Games and toys play a significant role in children's consumer socialization, shaping their understanding of societal norms through play. Advertisements by businesses often convey specific values to promote and sell these items. Parents, as key influencers, impact their children's behaviour by making purchasing decisions and monitoring advertising's influence. This research investigates parents' perceptions of toy and game marketing through in-depth interviews with 20 participants. Findings revealed that parents recognize the importance of games and toys in their children's development and evaluate products based on their values and children's desires. However, the study also identifies parents' limited media literacy skills and susceptibili...
Based around a case study of the traditional toy industry, the research examines how companies creat...
Supporting young children's play in the digital world is a challenging endeavor. Little is known, ho...
Advergame has been one of the new advertisement channels for digital games of which effect has been ...
The question of whether children should directly be marketed to as a consumer group, and the extent ...
This study explored children's (ages 9 through 12) level of persuasion knowledge and peer influence ...
Includes bibliographical references (leaves 52-54)This study was conducted to determine how much par...
This study explored children's (ages 9 through 12) level of persuasion knowledge and peer influence ...
Every passing year is witness to increases in Internet use among younger populations. The amount of...
In a quantitative observation study, we unobtrusively examined purchase-related communication betwee...
Purpose: This study aims to examine what parents from across the USA know about online advertising/m...
These research objectives are to examine the parental perception of the impact of television advert...
This explorative study was conducted to investigate parents’ thoughts and attitudes toward children ...
The study examines if there is a relationship between the exposure of children to Television (TV) an...
AbstractThe present research uses toy packaging as an exploratory case study to test the research de...
Purpose - This paper aims to explore how children's developing ability to effectively regulate their...
Based around a case study of the traditional toy industry, the research examines how companies creat...
Supporting young children's play in the digital world is a challenging endeavor. Little is known, ho...
Advergame has been one of the new advertisement channels for digital games of which effect has been ...
The question of whether children should directly be marketed to as a consumer group, and the extent ...
This study explored children's (ages 9 through 12) level of persuasion knowledge and peer influence ...
Includes bibliographical references (leaves 52-54)This study was conducted to determine how much par...
This study explored children's (ages 9 through 12) level of persuasion knowledge and peer influence ...
Every passing year is witness to increases in Internet use among younger populations. The amount of...
In a quantitative observation study, we unobtrusively examined purchase-related communication betwee...
Purpose: This study aims to examine what parents from across the USA know about online advertising/m...
These research objectives are to examine the parental perception of the impact of television advert...
This explorative study was conducted to investigate parents’ thoughts and attitudes toward children ...
The study examines if there is a relationship between the exposure of children to Television (TV) an...
AbstractThe present research uses toy packaging as an exploratory case study to test the research de...
Purpose - This paper aims to explore how children's developing ability to effectively regulate their...
Based around a case study of the traditional toy industry, the research examines how companies creat...
Supporting young children's play in the digital world is a challenging endeavor. Little is known, ho...
Advergame has been one of the new advertisement channels for digital games of which effect has been ...