2017
DOI: 10.1080/02650487.2017.1349029
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Transferring game attitudes to the brand: persuasion from age 6 to 14

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Cited by 30 publications
(29 citation statements)
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References 39 publications
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“…The studies used advergames with durations ranging from 2–12 min, commonly followed by an assessment for attitudes and the opportunity for ad libitum snacking. The marketing of unhealthy foods through advergames significantly increased children’s consumption of unhealthy food ( p < 0.03) [84], and when children were exposed to both advergames and television commercials, advergames generated the most positive brand attitudes ( p < 0.001) [34].…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…The studies used advergames with durations ranging from 2–12 min, commonly followed by an assessment for attitudes and the opportunity for ad libitum snacking. The marketing of unhealthy foods through advergames significantly increased children’s consumption of unhealthy food ( p < 0.03) [84], and when children were exposed to both advergames and television commercials, advergames generated the most positive brand attitudes ( p < 0.001) [34].…”
Section: Resultsmentioning
confidence: 99%
“…Further to a need for more research into the digital environment, there was a bias identified in the approach studies used to measure the influence of online games, as all studies implemented an advergame model. Advergames are very common [115] and are very influential on children, if not more influential than television commercials when compared on the same participants [34,58]. Therefore, understanding and recognising their influence is vital.…”
Section: Discussionmentioning
confidence: 99%
“…Likewise, children who played advergames for healthy products such as fruits and vegetables were more likely to choose healthier foods, whereas those who played advergames featuring unhealthy fast foods were more likely to select unhealthier choices after playing (Pempek & Calvert, 2009). Furthermore, recent studies have shown that compared with television advertising, advergames produce higher purchase requests among children (Hudders et al, 2016) and more positive brand attitudes (Neyens, Smits, & Boyland, 2017).…”
Section: Child-targeted Advergamesmentioning
confidence: 99%
“…This review finds that while children as young as eight may comprehend the persuasive intent of advertising, they may not be able to utilize this knowledge until much later. Evidence from both the traditional and new media environment supports this prediction, finding that high conceptual (cognitive) advertising literacy does not translate to negative brand attitudes (De Pauw, Hudders, and Cauberghe 2018;Vanwesenbeeck, Ponnet, and Walrave 2017b), reduced pester intent (Neyens, Smits, and Boyland 2017), or decreased purchase requests (De Jans, Hudders, and Cauberghe 2017;Hudders, Cauberghe, and Panic 2016). This was even the case when children's conceptual advertising literacy was increased via disclosure (De Pauw, Hudders, and Cauberghe 2018;Hudders, Cauberghe, and Panic 2016).…”
mentioning
confidence: 96%