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Impact of Involvement and Cognitive Load on Affective Responses to Advergames and In-Game Advertising

Yıl 2016, Cilt: 2 Sayı: 2, 91 - 106, 30.11.2016

Öz

It has been long known that there are different ways of communicating promotional messages with branded entertainments. Among all, the two of them are notable; communicating the message through advergames and integrating the message/brand in the game; known as in game advertising (IGA). Deriving the positive effects of both from the literature, different variables that may reduce or increase the ecacy of them are studied. This study is an attempt to understand the effect of different variables on affective responses to advergames. In the paper, it is suggested from the literature that cognitive overload affects affective responses (i.e. attitudes toward the branded entertainment and the main brand that the game is specifically designed for) of game players. The authors aim to develop hypotheses trying to explain the effect of cognitive overload stimuli on the attitudes of the gamers. In the paper authors also suggested hypotheses about how involvement may affect cognitive overload outcomes. All those hypotheses are developed both for the advergames and IGA. As the last section, future research that will help to test these hypotheses are provided.

Kaynakça

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Yıl 2016, Cilt: 2 Sayı: 2, 91 - 106, 30.11.2016

Öz

Kaynakça

  • An, S., & Stern, S. (2011). "Mitigating the eects of advergames on children", Journal of Advertising, Vol.40, No.1, pp.43-56.
  • An, S. & Kang, H. (2014). "Advertising or Games?", International Journal of Advertising, Vol.33, No.3, pp.509-532.
  • Bailey, R., Wise, K., & Bolls, P. (2009). "How avatar customizability aects children's arousal and subjective presence during junk food?sponsored online video games", CyberPsychology & Behavior, Vol.12, No.3, pp.277-283.
  • Beilock, S. L., & Ramirez, G. (2011). "On the Interplay of Emotion and Cognitive Control: Implications for Enhancing Academic Achievement", Psychology of learning and motivation-advances in research and theory, Vol.55, p.137.
  • Bellman, S., Kemp, A., Haddad, H., & Varan, D. (2014). "The eectiveness of advergames compared to television commercials and interactive commercials featuring advergames", Computers in Human Behavior, Vol.32, pp.276-283.
  • Besharat, A., Kumar, A., Lax, J. R., & Rydzik, E. J. (2013). "Leveraging virtual attribute experience in video games to improve brand recall and learning", Journal of Advertising, Vol.42, No.2-3, pp.170-182.
  • Brennan, I., Dubas, K. M., & Babin, L. A. (1999). "The inuence of product-placement type & exposure time on product-placement recognition", International Journal of Advertising, Vol.18, No.3, pp.323-337.
  • Brennan, I., & Babin, L. A. (2004). "Brand placement recognition: The inuence of presentation mode and brand familiarity", Journal of Promotion Management, Vol.10, No.1-2, pp.185-202.
  • Brunken, R., Plass, J. L., & Leutner, D. (2003). "Direct measurement of cognitive load in multimedia learning", Educational Psychologist, Vol.38, No.1, pp.53-61.
  • Cacioppo, J. T., & Petty, R. E. (1984). "The elaboration likelihood model of persuasion", Advances in consumer research, Vol.11, No.1, pp.673-675.
  • Calin, G. (2010). "Advergames: Characteristics, Limitations and Potential", Annals of the University of Oradea, Economic Science Series, Vol.19, No.1.
  • Cauberghe, V., & De Pelsmacker, P. (2010). "Advergames", Journal of Advertising, Vol.39, No.1, pp.5-18.
  • Chaiken, S. (1980). "Heuristic versus systematic information processing and the use of source versus message cues in persuasion", Journal of Personality and Social Psychology, Vol.39, No.5, p.752.
  • Chang, Y., Yan, J., Zhang, J., & Luo, J. (2010). "Online in-game advertising eect: Examining the inuence of a match between games and advertising", Journal of Interactive Advertising, Vol.11, No.1, pp.63-73.
