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:暴力游戏中的品牌记忆,态度和国家侵略:关注唤醒,负面影响和空间存在的作用

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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:暴力游戏在最近的视频游戏市场中越来越获得市场份额。由于它们在广告和侵略性方面对用户的潜在影响,因此吸引了很多关注。但是,很少有研究考虑虚拟空间中的用户攻击和说服机制来研究这种影响。基于一般攻击模型和存在理论,当前的研究考察了现实暴力线索(血液和尖叫声)和特质攻击对品牌记忆,游戏中品牌态度的改变以及通过生理唤醒(例如,皮肤电导水平),负面影响和空间存在。结果表明,暴力暗示会同时影响唤醒和负面影响,而负面影响反过来会改变对品牌的态度,并增加国家侵略的程度。特质的侵略增强了存在感,而空间存在感则强烈影响品牌记忆。结果和含义进行了讨论。

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