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Effects of cognition demand, mode of interactivity and brand anthropomorphism on garners' brand attention and memory in advergames

机译:认知需求,互动方式和品牌拟人化对广告玩家获得品牌关注度和记忆力的影响

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This paper explores how game and message related characteristics of interactivity and brand anthropomorphism interact each other with garners' cognition demand (high cognition versus low cognition demand) to influence garners' brand attention, brand recall, and brand recognition in advergames. The mixed-measures experimental design study revealed that in high cognition demand game play, garners' brand attention, recognition, and recall are low, in comparison with low cognition demand game. However, in high cognition demand condition, garners exposed to brand interactivity game (versus no interactivity and game interactivity) showed higher brand attention and memory. The results also showed that garners' brand anthropomorphism works as a boundary condition which further shapes the above-said effects. (C) 2017 Elsevier Ltd. All rights reserved.
机译:本文探讨了互动和品牌拟人化的与游戏和消息相关的特征如何与加纳的认知需求(高认知与低认知需求)相互影响,以影响广告游戏中加纳的品牌注意力,品牌召回和品牌认知。混合措施实验设计研究表明,与低认知需求游戏相比,在具有较高认知需求的游戏中,获得品牌关注度,认知度和召回率较低。然而,在高认知需求的条件下,接触品牌互动游戏(而不是互动和游戏互动)的顾客显示出更高的品牌关注度和记忆力。结果还表明,加纳斯的品牌拟人化是边界条件,进一步塑造了上述效应。 (C)2017 Elsevier Ltd.保留所有权利。

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