International Journal of Gaming and Computer-Mediated Simulations
Volume 11 • Issue 4 • October-December 2019
55
olderparticipants.Althoughbrandedentertainmentmainlytargetsyoungerconsumers,thereare
peopleofallagesenjoyingonlinegames.
Insummary,thisstudyattemptstoopenupanewperspectiveontheeffectivenessofbranded
entertainmentinthedigitalenvironment.Forthcomingresearcheswillenrichthefindingsinthis
domainandenableustounderstandthedynamicsofbrandedentertainmentbetter.
|