首页> 外文会议>Annual Hawaii International Conference on System Sciences >Brand Memory, Attitude, and State Aggression in Violent Games: Focused on the Roles of Arousal, Negative Affect, and Spatial Presence
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Brand Memory, Attitude, and State Aggression in Violent Games: Focused on the Roles of Arousal, Negative Affect, and Spatial Presence

机译:在暴力游戏中品牌记忆,态度和国家侵略:专注于​​唤醒,负面影响和空间存在的角色

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Violent games have increasingly gained their market share in recent video game markets. They have attracted much attention due to their potential effects on users in advertising and aggression. However, little research has investigated such effects considering both user aggression and persuasion mechanism in virtual space. Based on the general aggression model and the presence theory, the current study examines the effects of realistic violence cues (blood and screams) and trait aggression on brand memory, attitude change toward brands in the game, and state aggression through physiological arousal (i.e., Skin conductance level), negative affect and spatial presence. Results show that violence cues affect both arousal and negative affect, and in turn the negative affect changes attitude toward brands negatively and increases the degree of state aggression. Trait aggression enhances presence, and the spatial presence strongly affects brand memory. Results and implications are discussed.
机译:暴力游戏越来越多地获得了最近的视频游戏市场的市场份额。由于他们对广告和侵略中的用户潜在影响,他们引起了很多关注。然而,考虑到虚拟空间中的用户攻击和说服机制,小型研究已经调查了这些影响。基于一般侵略模型和存在理论,目前的研究探讨了现实暴力线索(血液和尖叫)和特质对品牌记忆,态度变化对游戏品牌的影响,以及通过生理唤起的国家侵略(即,皮肤电导水平),负面影响和空间存在。结果表明,暴力提示影响唤醒和负面影响,反过来,负面影响对品牌的态度负面影响,增加了国家侵略程度。特质侵略增强存在,空间存在强烈影响品牌记忆。讨论了结果和影响。

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