2016
DOI: 10.1016/j.chb.2016.05.022
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Advergame speed influence and brand recall: The moderating effects of brand placement strength and gamers’ persuasion knowledge

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Cited by 46 publications
(33 citation statements)
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“…This study offers a number of theoretical contributions to research. First, past research has focused primarily on online advergames played on personal computers (e.g., Ham et al, 2016;Sreejesh and Anusree, 2017;Vanwesenbeeck et al, 2016;Vashisht and Royne, 2016;Wanick et al, 2018) and little attention has been paid to advergames played on mobile devices (Çardici and Gungor, 2018). This platform is worthwhile research, as mobile devices are carried everywhere and players are able to access mobile advergames in situations where they cannot access other devices, such as computers.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…This study offers a number of theoretical contributions to research. First, past research has focused primarily on online advergames played on personal computers (e.g., Ham et al, 2016;Sreejesh and Anusree, 2017;Vanwesenbeeck et al, 2016;Vashisht and Royne, 2016;Wanick et al, 2018) and little attention has been paid to advergames played on mobile devices (Çardici and Gungor, 2018). This platform is worthwhile research, as mobile devices are carried everywhere and players are able to access mobile advergames in situations where they cannot access other devices, such as computers.…”
Section: Discussionmentioning
confidence: 99%
“…In addition, as Martí-Parreño et al (2017) note, college students are one of the most important groups of video game players. Therefore, student samples are appropriate for video game research and are frequently used in advergame research (e.g., Ham et al, 2016;Lee and Cho, 2017;Sreejesh et al, 2018;Steffen et al, 2013;Tuten and Ashley, 2016;Vashisht and Royne, 2016). Therefore, the use of a student sample is appropriate for this study.…”
Section: Procedures and Samplementioning
confidence: 99%
“…We also used the scale developed by Van Reijmersdal et al 2016, which included 4 statements to measure participants' to purchase intention. In addition we used the scale developed by Vashisht & Royne (2016) containing 5 expressions for measuring persuasion knowledge 3 expressions for measuring electronic word-ofmouth communication were developed by Maxham & Netemeyer (2002) and were translated into Turkish. The control of the statements translated into Turkish was carried out by three academicians.…”
Section: Methodsmentioning
confidence: 99%
“…The effect of advergames, banners and user type on the attitude to brand and intention to purchase the current advertising paradigm in traditional advertising formats, going from unidirectionality, i.e., sending the message from a single direction, without immediate response, to bidirectionality, where communication is given in both directions, obtaining immediate responses (Kuo & Rice, 2015;Lin, 2014;Vashisht & Royne, 2016;Verberckmoes et al, 2016). Advergames are video games that allow a continuous exposure of the user to the advertised brand, and the user can interact with the brand's values and positioning (Lee & Cho, 2017).…”
Section: Advertising Formats On the Internet: The Effect Of Advergamementioning
confidence: 99%
“…Interactivity can be a fundamental element as it is what enables contact (even if is simulated) with the product that is intended to be promoted. Because an advergame is a more interactive experience than browsing a website with banners (Vashisht & Royne, 2016;Verberckmoes et al, 2016), brands advertised in advergames should present, in response by consumers, a better attitude towards the brand and a greater intention to purchase the brand than the brands advertised in banners. Therefore:…”
Section: Advertising Formats On the Internet: The Effect Of Advergamementioning
confidence: 99%