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Results: 43
Number of items: 43
  • Open Access
    Lan, X., & van Berlo, Z. M. C. (2023). Can non-humanlike avatars induce the proteus effect? The roles of avatar identification and embodiment in influencing social participation. Computers in Human Behavior: Artificial Humans, 1(2), Article 100020. https://doi.org/10.1016/j.chbah.2023.100020
  • Open Access
    El Ali, A., Ney, R., van Berlo, Z. M. C., & Cesar, P. (2023). Is that my heartbeat? Measuring and understanding modality-dependent cardiac interoception in virtual reality. IEEE Transactions on visualization and computer graphics, 29(11), 4805-4815. https://doi.org/10.1109/TVCG.2023.3320228
  • Open Access
    van Berlo, Z. M. C., van Reijmersdal, E. A., & Waiguny, M. (2023). Twenty years of research on gamified advertising: A systematic overview of theories and variables. International Journal of Advertising, 42(1), 171-180. https://doi.org/10.1080/02650487.2022.2143098
  • Open Access
    van Berlo, Z. M. C., & Stikos, D. (2023). Augmented reality (AR) brand storytelling: The role of flow in attitude formation and associative learning. In T. Jung, M. C. tom Dieck, & S. M. Correia Loureiro (Eds.), Extended reality and metaverse: Immersive technology in times of crisis (pp. 72-84). (Springer Proceedings in Business and Economics). Springer. https://doi.org/10.1007/978-3-031-25390-4_6
  • Open Access
    Abels, E. A. M., Toet, A., Stokking, H., Klunder, T., van Berlo, Z. M. C., Smeets, B., & Niamut, O. (2021). Augmented reality-based remote family visits in nursing homes. In IMX 2021: proceedings of the 2021 ACM International Conference on Interactive Media Experiences : June 21st-23rd, 2021, New York, USA (Virtual) (pp. 258–263). Association for Computing Machinery. https://doi.org/10.1145/3452918.3465502
  • Open Access
    van Berlo, Z. M. C., van Reijmersdal, E. A., Smit, E. G., & van der Laan, L. N. (2021). Brands in virtual reality games: Affective processes within computer-mediated consumer experiences. Journal of Business Research, 122, 458-465. https://doi.org/10.1016/j.jbusres.2020.09.006
  • Open Access
    van Berlo, Z. M. C., van Reijmersdal, E. A., & Eisend, M. (2021). The Gamification of Branded Content: A Meta-Analysis of Advergame Effects. Journal of Advertising, 50(2), 179-196. https://doi.org/10.1080/00913367.2020.1858462
  • Open Access
    van Berlo, Z. M. C., van Reijmersdal, E. A., & Rozendaal, E. (2020). Adolescents and handheld advertising: The roles of brand familiarity and smartphone attachment in the processing of mobile advergames. Journal of Consumer Behaviour, 19(5), 438-449. https://doi.org/10.1002/cb.1822
  • Open Access
    van Berlo, Z. M. C., van Reijmersdal, E. A., Smit, E. G., & van der Laan, L. N. (2020). Inside advertising: The role of presence in the processing of branded VR content. In T. Jung, M. C. tom Dieck, & P. A. Rauschnabel (Eds.), Augmented reality and virtual reality: Changing realities in a dynamic world (pp. 11-22). (Progress in IS). Springer. https://doi.org/10.1007/978-3-030-37869-1_2
  • Open Access
    van Berlo, Z. M. C. (2020). Playful persuasion: Advergames as gamified advertising. [Thesis, fully internal, Universiteit van Amsterdam].
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