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首页> 外文期刊>The Journal of Advertising >EXAMINING THE INFLUENCE OF TELEPRESENCE ON SPECTATOR AND PLAYER PROCESSING OF REAL AND FICTITIOUS BRANDS IN A COMPUTER GAME
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EXAMINING THE INFLUENCE OF TELEPRESENCE ON SPECTATOR AND PLAYER PROCESSING OF REAL AND FICTITIOUS BRANDS IN A COMPUTER GAME

机译:检查远程状态对计算机游戏中真实和虚构品牌的观众和播放器处理的影响

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摘要

Despite the growth of embedded brands in entertainment media, few theory-based studies have assessed consumer processing of brand placements in games. This study contrasted the influence of media context (play, watch) and psychological response (telepresence) on consumer recall, game liking, and perceived persuasion for real and fictitious brands in a racing game. Results show that playing the game impeded recall, but had no effect on game liking or perceived persuasion across brands. Telepresence and game liking were positively related to perceived persuasion for real and fictitious brands, with telepresence mediating the effect of game liking on perceived persuasion for real brands. Results are explained according to cognitive capacity and media context effects.
机译:尽管娱乐媒体中的嵌入式品牌不断增长,但很少有基于理论的研究评估消费者对游戏中品牌位置的处理。这项研究对比了媒体背景(游戏,观看)和心理反应(智商)对消费者召回,游戏喜好以及在赛车游戏中对真实和虚构品牌的感知说服力的影响。结果表明,玩游戏阻碍了回忆,但对游戏喜好或品牌间的说服力没有影响。远程呈现和游戏喜好与对真实和虚拟品牌的感知说服力呈正相关,而远程呈现则介导游戏喜欢对真实品牌的感知说服力的影响。根据认知能力和媒体情境效应来解释结果。

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