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Recall and recognition of in-game advertising: the role of game control

机译:召回和认可游戏内广告:游戏控制的作用

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摘要

Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person’s sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players’ perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts.
机译:数字游戏已成为全球最大的娱乐行业之一,越来越多地将媒体变成广告商的有前途的工具。结果,在接下来的几年中,预计将广告消息包含在数字游戏或游戏内广告(IGA)中将稳定增长。但是,要使IGA的效率最大化,仍需要进行大量工作。该研究的目的是通过从品牌知名度角度分析两个因素对IGA加工的影响,从而为IGA有效性研究做出贡献。主要目的是调查一个人的参与感与游戏中的控制和移动机制(即,运动觉参与)有​​关的影响。进行了受试者内部实验,其中通过操纵游戏控制器类型来改变对赛车游戏的控制,从而产生两个实验条件(符号控制器与模拟控制器)。结果表明,游戏控制器的变化对整合到游戏中的品牌的召回和认可有显着影响,并且这种影响可以部分归因于玩家对游戏的控制:当游戏易于控制时,控制机制需要较少的意识注意力,从而释放了注意力资源,这些资源随后可用于游戏的其他元素,例如IGA。研究中考虑的第二个因素是品牌知名度。研究了游戏内广告的大小和空间位置的影响。研究结果表明,不同类型的展示位置之间的有效性发生了显着变化。空间位置似乎是最重要的展示位置特征,中央品牌展示位置获得了最高的召回率和认可度。广告尺寸的影响要小得多,大型展示位置的效果与较小的展示位置的效果没有显着差异。

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