- 1 INTRODUCTION
- 2 SCOPE OF THE RESEARCH
- 2.1 AIMS AND OBJECTIVES
- 2.2 FOCUS
- 2.3 RESEARCH QUESTIONS
- 2.4 PHASES: RESEARCH PROCESS
- 2.5 LIMITATIONS OF THE STUDY
- 3 RESEARCH METHODS OF THE STUDY
- 3.1 SYSTEMATIC REVIEW
- 3.2 REVIEW OF LEGISLATION AND REGULATORY FRAMEWORK
- 3.3 IN-DEPTH ANALYSIS OF GAMES
- 3.3.1 Screening process
- 3.3.2 Selection
- 3.3.3 Indicators
- 3.3.4 Procedure
- 3.4 FOCUS GROUPS
- 3.4.1 Scope
- 3.4.2 Materials
- 3.4.3 Distribution of participants and screening criteria
- 3.5 PARENTS’ SURVEY
- 3.5.1 Questionnaire design
- 3.5.2 Target and sampling
- 3.5.3 Fieldwork process
- 3.6 EXPERIMENTS
- 3.6.1 Advergame experiment
- 3.6.2 In-app purchase experiment
- 4 MARKETING TECHNIQUES OVERVIEW
- 4.1 MAPPING OF MARKETING TECHNIQUES AND PROBLEMATIC PRACTICES
- 4.2 ONLINE GAMES AND PLATFORMS FEATURES
- 4.2.1 Advertisement features
- 4.2.2 Games features
- 4.2.3 User engagement
- 4.3 PROTECTIVE MEASURES
- 4.3.1 Overview
- 4.3.2 Protective measures in place in the online games analysed
- 4.3.3 Key platform user policies analysis
- 4.4 SUMMARY OF KEY RESULTS
- 5 CHILDREN’S PERSPECTIVES AND EXPERIENCES
- 5.1 ADVERTISEMENT AND CHILDREN: GENERAL THEORIES
- 5.2 KEY DETERMINANTS OF CHILDREN’S VULNERABILITY
- 5.2.1 Gender
- 5.2.2 Age
- 5.2.3 Socio-economic status
- 5.2.4 Internet use and peer pressure
- 5.3 IMPACT OF MARKETING ON CHILDREN
- 5.3.1 Impact on behaviour
- 5.3.2 Impact on perceptions and behavioural intentions
- 5.4 IMPACT OF ADVERTISEMENTS ON DRINKING BEHAVIOUR
- 5.5 CHILDREN’S VIEWS (11 AND 12 YEARS OLD)
- 5.5.1 Online advertisement perception
- 5.5.2 Children's perceptions of the impact of online marketing on their own behaviour
- 5.5.3 Social media
- 5.5.4 Privacy
- 5.5.5 Advergames and drinking games
- 5.5.6 In-app purchase
- 5.6 ACTUAL INFLUENCE OF SOPHISTICATED MARKETING TECHNIQUES – RESULTS FROM BEHAVIOURAL EXPERIMENTS
- 5.6.1 Advergame experiment
- 5.6.2 In-app purchase
- 5.7 SUMMARY OF KEY RESULTS
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