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Motivated Processing of Peripheral Advertising Information in Video Games

机译:电子游戏中外围广告信息的动机化处理

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An experiment, guided by the Limited Capacity Model of Motivated Mediated Message Processing (LC4MP), manipulated players' motivational activation states during play of a custom-built first-person shooter video game and examined memory of billboard advertisements embedded in the game's peripheral content. In line with the LC4MP, a memory sensitivity test demonstrated that encoding of peripheral billboard advertisements was greatest during moderate-medium aversive activation and worst with moderate-high aversive activation. However, storage, measured using cued recall, was greater with moderate-medium appetitive activation when compared with other motivational states. The findings extend understandings of motivated cognitive processing of secondary advertising information in video game contexts.
机译:在动机化中介消息处理的有限容量模型(LC4MP)的指导下进行的一项实验在定制的第一人称射击游戏中扮演了玩家的动机激活状态,并检查了游戏外围内容中嵌入的广告牌广告的记忆。与LC4MP一致,内存敏感度测试表明,在中度-厌恶性激活期间,外围广告牌广告的编码最大,而在中-高厌恶性激活期间最差。但是,与其他动机状态相比,使用提示回忆来测量的存储量在中度食欲激活下更大。这些发现扩展了对视频游戏环境中辅助广告信息的动机认知处理的理解。

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