“…According to Waiguny, Nelson, and Terlutter (2010), food products embedded in games can shape children's brand beliefs about food healthiness. Moreover, brand reception is moderated by a wide range of factors such as the age and gender of players (Toh and Leng, 2014), brand familiarity as a measure of the extent of a consumer's experience with the brand (Martí-Parreño, Bermejo-Berros, and Aldás--Manzano, 2017), type of brands like a well-known brand and a less-known brand (Rosado and Agante, 2011), the frequency of brand repetition (Martí-Parreño, Bermejo--Berros, and Aldás-Manzano, 2017), the frequency of playing the game, the type of game, and the type of product placement (Yang, Roskos-Ewoldsen, Dinu, and Arpan, 2006). Brands or branded products can be incorporated into the virtual environment in various ways.…”