2016
DOI: 10.1002/cb.1599
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Do you take credit cards? The attitudinal and behavioral effects of advergames targeted at children

Abstract: Advergames are a promotional tool that confronts children with brands in an entertaining and playful setting. The present study adds to the existing knowledge by analyzing an advergame placement that is usually not targeted at children: credit cards. Based on an emotional conditioning process premised on the positive gaming experience, we argue that advergames lead to an increase in brand evaluation and brand choice. In addition to changes in brand outcomes, we investigate how playing a game promoting credit c… Show more

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Cited by 8 publications
(5 citation statements)
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“…As a consequence, there will be an increase in brand evaluation and brand choice (Burke and Edell 1987). Based on this theorizing, as well as previously obtained results of studies on advergames (Naderer, Matthes, and Mestas 2016;Vanwesenbeeck, Walrave, and Ponnet 2016) and brand placements in movies (Matthes and Naderer 2015), we therefore argue that the presentation of a brand placement can positively impact brand memory, brand evaluation, and brand choice: H1: Children who are confronted with a brand placement show an increase in (a) brand recognition, (b) brand evaluation, and (c) brand choice compared to children who are not confronted with a brand placement.…”
Section: Cognitive Affective and Conative Brand Effectsmentioning
confidence: 55%
“…As a consequence, there will be an increase in brand evaluation and brand choice (Burke and Edell 1987). Based on this theorizing, as well as previously obtained results of studies on advergames (Naderer, Matthes, and Mestas 2016;Vanwesenbeeck, Walrave, and Ponnet 2016) and brand placements in movies (Matthes and Naderer 2015), we therefore argue that the presentation of a brand placement can positively impact brand memory, brand evaluation, and brand choice: H1: Children who are confronted with a brand placement show an increase in (a) brand recognition, (b) brand evaluation, and (c) brand choice compared to children who are not confronted with a brand placement.…”
Section: Cognitive Affective and Conative Brand Effectsmentioning
confidence: 55%
“…Multiple studies rank cash as the payment method that causes the highest pain of paying due to its increased transparency and low decoupling effect. In these studies, cash is followed by checks, credit cards, debit cards, stored value cards, and lastly direct debits (Naderer et al, 2016; Raghubir & Srivastava, 2008; Runnemark et al, 2015; Soman, 2003). Research on new payment methods such as mobile payments is still limited, however, early studies indicate that there is no significant difference between the pain of paying on credit card or by mobile payment (Boden et al, 2020; Falk et al, 2016).…”
Section: Resultsmentioning
confidence: 99%
“…Participant ages ranged from 4 to 18 and were broadly categorized as 12 years and under (n 5 19), 38,[39][40][41][42][43][44][45][46][47][48][49][50][51][52] over 12 years (n 5 7), [53][54][55][56][57][58][59] or had participants in both age groups (n 5 13). [60][61][62][63][64][65][66][67][68][69][70][71][72][73][74][75] Most of the studies were conducted in Europe (n 5 16; Austria n 5 5, Netherlands n 5 4, Belgium n 5 3, UK n 5 3, Portugal n 5 1), followed by the United States (n 5 12), Australia (n 5 6), Chile (n 5 2), and Israel (n 5 1), India (n 5 1), South Korea (n 5 1). Studies were mostly conducted in classroom settings (n 5 21).…”
Section: Study Description and Resultsmentioning
confidence: 99%