2017
DOI: 10.1108/mip-01-2017-0018
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Effect of game-interactivity and congruence on presence and brand attitude

Abstract: Purpose The purpose of this paper is to examine the effect of interactivity and game-product congruence on the players’ feelings of presence and their brand attitude in the context of in-game advertising. Specifically, this research illustrates the conditions under which the brand placements in digital games create attention, engagement, subsequent feelings of presence and brand attitude by drawing the insights from the “limited capacity model of attention,” the “vividness effects theory” and the “transportati… Show more

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Cited by 15 publications
(30 citation statements)
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References 34 publications
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“…Further, interaction between newness and interactivity reported a higher brand recall in the case of incongruent-newness with high interactivity, whereas more favorable brand attitude in the case of congruent-newness with high interactivity. These findings are consistent with the past literature (Jiang and Benbasat, 2007;Vashisht and Chauhan, 2017) that a rise in interactivity can affect consumers to be more involved in an activity (i.e. the gameplay in our IGA context), and as a result, it results in higher brand responses, i.e.…”
Section: Discussionsupporting
confidence: 93%
“…Further, interaction between newness and interactivity reported a higher brand recall in the case of incongruent-newness with high interactivity, whereas more favorable brand attitude in the case of congruent-newness with high interactivity. These findings are consistent with the past literature (Jiang and Benbasat, 2007;Vashisht and Chauhan, 2017) that a rise in interactivity can affect consumers to be more involved in an activity (i.e. the gameplay in our IGA context), and as a result, it results in higher brand responses, i.e.…”
Section: Discussionsupporting
confidence: 93%
“…More immersive and interactive environments have been associated with creating a heightened feeling of presence in users (see Cummings & Bailenson, 2016, for review;Vashisht & Chauhan, 2017). Presence is the "perceptual illusion of nonmediation" (Lombard & Ditton, 1997), where a user fails to acknowledge the existence of the VR environment and responds as it were not there.…”
Section: Psychological Engagement In Virtual Realitymentioning
confidence: 99%
“…Game training and/or prior video game experience can enhance the effectiveness of simulations in task performance and behavioral change (Sturz et al, 2009) because skill increases flow (Matthews, 2015). Likewise, interactivity improves immersion and flow when the game theme is congruent with the advergame brand (e.g., skateboarding brand and skateboarding-themed games; Vashisht and Chauhan, 2017).…”
Section: Quadrant Iv: Gamesmentioning
confidence: 99%