2018
DOI: 10.1016/j.chb.2017.12.034
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Does game rules work as a game changer? Analyzing the effect of rule orientation on brand attention and memory in advergames

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Cited by 23 publications
(16 citation statements)
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“…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%
“…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%
“…The formal study begins after the exploration ends. Experimental designs are found suitable to study game-based congruity (Lee, Yang, & Hung, 2017; Sreejesh, Anusree, & Ponnam, 2018). Pre-experimental research design is used in which one shot case study method is applied.…”
Section: Methodsmentioning
confidence: 99%
“…Whilst not in the domain of serious games, the marketing literature on advergaming also provides support for the enhancement of knowledge. Advergaming research has evidenced that games can increase a player's cognitive ability to recall brands (Hwang et al, 2017; Martí‐Parreño et al, 2017; Sreejesh et al, 2018; Vashisht & Royne, 2016). For example, a study by Vashisht and Royne (2016) demonstrates that the speed of an advergame and the prominence of brand placements impact brand recall, finding that individuals with high persuasion knowledge report higher brand recall in a low‐speed advergame.…”
Section: Conceptual Model and Hypothesis Developmentmentioning
confidence: 99%