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Dr. Devika Vashisht
Dr. Devika Vashisht
IIM Sirmaur
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Title
Cited by
Cited by
Year
Advergame speed influence and brand recall: The moderating effects of brand placement strength and gamers’ persuasion knowledge
D Vashisht, MB Royne
Computers in Human Behavior 63, 162-169, 2016
712016
What we know and need to know about the gamification of advertising: A review and synthesis of the advergame studies
D Vashisht, MB Royne, S S
European Journal of Marketing 53 (4), 607-634, 2019
592019
Effects of brand placement strength, prior game playing experience and game involvement on brand recall in advergames
D Vashisht, S Sreejesh
Journal of Indian Business Research 7 (3), 292-312, 2015
492015
Are you able to recall the brand? The impact of brand prominence, game involvement and persuasion knowledge in online–advergames
D Vashisht, S S. Pillai
Journal of Product & Brand Management 26 (4), 402-414, 2017
412017
Effect of nature of the game on ad-persuasion in online gaming context: Moderating roles of game-product congruence and consumer’s need for cognition
D Vashisht
Internet Research 27 (2), 2016
372016
Impact of nature of advergames on brand recall and brand attitude among young Indian gamers: moderating roles of game-product congruence and persuasion knowledge
D Vashisht, S S
Young Consumers 16 (4), 454-467, 2015
362015
Effect of game-interactivity and congruence on presence and brand attitude
D Vashisht, A Chauhan
Marketing Intelligence & Planning 35 (6), 789-804, 2017
272017
Effect of product involvement and brand prominence on advergamers’ brand recall and brand attitude in an emerging market context
D Vashist
Asia Pacific Journal of Marketing and Logistics 30 (1), 43-61, 2018
252018
EFFECT OF ADVERGAMES ON CUSTOMERS’ BRAND MEMORY, PERSUASIVE INTENT AND BRAND ATTITUDE: AN EMPIRICAL STUDY IN INDIAN CONTEXT
D Vashisht
IBS Hyderabad, IFHE University, India, 2015
182015
Effect of interactivity and congruence on brand advocacy and brand acceptance
D Vashisht
Arts and the Market 9 (2), 152-161, 2019
172019
Are they really persuaded with the brand embedded in the game? Analyzing the effects of nature of game, brand prominence and game-product congruence
D Vashisht, SS Pillai
Journal of Research in Interactive Marketing 10 (3), 249-264, 2016
172016
The effect of novelty in in-game advertising: examining the moderating role of interactivity and congruency
D Vashisht
Journal of Research in Interactive Marketing 15 (4), 769-786, 2021
152021
Game-speed influence and brand attitude: mediating role of thought favorability in in-game advertising
D Vashisht, S Mohan
Arts and the Market 8 (1), 99-112, 2018
132018
How gamers process in-game brand placements under different game-involvement conditions
D Vashisht
Management Research Review 40 (4), 471-490, 2017
132017
Impact of game speed and persuasion knowledge on brand recall and brand attitude
D Vashisht, S Sreejesh
Proceedings of the Twelfth AIMS International Conference on Management …, 2015
132015
The consumer perception and purchasing attitude towards organic food: A critical review
A Roy, A Ghosh, D Vashisht
Nutrition & Food Science 53 (3), 578-599, 2022
102022
Thought favorability: mediating role in fit and brand advocacy
D Vashisht, HFOS Mohan, A Chauhan, R Vashisht
Arts and the Market 11 (1), 40-53, 2021
92021
In-Game Advertising: The Role of Newness Congruence and Interactivity
A Vashisht Devika, Mohan, S. and Chauhan
Spanish Journal of Marketing 24 (2), 213-230, 2020
9*2020
Engaging and entertaining customers: gamification in interactive marketing
D Vashisht
The Palgrave Handbook of Interactive Marketing, 807-835, 2023
62023
Advergames: non-traditional and interactive form of advertising
D Vashisht
62016
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