  • Chaudhuri, A., & Buck, R. (1997). "Communication, cognition and involvement: a theoretical framework for advertising", Journal of Marketing Communications, Vol.3, No.2, pp.111-125.
  • Chen, J., & Ringel, M. (2001). "Can advergaming be the future of interactive advertising", Online at: http://www.locz.com. br/loczgames/advergames. pdf. Looked up at Google-Scholar. Currently only html-version available.[Last visited: 28.11. 2007].
  • Csikszentmihalyi, M. (1975). "Play and intrinsic rewards", Journal of Humanistic Psychology, Vol.15, No.3, pp.41?63.
  • de Pelsmacker, P., & Neijens, P. C. (2012). "New advertising formats: How persuasion knowledge affects consumer responses", Journal of Marketing Communications, Vol.18, No.1, pp.1-4.
  • Fiske, S.T., & Pavelchak, M.A. (1986). Category-based versus piecemeal-based aective responses: developments in schema-triggered aect. In Sorrentino, R.W. and Higgines, E.T. (Eds) Handbook of Motivation and Cognition: Foundations of Social Behavior (pp.464-73), Guilford Press, New York, NY.
  • Fitzgerald, M., & Arnott, D. (2000). Marketing Communications Classics. Business Press. Thomson Learning, London.
  • Folkvord, F., Anschütz, D. J., Buijzen, M., & Valkenburg, P. M. (2013). "The eect of playing advergames that promote energy-dense snacks or fruit on actual food intake among children", The American journal of clinical nutrition, Vol.97, No.2, pp.239-245.
  • Ghirvu, A. (2013). "In-Game Advertising: Advantages And Limitations For Advertisers", The USV Annals of Economics and Public Administration, Vol.12, No.1, pp.114-119.
  • Goh, K. Y., & Ping, J. W. (2014). "Engaging consumers with advergames: An experimental evaluation of interactivity, fit and expectancy", Journal of the Association for Information Systems, Vol.15, No.7, p.388.
  • Grigorovici, D. M., & Constantin, C. D. (2004). "Experiencing interactive advertising beyond rich media: Impacts of ad type and presence on brand eectiveness in 3D gaming immersive virtual environments", Journal of Interactive Advertising, Vol.5, No.1, pp.22-36.
  • Gross, M. L. (2010). "Advergames and the eects of game-product congruity", Computers in Human Behavior, Vol.26, No.6, pp.1259-1265.
  • Gupta, P. B., & Lord, K. R. (1998). "Product placement in movies: The eect of prominence and mode on audience recall", Journal of Current Issues & Research in Advertising, Vol.20, No.1, pp.47-59.
  • Gurau, C. (2008). "The Inuence of advergames on players' behaviour: an experimental study", Electronic Markets, Vol.18, No.2, pp.106-116.
  • Hernandez, M. D., Chapa, S., Minor, M. S., Maldonado, C., & Barranzuela, F. (2004). "Hispanic attitudes toward advergames: A proposed model of their antecedents", Journal of Interactive Advertising, Vol.5, No.1, pp.74-83.
  • Hernandez, M. D. (2011). "A model of ow experience as determinant of positive attitudes toward online advergames", Journal of Promotion Management, Vol.17, No.3, pp.315-326.
  • Hernandez, M. D., & Chapa, S. (2010). "Adolescents, advergames and snack foods: Effects of positive affect and experience on memory and choice", Journal of Marketing Communications, Vol.16, No.1-2, pp.59-68.
  • Herrewijn, L., & Poels, K. (2013). "Putting brands into play: How game diculty and player experiences inuence the effectiveness of in-game advertising", International Journal of Advertising, Vol.32, No.1, pp.17-44.
  • Homan, D. L., & Novak, T. P. (1996). "Marketing in hypermedia computer-mediated environments: Conceptual foundations", The Journal of Marketing, pp.50-68.
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  • Lewis, B., & Porter, L. (2010). "In-game advertising eects: Examining player perceptions of advertising schema congruity in a massively multiplayer online role-playing game", Journal of Interactive Advertising, Vol.10, No.2, pp.46-60.
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  • Mayer, R. E., & Moreno, R. (2003). "Nine ways to reduce cognitive load in multimedia learning", Educational psychologist, Vol.38, No.1, pp.43-52.
