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Intro Draft
Intro Draft
Over the past two decades, Digital Marketing has transformed global marketing through
the deployment of the following electronic media and tools to implement metrics-based,
objective, relational, and interactive marketing: social media, television, radio channels, SMS,
email, search engines, websites, mobile apps, electronic billboards, and social networks. (Ellis-
Chadwick et al., 2019). According to Moe and Ratchford (2018), interactive marketing is no
longer limited to just direct marketing or internet marketing. It permeates virtually every aspect
of the marketing organization, requiring sales and advertising to consider targeting algorithms
On the other hand, according to the study of Parker et al. (2016), revealed that the
growth of digital platforms has displaced traditional intermedia not only by creating a new type of
superpower of omnichannel marketplace spanning online and offline retailers but also changed
business models from a linear supply chain pipeline to a complex network of producers and
diverse opportunities for interaction and the diffusion of information, which has changed the way
people communicate with each other, gather information, listen to music, and watch movies. At
the same time, these fast developments have been creating several problems for society by
paving the way for the unauthorized duplication and use of digital products (Akbulut, 2014,
on game or the so-called playable ads and video ads. By providing an interactive and immersive
experience, playable ads create excitement and curiosity, which leads to higher engagement
rates and more time spent interacting with the ad. This can ultimately lead to better conversion
rates (Atakan, 2023). And According to Xiaohan Hu and Kevin Wise (2021), Video ads and
playable ads are both used to endorse apps. Playable ads are a new type of digital advertising
that combines interactivity with gamification, while video ads are traditional ads in video format.
The Gen Z are basically living online. They are sharing almost every part of their life
through social media platforms, buying goods from all over the world via e-commerce websites,
even partially running their businesses via smartphones. Because of this shift the mobile
entertainments gains more followers every year with the abundance of free games and
applications (Andrey Kostov, 2020). Consumers clearly love to use apps, so the opportunity is
there.
decomposed theory of planned behavior. Numerous empirical studies have been conducted to
gain insights into the factors that influence the downloading and adoption of mobile applications.
Notably, the extended theory of planned behavior model has been utilized to elucidate the
motivations behind individuals' decisions to download mobile applications (Cheng et al., 2015).
applications encompass attitude, subjective norm, and perceived behavior control (Hung et al.,
2016).
The study used this theory to extend Gen Z's assessment of the two interactive
researchers will evaluate how the both interactive ads influence Gen Z's downloading behavior
towards money-making apps by examining their attributes in responding. Finally, this paper
investigates how interactive marketing is more effective and compare the significant difference
between playable ads and video ads, affecting the users downloading behavior towards money-
making apps.
Over the past two decades, Digital Marketing has revolutionized global marketing by
deploying various electronic media and tools, such as social media, television, radio channels,
SMS, email, search engines, websites, mobile apps, electronic billboards, and social networks,
Chadwick et al., 2019). According to Moe and Ratchford (2018), interactive marketing has
evolved beyond direct marketing or internet marketing, permeating every aspect of the
marketing organization, necessitating sales and advertising to consider targeting algorithms and
On the contrary, Parker et al. (2016) found that the growth of digital platforms has not
only displaced traditional intermedia but also created a new omnichannel marketplace,
challenges, such as unauthorized duplication and use of digital products (Akbulut, 2014; Quiring
ads) and video ads. Playable ads provide an interactive and immersive experience, generating
excitement and curiosity, leading to higher engagement rates and increased interaction time,
ultimately improving conversion rates (Atakan, 2023). According to Xiaohan Hu and Kevin Wise
(2021), video ads and playable ads are both employed to endorse apps, with playable ads
combining interactivity and gamification, while video ads maintain a traditional video format.
The Gen Z demographic predominantly lives online, sharing their lives on social media
platforms, engaging in global e-commerce, and even partially running businesses via
smartphones. This shift has fueled the popularity of mobile entertainment, with an abundance of
free games and applications gaining followers yearly (Andrey Kostov, 2020). Consumers
The adoption intentions of mobile applications are explored through the decomposed
theory of planned behavior. Numerous studies have investigated factors influencing the
downloading and adoption of mobile applications, employing the extended theory of planned
attitude, subjective norm, and perceived behavior control (Cheng et al., 2015; Hung et al.,
2016). This study extends the assessment of Gen Z's behaviour of two interactive marketing
analysis of each attribute in the realm of digital and interactive marketing. It is impossible to cover
all the potential factors. Furthermore, researchers evaluate how these interactive ads influence
Gen Z's downloading behavior towards money-making apps. Finally, the paper investigates the
effectiveness of interactive marketing, comparing the significant differences between playable
ads and video ads in affecting users' downloading behavior towards money-making apps.