With the huge and accelerating technical and electronic progress in this era, methods of play and entertainment have evolved at the present time, and electronic devices and games that have found a popular market for them have emerged, and one of the most common games in this era is what is known as terrifying electronic games, which depend on displaying frightening events on the screen, And enabling the player to control the course of these events in what is known as the interactive relationship, and the Momo game was chosen in the study to apply to it as the terrifying "Momo" character affected the users and their curiosity through its formality, or through its method to provoke the user and make it meet Perhaps with it, which made the spread of it happen quickly all over the world, and in the midst of this great interest in terrifying electronic games comes the question about the role of electronic marketing campaigns in the spread of such games in spite of the warning about their damages and the dangers that can happen to our children but that The attraction of children to the formal body of its horrific characters or the way to interact and interact with it and their desire to try these games was a reason for that spread to confirm the importance of that study to produce its own results.
Mortada Fouda, Bassma and Ali Mohamed Abdel-Rahman, Mona
"The Role of Marketing Campaigns in Attracting Teenage Children to Electronic Terrifying Games “Case Study on the Formal Body of the Momo Electronic Game”,"
Information Sciences Letters: Vol. 9
, Article 9.
Available at: https://digitalcommons.aaru.edu.jo/isl/vol9/iss2/9