2022
DOI: 10.1002/mar.21752
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Brands in a game or a game for brands? Comparing the persuasive effectiveness of in‐game advertising and advergames

Abstract: Although a rich body of knowledge exists in the domain of gamification of advertising, no research emphasis has been given to compare the persuasive effects of two well-known gamification formats-in-game advertising and advergame. Also, we do not know much about their comparative effects on child and adult gamers. The present research fills these gaps by conducting three experiments in which we examine the effects of gamification format (advergame vs. in-game advertising) and age of consumers (children vs. adu… Show more

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Cited by 16 publications
(13 citation statements)
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References 99 publications
(166 reference statements)
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“…Casual games which are usually free games with high accessibility and short durations are also part of advergames (Smith et al, 2014;Cauberghe and De Pelsmacker, 2010). Various studies on advergames mostly aimed to dig into the interaction between games-playing behaviors and players' brand attitude (Ghosh et al, 2022;Lee and Youn, 2008;Nelson et al, 2004), or brand consciousness (Steffen et al, 2013;Nelson and McLeod, 2005), or game and product congruity (Peters and Leshner, 2013), or brand image and brand recall (Ghosh et al, 2022;Waiguny et al, 2013;Waiguny and Terlutter, 2011;Redondo, 2012;Cauberghe and de Pelsmacker, 2010;Van Reijmersdal et al, 2010). Whereas seldom studies investigate the impact of advergames in the field of public service communication.…”
Section: Applying Digital Games For Health Promotion and Drug Preventionmentioning
confidence: 99%
See 3 more Smart Citations
“…Casual games which are usually free games with high accessibility and short durations are also part of advergames (Smith et al, 2014;Cauberghe and De Pelsmacker, 2010). Various studies on advergames mostly aimed to dig into the interaction between games-playing behaviors and players' brand attitude (Ghosh et al, 2022;Lee and Youn, 2008;Nelson et al, 2004), or brand consciousness (Steffen et al, 2013;Nelson and McLeod, 2005), or game and product congruity (Peters and Leshner, 2013), or brand image and brand recall (Ghosh et al, 2022;Waiguny et al, 2013;Waiguny and Terlutter, 2011;Redondo, 2012;Cauberghe and de Pelsmacker, 2010;Van Reijmersdal et al, 2010). Whereas seldom studies investigate the impact of advergames in the field of public service communication.…”
Section: Applying Digital Games For Health Promotion and Drug Preventionmentioning
confidence: 99%
“…Thus, the views and research mentioned above inspire the research team that health games (advergames for health) may have potential in public health promotion including drug prevention, and they are more effective in children's health behavior intervention. The latest study (Ghosh et al, 2022) has proved empirically that the use of advergames could strengthen the players' awareness and positive attitude toward brand messages. Indeed, various research have been applied to study the theories and practices of applying digital games for young generations, for instance, the Health Belief Model (Abraham and Sheeran, 2015), the Persuasive Game Design Model (PGDM) (Orji et al, 2017) and the Gamification Theory (Tsai and Chen, 2019).…”
Section: Applying Digital Games For Health Promotion and Drug Preventionmentioning
confidence: 99%
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“…Applying gamification in advertising allows marketers to use digital games to promote brands in two main ways: advergames, which are quick and easy games developed around the key value propositions of the brand and in-game advertising, which involves placing brand elements in pre-built or full-fledged video games. This method has been used by marketers for decades to persuade consumers through entertainment media (Ghosh and Dwivedi, 2022). Advergames are a popular form of gamified advertising that leverage game mechanics to engage consumers with a brand and achieve commercial goals.…”
Section: Introductionmentioning
confidence: 99%