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  • Nakamura, J., & Csikszentmihalyi, M. (2002). The concept of ow. In Synder, C.R. and Lopez, S.J. (Eds): Handbook of Positive Psychology (pp.89-105). New York: Oxford University Press.
  • Nelson, M. R. (2002). "Recall of brand placements in computer/video games", Journal of Advertising Research, Vol.42, No.2, pp.80-92.
  • Nelson, M. R., Yaros, R. A., & Keum, H. (2006). "Examining the inuence of telepresence on spectator and player processing of real and ctitious brands in a computer game", Journal of Advertising, Vol.35, No.4, pp.87-99.
  • Nicovich, S. G. (2005). "The eect of involvement on ad judgment in a video game environment: The mediating role of presence", Journal of Interactive Advertising, Vol.6, No.1, pp.29-39.
  • Okazaki, S., & Yagüe, M. J. (2012). "Responses to an advergaming campaign on a mobile social networking site: An initial research report", Computers in Human Behavior, Vol.28, No.1, pp.78-86.
  • Ozansoy Çadırcı, T., & Sağkaya Güngör, A. (2016). Advergaming ? How Does Cognitive Overload Effect Brand Recall?: Dierences Between In-Game Advertising (IGA) and Advergames. In Handbook of Research on Human-Computer Interfaces, Developments, and Applications, Inderscience Publishers, Poland.
  • Paas, F., Renkl, A., & Sweller, J. (2003). "Cognitive load theory and instructional design: Recent developments", Educational Psychologist, Vol.38, No.1, pp.1-4.
  • Pempek, T. A., & Calvert, S. L. (2009). "Tipping the balance: use of advergames to promote consumption of nutritious foods and beverages by low-income African American children", Archives of pediatrics & adolescent medicine,Vol.163, No.7, pp.633-637.
  • Peters, S., & Leshner, G. (2013). "Get in the game: The eects of game-product congruity and product placement proximity on game players' processing of brands embedded in advergames", Journal of Advertising, Vol.42, No.2-3, pp.113-130.
  • Petty, R. E., Cacioppo, J. T., & Goldman, R. (1981). "Personal involvement as a determinant of argument-based persuasion", Journal of Personality and Social Psychology, Vol.41, No.5, pp.847-855.
  • Petty, R. E., & Cacioppo, J. T. (1981). "Issue Involvement as a Moderator of the Eects on Attitude of Advertising Content and Context", Advances in Consumer Research, Vol.8, No.1, pp.20-24.
  • Petty, R.E., & Cacioppo, J.T. (1986). The elaboration likelihood model of persuasion. In Berkowitz, L. (Ed.) Advances in Experimental Social Psychology (pp.123?205), Academic Press, New York.
  • Reana, L., Mizerski, D., & Murphy, J. (2005, December). "Measuring the state of ow in playing online games", In Proceedings of ANZMAC 2005 Conference, Marketing Research and Research Methodologies (quantitative) (pp. 108-113). Freemantle, Australia: School of Business, University of Western Australia, Perth.
  • Rose, S., Clark, M., Samouel, P., & Hair, N. (2012). "Online customer experience in e-retailing: an empirical model of antecedents and outcomes", Journal of Retailing, Vol.88, No.2, pp.308-322.
  • Russell, C. A., Stern, B. B., & Stern, B. B. (2006). "Consumers, characters, and products: A balance model of sitcom product placement eects", Journal of Advertising, Vol.35, No.1, pp.7-21.
  • Sadowski, W., & Stanney, K. (2002). Measuring and managing presence in virtual environments (pp. 791-806), in Stanney, K. (Ed.) Handbook of Virtual Environments Technology (pp. 791-806), Mahwah, NJ: Lawrence Erlbaum Associates, Inc.
  • Schlosser, A. E. (2003). "Experiencing products in the virtual world: the role of goal and imagery in inuencing attitudes versus purchase intentions", Journal of consumer research, Vol.30, No.2, pp.184-198.
  • Siemens, J. C., Smith, S., & Fisher, D. (2015). "Investigating the Eects of Active Control on Brand Recall Within In-Game Advertising", Journal of Interactive Advertising, Vol.15, No.1, pp.43-53.
  • Smith, M. W., Sun, W., Sutherland, J., & Mackie, B. (2014). "Game Advertising: A Conceptual Framework and Exploration of Advertising Prevalence", The Computer Games Journal, Vol.3, No.1, pp.94-12.
