2014
DOI: 10.1016/j.chb.2013.12.013
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The effectiveness of advergames compared to television commercials and interactive commercials featuring advergames

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Cited by 52 publications
(47 citation statements)
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“…It is important to note that advergames differ from TV advertising in several key ways (active vs. passive reception, low vs. high interactivity while exposed to the brand, exposure time) . In comparing the subgroups (TV advertisement, advergames and using familiar characters/logo), our analysis showed no significant difference in children's dietary intake or preference among different types of marketing.…”
Section: Discussionmentioning
confidence: 65%
See 1 more Smart Citation
“…It is important to note that advergames differ from TV advertising in several key ways (active vs. passive reception, low vs. high interactivity while exposed to the brand, exposure time) . In comparing the subgroups (TV advertisement, advergames and using familiar characters/logo), our analysis showed no significant difference in children's dietary intake or preference among different types of marketing.…”
Section: Discussionmentioning
confidence: 65%
“…Girls may have a higher tendency towards dieting practices possibly as a result of maternal encouragements to be thin that may have suppressed their natural response . It has also been suggested that boys may be more vulnerable when exposed to external cues for food and beverage advertisements and therefore may consume more than girls . Another explanation for the observed difference between boys and girls might be that child‐targeted and adolescent‐targeted food and beverage advertisements tend to focus on boys perhaps because they are more susceptible to external cues of food advertisements .…”
Section: Discussionmentioning
confidence: 99%
“…Despite these differences, research has found no differences in the persuasive effect of adverts on television or advergames . There was evidence from experimental data that combined media of television and advergames induces a greater effect on dietary intake …”
Section: Discussionmentioning
confidence: 99%
“…Some studies suggest that prominent placements are expected to create a more negative affective response, as they are more visible to the audience and such placements are evaluated as intrusive (Kinard & Hatman, 2013;Shiv, Edell & Payne, 1997;Van Reijmersdal, 2009;Hernandez, Chapa, Minor, Maldonado & Barranzuella, 2004). Some other findings state that the placement of products in video games and advergames, when compared with other media like movies or television shows, receive a more positive attitude from the audience (Bellman, Kemp, Haddad & Varan, 2014;Williams, et al, 2011). In other studies, it is suggested that as the advertising messages in a gaming environment are presented differently than other media, the players would ignore or not notice the persuasive elements embedded within the game (Raney, Arpan, Pashupati & Brill, 2003).…”
Section: Placement Prominence and Its Relation To Audience Responses mentioning
confidence: 99%
“…In other words telepresence is related to the interactivity and vividness components of a technology (Steuer, 1992;Suh & Chang, 2006), and they both need to be present for the audience to feel a certain level of telepresence (Klein, 2003;Suh & Chang, 2006). In an advergame setting due to the certain characteristics of advergames like entertainment and interactivity, the gaming experience is expected to create a certain level of telepresense (Bellman et al, 2014;Klein, 2003). Cauberghe, Geuens, and De Pelsmacker (2011) suggest that the positive effects of brand attitude would increase the telepresence feeling of gamers.…”
Section: Covariatementioning
confidence: 99%