM, and 88% consider it an important component of their marketing program.