2019
DOI: 10.1108/ejm-01-2017-0070
|View full text |Cite
|
Sign up to set email alerts
|

What we know and need to know about the gamification of advertising

Abstract: Purpose Advergames, or integrated brand messages within digital games, have received considerable attention from researchers and practitioners. Despite increased use of advergames as a brand promotion strategy by a range of well-known brands, limited understanding exists about a number of issues related to the effective use of such games. This paper aims to critically review the literature on advergames by performing a detailed analysis of existing research in this area and propose an organizing framework. Bas… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

2
50
0
3

Year Published

2019
2019
2024
2024

Publication Types

Select...
6
3

Relationship

1
8

Authors

Journals

citations
Cited by 43 publications
(55 citation statements)
references
References 139 publications
2
50
0
3
Order By: Relevance
“…By doing this, we excluded papers that used stimulus games which were conceptually "games containing ingame advertising" rather than "advergames." In particular, we identified several papers that inconsistently operationalized advergames (e.g., Vashisht and Sreejesh 2015;Vashisht and Pillai 2017) and had to exclude these papers after close inspection of the stimulus materials. In most cases, the stimulus games were labeled advergames but were conceptually games containing in-game advertising.…”
Section: Search and Selection Proceduresmentioning
confidence: 99%
“…By doing this, we excluded papers that used stimulus games which were conceptually "games containing ingame advertising" rather than "advergames." In particular, we identified several papers that inconsistently operationalized advergames (e.g., Vashisht and Sreejesh 2015;Vashisht and Pillai 2017) and had to exclude these papers after close inspection of the stimulus materials. In most cases, the stimulus games were labeled advergames but were conceptually games containing in-game advertising.…”
Section: Search and Selection Proceduresmentioning
confidence: 99%
“…NFC is thus, known as an issue pertinent to thinking and can be defined as the ability or motivation an individual has to process message or information (Petty & Cacioppo, 1986). Recent evidence in advertising suggest that consumers with high NFC favoured brand entailing verbal and textual information more as compared to that entailing visual and audio information (Burton, Gollins, McNeely & Walls, 2018;Kim, 2019;Myers & Jung, 2019;Vashisht, Royne & Sreejesh, 2019). This is true as those with high cognitive ability prefer messages or information necessitating deep evaluations, whereas those with low cognitive ability prefer simple and attractive cues (Petty & Cacioppo, 1986).…”
Section: Need For Cognitionmentioning
confidence: 99%
“…Применение игровых механик и эле ментов в неигровом контексте с целью изменения поведения пользователя [Deterding et al, 2011;Hofacker et al, 2016;Mekler et al, 2017;Hsu, Chen, 2018] Процесс улучшения оказываемых услуг с помощью акцента на создание игрового опыта и ощущения «полноты восприятия игры» с целью создания дополнительной ценности для потребителя [Huotari, Hamari, 2017;Hsu, Chen, 2018;Eppman, Bekk, Klein, 2018;Mullins, Subherwal, 2018] Контекст исследования Обучение, включая онлайнобразование и обучение персонала компаний [Aparicio et al, 2019;Ding, 2019] Онлайн-тестирование, прохождение опросов [Triantoro et al, 2019] Адаптация информационных систем [Mekler et al, 2017] Управление онлайнсообществами [Yang, Asaad, Dwivedi, 2017] Управление знаниями [Friedrich et al, 2019] Маркетинг [Leclerсq, Hammedi, Poncin, 2018] Развитие отношений потребителя с брендом [Nobre, Ferrera, 2017] Программы лояльности [Kim, Ahn, 2017] Управление потребительским опытом [Eppman, Bekk, Klein, 2018] Управление вовлеченностью персонала [Mitchell, Schuster, Jin, 2018;Ding, 2019] Предмет исследования Воспринимаемая простота использования [Yang, Asaad, Dwivedi, 2017;Koivisto, Hamari, 2019] Изменение количества и качества выполненных задач в системе [Mekler et al, 2017;Sailer et al, 2017; Van Roy, Zaman, 2019] Продолжительность использования системы [Groening, Binneweis, 2019;Hassan, Dias, Hamari, 2019] Реакция на рекламные сообщения [Vashisht, Royne, Sreejesh, 2019] Изменение отношения к системе [Huotari, Hamari, 2012;Hamari, 2015;…”
Section: определениеunclassified
“…С помощью геймификации компании стремятся преодолеть пользовательские барьеры, связанные с рутинностью операций в информационных системах [Koivisto, Hamari, 2019], удаленным обучением [Huang et al, 2019;Van Roy, Deterding, Zaman, 2019], недоверием потребителей к рекламным сообщениям [Seiffert-Brockmann, Weitzl, Henriks, 2018;Vashisht, Royne, Sreejesh, 2019], а также стимулировать создание у них позитивных ассоциаций, что впоследствии может вести к лояльности, лучшему усвоению материала, упрощению внедрения новых систем и пр. [Seaborn, Fels, 2015;Rapp et al, 2018;Koivisto, Hamari, 2019].…”
Section: Introductionunclassified