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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Virtual Advertising in the NBA: How Arousal Level and Visual Attention Alter Brand Recall and Recognition

Porter, Caleb H. 31 March 2022 (has links)
During the 2020 season, the NBA implemented, for the first time, the use of virtual advertisements. Virtual advertisements are digitally superimposed ads directly on the court that are visible to anyone viewing the broadcasted version of a game. This study used eye-tracking and galvanic skin response (GSR) in conjunction with the limited capacity model of motivated mediated message processing (LC4MP; Lang, 2006a) to a) determine virtual advertising's effectiveness compared to traditional in-stadium advertising and to b) monitor the effect emotional arousal has on advertising recall and recognition. A sample of 176 fans of the Utah Jazz viewed one of four identical highlight reels of a basketball game that sought to manipulate emotional arousal by altering only the score and were then tested on advertising recall and recognition. Results revealed that virtual advertising receives more visual attention than traditional in-stadium advertisements yet are remembered poorer - indicating that while virtual advertisements are placed in a more central location they are likely still processed peripherally. The attempted manipulation of arousal failed and the results surrounding the LC4MP were insignificant. Implications for the LC4MP and recommendations for advertising practitioners are discussed.
2

Exploration of Information Processing Outcomes in 360-Degree Video

Holmes, Christine Margaret January 2018 (has links)
No description available.
3

Motivation activation and the EPPM: Exploring real-time fear appeal processing

Ralston, Rachel A. 28 October 2016 (has links)
No description available.
4

Media Multitasking and Role of Visual Hierarchy and Formatting Cues in Processing of Web Content

Srivastava, Jatin 25 October 2010 (has links)
No description available.
5

Reklam i spelvärlden / Advertisements in the game world

Lindström, Elias January 2019 (has links)
Denna undersökning behandlade ämnet IGA (in-game advertising). 8 undersökningsdeltagare spelade ett 2D-platformer-spel som innefattade två reklamtyper: en reklamtavla och en pop-up-reklam, som båda visade stillbildsreklam för fiktiva spel. Deltagarnas åsikter om reklamtyperna och huruvida de lade märke till endera reklamtyp mättes med hjälp av en digital enkät. Undersökningen tog stöd i tidigare forskning om IGA, gällande åsikter om reklam i spel och uppmärksamhet mot den. Bland annat LC4MP (limited-capacity model of mediated message processing) och vanliga sätt att mäta recall och recognition låg till grund för undersökningens utformning. Resultatet antyder att det är möjligt att ha en reklamtavla och pop-up-reklam i samma spel utan att någondera reklamtyp tar för mycket uppmärksamhet eller får bättre omdöme än den andra. Framtida forskning diskuterades där bland annat spelerfarenhet kan undersökas vidare i samma utformning som denna undersökning hade. Det är även möjligt för spelföretag att undersöka ämnet vidare.
6

Framgångsrik hållbarhetskommunikation - vad är det? : En tematisk analys av Naturkompaniet, Systembolaget och MAX Burgers hållbarhetskommunikation på Instagram

Oskarsson, Jessica, Markén, Matilda January 2023 (has links)
This study aims to investigate how companies perceived as sustainable by consumers engage in sustainability communication on social media. An abundance of information is common in today's digitized society - how do you as a company push through the noise - especially, with a serious message that does not belong on social media? The basis for determining which companies succeed in their sustainability communication is based on the Sustainable Brand Index Report from 2022. The selection and criteria resulted in three companies from three different industries for our analysis: Naturkompaniet, Systembolaget and MAX Burgers. We have reviewed all companies' Instagram and after the selection, 5 Instagram posts from each company are analyzed. The analysis is based on theories about sustainable communication, emotions and cognitive load on the part of the recipient. Models that are explained and intended to be the basis for results and analysis are the Affect–reason–involvement model (ARI model) and the Communication via Syncretic and Analytic Cognition Scale (CASC scale) as well as the Limited Capacity Model of Motivated Mediated Message Processing (LC4MP). To answer the research question "How do Systembolaget, Naturkompaniet and MAX Burgers present their sustainability communication on Instagram?" and the sub-question "How do Systembolaget, Naturkompaniet and MAX Burgers use emotional aspects and how do they take into account the recipients' cognitive load in their sustainability communication on Instagram?" in relation to the theories, we use a thematic content analysis. The analysis resulted in four overarching themes found: Behavior Change, Memorable, Encouraging and Serious Undertone. The conclusion is that companies that carry out successful sustainability communication present their messages in a simple way which is easy to understand, often with humorous elements and relatable factors.
7

Investigating Cognitive and Persuasive Effects of 360-degree Virtual Reality Community News Narratives on Memory Performance, Presence, Perception of Credibility, and Attitude Change

Atkins, Daniel Aaron 01 June 2020 (has links)
No description available.

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