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Mobile game users' evaluations of in-game advertising: role of multitasking and persuasion knowledge

机译:手机游戏用户对游戏内广告的评估:多任务和说服知识的作用

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This study examined the effects of multitasking and persuasion knowledge on evaluations of in-game advertising (IGA). Specifically, we examined how the evaluations of IGA vary by: 1) multitasking (i.e., whether one multitasks or not); and 2) persuasion knowledge (i.e., whether one's persuasion knowledge is primed or not). The findings of this study showed significant interactions effects between multitasking and persuasion knowledge priming on ad evaluations. Compared with the non-multitasking condition, multitasking resulted in more negative evaluations of IGA, only when persuasion knowledge was primed. Multitasking did not affect the evaluations of IGA when persuasion knowledge was not primed. Theoretical implications for multitasking effects and practical implications for marketing and ad literacy are discussed.
机译:这项研究检查了多任务处理和说服知识对游戏内广告(IGA)评估的影响。具体来说,我们研究了IGA的评估方式是如何变化的:1)多任务处理(即是否执行一项多任务处理); 2)说服知识(即,一个人的说服知识是否已准备好)。这项研究的结果表明,多任务处理和说服知识启动对广告评估具有显着的交互作用。与非多任务条件相比,只有在说服知识开始时,多任务才会对IGA产生更多负面评价。当没有说服知识时,多任务处理不会影响IGA的评估。讨论了对多任务效应的理论意义以及对营销和广告素养的实际意义。

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