2017
DOI: 10.1123/jsm.2017-0022
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Effects of Brand Congruity and Game Difficulty on Gamers’ Response to Advertising in Sport Video Games

Abstract: The purpose of this research was to examine the effect of sport video game difficulty and brand congruity on gamers’ brand recall, brand recognition, and attitudes toward the brand using a controlled experimental design. A total of 116 participants were recruited to play an interactive sport video game and randomly assigned to one of two game difficulty conditions (easy vs. hard). They were then asked to respond to questions concerning the brands featured in the in-game advertisements. The procedure entailed a… Show more

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Cited by 18 publications
(22 citation statements)
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References 54 publications
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“…If the product does not satisfy the customer's needs, they will think that the brand is inferior in performance, and this could lead to decreased brand recognition. From a perspective inside the brand, research shows that brand congruity significantly influences brand recognition [15]. From a perspective outside the brand, the attractiveness of competing products also plays an important role in pulling a customer's behavior, competing with push factors [16].…”
Section: Research Hypothesesmentioning
confidence: 99%
“…If the product does not satisfy the customer's needs, they will think that the brand is inferior in performance, and this could lead to decreased brand recognition. From a perspective inside the brand, research shows that brand congruity significantly influences brand recognition [15]. From a perspective outside the brand, the attractiveness of competing products also plays an important role in pulling a customer's behavior, competing with push factors [16].…”
Section: Research Hypothesesmentioning
confidence: 99%
“…They found greater recognition of prominently featured brands (33%) than subtle ones (9%). This would indicate that the player's attention tends to be on the center of the game scene, and by placing a brand in this focal point the player is able to integrate the brand into their gaming experience, that is, into the main task, and as such would devote more processing resources to the brand [25]. In fact, this coincides with the spotlight model of attention, which likens the focus of attention to a spotlight.…”
Section: Brand Placement Position and Memorymentioning
confidence: 81%
“…The most relevant part of this model is memorization of the BP. This paper investigates the role of the three main design variables of the BP that could influence its recall and recognition: placement in the scene [23,24], the familiarity of the positioned brands [25,26], and its congruence with the videogame [24,27].…”
Section: Conceptual Framework and Literature Reviewmentioning
confidence: 99%
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“…Although regarded as a youthful pastime, in the US, video game play is also common among adults (ages 30–49), with boys and young men predominating in both the younger and older player age groups [2, 3]. Since it first appeared in 1978 [4], advertising in video games has become common [5], likely due video games’ popularity among youth and adults, key target markets [6], and to advertising’s potential impact: in-game exposure to brands is memorable [7] and creates positive brand associations [8]. Many consumer product companies have embraced the concept, including Budweiser [9], Coca-Cola, and Subway [10].…”
Section: Introductionmentioning
confidence: 99%