2017
DOI: 10.1016/j.chb.2017.01.033
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Effects of cognition demand, mode of interactivity and brand anthropomorphism on gamers’ brand attention and memory in advergames

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Cited by 31 publications
(26 citation statements)
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References 68 publications
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“…While some scholars used physical attributes of a human body, i.e. height, gender, body features (Aggarwal & McGill, 2007;Guido & Peluso, 2015;Sreejesh & Anusree, 2017), others have used intangible attributes such as human name, human voice, personality or emotional and social skills of humans to assess anthropomorphism (Hellén & Sääksjärvi, 2013;Kim & Kramer, 2015;Puzakova & Aggarwal, 2018;Stinnett et al, 2013;Tuškej & Podnar, 2018). In this study, the brand anthropomorphism is conceptualized as a cognitive process in line with the definition provided by Puzakova et al (2009).…”
Section: Brand Anthropomorphismmentioning
confidence: 98%
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“…While some scholars used physical attributes of a human body, i.e. height, gender, body features (Aggarwal & McGill, 2007;Guido & Peluso, 2015;Sreejesh & Anusree, 2017), others have used intangible attributes such as human name, human voice, personality or emotional and social skills of humans to assess anthropomorphism (Hellén & Sääksjärvi, 2013;Kim & Kramer, 2015;Puzakova & Aggarwal, 2018;Stinnett et al, 2013;Tuškej & Podnar, 2018). In this study, the brand anthropomorphism is conceptualized as a cognitive process in line with the definition provided by Puzakova et al (2009).…”
Section: Brand Anthropomorphismmentioning
confidence: 98%
“…Another similar definition for anthropomorphism is 'the habit of using terms salient for human traits to refer to non-human traits' (Karlsson, 2012, p. 107). It refers to human attributions, human characteristics, or human behaviors to non-human objects (Rauschnabel & Ahuvia, 2014;Sreejesh & Anusree, 2017). These attributions, characteristics, or behaviors may include physical appearance, emotional states, inner mental states, or motivations (Epley & Waytz, 2008;Portal et al, 2018).…”
Section: Brand Anthropomorphismmentioning
confidence: 99%
“…We find that, in general, human-like design has a positive effect on anthropomorphism and other anthropomorphism-related constructs and characteristics. [5,44,41,42], productivity [15], competency [20], efficiency [24], information disclosure [45], and perceptual bandwidth [49]. Researchers also find users to develop an emotional connection [2], engagement [6], altruistic behavior [10], collaboration [30], interactivity [39], identification [38], trust [9], and social presence [42] as a result of interacting with AT.…”
Section: Anthropomorphism-related Constructs and User Responsementioning
confidence: 99%
“…While playing an advergame, players can interact with the advertising message and the game features (Ping et al, 2010), which makes it more engaging. Interactivity within an enjoyable advergame has a positive effect on players' brand-related responses, increasing brand recall and recognition (Sreejesh and Anusree, 2017), and enhancing brand attitude (Ping et al, 2010;Sukoco and Wu, 2011). In addition, contrary to traditional advertising in which consumers are passively exposed to the content, advergames evoke a certain degree Mobile advergaming effectiveness of activity with consumers, engaging them with the interactive content .…”
Section: Theoretical Framework and Research Hypotheses 31 Flow Expermentioning
confidence: 99%