@inproceedings{d0a9026cdcd14a59a0edfc68c3e7d821,
title = "Promoting consumer products with fictional stories",
abstract = "Our everyday consumer lifestyle has been enhanced by embedding stories in our daily life. The stories define the meaning of an artifact appeared in them. In Japan, promoting consumer products with fictional animation stories is recently very common. We believe that analyzing the stories gives us useful insights to design future ambient intelligent services that integrate virtual and real worlds. This paper discusses the analysis of several product promotions that use fictional Japanese animation movies, and presents guidelines for successful promotions. The insights presented in the paper are effective for designing future product promotions.",
keywords = "Alternate Reality Game, Fictional stories, Product promotion, Reality, Transmedia storytelling",
author = "Mizuki Sakamoto and Tatsuo Nakajima and Sayaka Akioka",
year = "2013",
month = jan,
day = "1",
doi = "10.1007/978-3-642-39473-7_143",
language = "English",
isbn = "9783642394720",
series = "Communications in Computer and Information Science",
publisher = "Springer Verlag",
number = "PART I",
pages = "719--723",
booktitle = "HCI International 2013 - Posters' Extended Abstracts - International Conference, HCI International 2013, Proceedings",
edition = "PART I",
note = "15th International Conference on Human-Computer Interaction, HCI International 2013 ; Conference date: 21-07-2013 Through 26-07-2013",
}