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  • Sukoco, B. M., & Wu, W. Y. (2011). "The eects of advergames on consumer telepresence and attitudes: A comparison of products with search and experience attributes", Expert Systems with Applications, Vol.38, No.6, pp.7396-7406.
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  • Szuz, A. I. (2014). "The Inuence Of Interactivity On Consumer Attitude Of Advertising In Video Games", The USV Annals of Economics and Public Administration, Vol.14, No.1, pp.112-119.
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  • Tina, W., & Buckner, K. (2006). "Receptiveness of gamers to embedded brand messages in advergames: Attitudes towards product placement", Journal of Interactive Advertising, Vol.7, No.1, pp. 3-32.
  • Van Noort, G., Voorveld, H.A.M. & Van Reijmersdal, E.A. (2012). "Interactivity in brand web sites: cognitive, aective, and behavioral responses explained by consumers? online ow experience", Journal of Interactive Marketing, Vol.26, No.4, pp.223-234.
  • Van Reijmersdal, E. A., Rozendaal, E., & Buijzen, M. (2012). "Eects of prominence, involvement, and persuasion knowledge on children's cognitive and aective responses to advergames", Journal of Interactive Marketing, Vol.26, No.1, pp.33-42.
  • Van Reijmersdal, E. A., Jansz, J., Peters, O., & Van Noort, G. (2010). "The eects of interactive brand placements in online games on children?s cognitive, aective, and conative brand responses", Computers in Human Behavior, Vol.26, No.6, pp.1787-1794.
  • Vanwesenbeeck, I., Ponnet, K., & Walrave, M. (2016). "Go with the ow: How children's persuasion knowledge is associated with their state of ow and emotions during advergame play", Journal of Consumer Behaviour, Vol.15, No.1, pp.38-47.
  • Vermeir, I., Kazakova, S., Tessitore, T., Cauberghe, V., & Slabbinck, H. (2014). "Impact of flow on recognition of and attitudes towards in-game brand placements: Brand congruence and placement prominence as moderators", International Journal of Advertising, Vol.33, No.4, pp.785-810.
  • Waiguny, M. K., Nelson, M. R., & Terlutter, R. (2014). "The Relationship of Persuasion Knowledge, Identication of Commercial Intent and Persuasion Outcomes in Advergames?the Role of Media Context and Presence", Journal of Consumer Policy, Vol.37, No.2, pp.257-277.
  • Waiguny, M. K., Nelson, M. R., & Marko, B. (2013). "How advergame content inuences explicit and implicit brand attitudes: When violence spills over", Journal of Advertising, Vol.42, No.2-3, pp.155-169.
  • Waiguny, M. K., Nelson, M. R., & Terlutter, R. (2012). "Entertainment matters! The relationship between challenge and persuasiveness of an advergame for children", Journal of Marketing Communications, Vol.18, No.1, pp.69-89.
  • Wang, L., Lee, C. W., Mantz, T., & Hung, H. C. (2015). "Eects of ow and self-construal on player perception of brand personality in advergames", Social Behavior and Personality: an international journal, Vol.43, No.7, pp.1181-1192.
  • Winkielman, P., & Zajonc & Norbert Schwarz, R. B. (1997). "Subliminal aective priming resists attributional interventions", Cognition & Emotion, Vol.11, No.4, pp.433-465.
  • Wise, K., Bolls, P. D., Kim, H., Venkataraman, A., & Meyer, R. (2008). "Enjoyment of advergames and brand attitudes: The impact of thematic relevance", Journal of Interactive Advertising, Vol.9, No.1, pp.27-36.
  • Yoon, S., Choi, Y. K., & Song, S. (2011). "When intrusive can be likable", Journal of Advertising, Vol.40, No.2, pp.63-76.
Toplam 94 adet kaynakça vardır.

Ayrıntılar

Bölüm Makaleler
Yazarlar

Ayşegül Sağkaya Güngör Bu kişi benim

Tuğçe Ozansoy Çadırcı

Yayımlanma Tarihi 30 Kasım 2016
Yayımlandığı Sayı Yıl 2016 Cilt: 2 Sayı: 2

Kaynak Göster

APA Sağkaya Güngör, A., & Ozansoy Çadırcı, T. (2016). Impact of Involvement and Cognitive Load on Affective Responses to Advergames and In-Game Advertising. Yildiz Social Science Review, 2(2), 91-106.