Book Chapter10.4018/978-1-5225-6064-7.CH008
Gap Between Mobile and Online Advergames: The Possible Effects of the Optimal Gaming Experience-Flow
Tuğçe Ozansoy Çadırcı,Ayşegül Sağkaya Güngör +1 more
- 01 Jan 2019
- pp 125-150
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TL;DR: In this article, a lab experiment was conducted to understand how the experience of flow influences the outcomes of the advergames in different environments, i.e., brand recall and brand attitude.
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Abstract: Mobile and online advergames are likely to influence brand associations differently. Regardless of the advergame environment, successful games are capable of taking the player into the flow state. How the experience of flow influences the outcomes of the advergames in different environments is a new and an important subject for the advertisers. In order to understand the outcomes (i.e., brand recall and brand attitude) of the advergames in different mediums (online vs. mobile) with the flow introduced, a lab experiment was conducted. Results of the experiment yielded that brand recall and brand attitude were different in different environments. When the interaction of skill and challenge was introduced to the study, however, hypotheses were partially supported. Furthermore, arousal resulted in better brand recall and more positive brand attitudes in the mobile environment. Lastly, time distortion caused no difference in brand attitude, while supporting mobile in brand recall.
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Citations
Analysing mobile advergaming effectiveness: the role of flow, game repetition and brand familiarity
TL;DR: In this article, the effect of game repetition, game repetition and brand familiarity on mobile advergame players' brand attitude and purchase intention was investigated. And the results revealed that the independent variables significantly influenced the dependent variables explored in this study.
Identifying the success factors of advergames: a mixed-method approach
Mona Jami Pour,Sahar Sadeghi,Elahe Yahyaei +2 more
- 22 Sep 2020
Abstract: Advergame as a new approach in advertising has recently attracted the attention of many researchers and practitioners. Despite the growing investment, managers still do not have a comprehensive understanding of the success factors of advergames. To the authors’ knowledge, there are no studies that address success factors in advergames. The purpose of this paper is to comprehensively explore the success factors of advergames to enhance the markets' insight regarding the implementation of advergames.,This study investigates the success factors of advergames implementation using the mixed-method approach. For this purpose, along with a literature review, some semistructured interviews with experts were conducted and the obtained data were analyzed using the thematic analysis. Then a survey was conducted to validate the extracted factors and criteria. The quantitative data were analyzed by Student t-test and factor analysis.,The results indicated that the main success factors of advergames are game design factors, brand/product-related factors, players' personality-related factors and technical factors. The rank orders of the mentioned factors and their subcriteria were identified using their respective variance.,In advergame initiatives, technical issues must be considered along with game design factors, brand/product-related factors and players' personality-related factors simultaneously. The findings can assist managers to understand all aspects of advergames adaptation and assess the weaknesses and strengths of adervgame projects.,Although the intersection between digital games and advertising has had a growing trend in both practical and academic contexts, there are few studies on what factors must be considered during advergames development and implementation. The main contribution of this study is to explore the important aspects of advergames success and their priorities. The findings provide a comprehensive insight on the interdisciplinary aspects of advergames.
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An Assessment of “Advergames” Implementation
TL;DR: In this article , the authors present a market trend in the space of video games for interacting with potential customers, where the development of a video segment shows a noticeable increase in interest and tracked improvements in the user experience.
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Influence of Advergames on Brand Outcomes and Cross-Cultural Consumer Behaviour
TL;DR: In this paper , the authors compared two aspects of advergames player's behaviours in the UK and Saudi Arabia: cross-cultural consumer behaviour and brand outcomes, and found that players from different cultures have different perceptions of the advertising messages delivered during an advergame.
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References
Engaging Consumers with Advergames: An Experimental Evaluation of Interactivity, Fit and Expectancy
Khim Yong Goh,Jerry Wenjie Ping +1 more
TL;DR: Interactivity and attitude toward advergames have significant positive effects on attitude toward brand, which, in turn, positively impacts purchase intention, and the results show that, in the high fit condition, both high interactivity and low expectancy lead to a more favorable attitude towardadvergames.
Context effects of TV programme-induced interactivity and telepresence on advertising responses
TL;DR: In this paper, the context effects of TV programme embedded interactivity on the attitude toward an advertisement placed within the interactive programme were investigated, and the effect of the advertisement placement on the viewing behavior was investigated.
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The interplay of persuasion inference and flow experience in an entertaining food advergame
TL;DR: This paper examined how people's entertainment (flow experience) interacts with their inference about the persuasion impact of food brands featured in an advergame, which vary according to their persuasion knowledge about the source (e.g., non-commercial versus commercial) and the perceived persuasion effect on self.
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Impact of flow on recognition of and attitudes towards in-game brand placements: Brand congruence and placement prominence as moderators
TL;DR: This article investigated the influence of game-evoked flow on cognitive and affective outcomes for in-game brand placements and found that experiencing flow while gaming tends to contribute positively to affective outcome, leading to more positive brand attitudes, but it has no impact on cognitive processing or brand recognition.
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Affect transfer in brand extensions: the role of expectancy and relevancy
TL;DR: A theoretical framework that for the first time integrates the two main streams of literature in brand extensions, expectancy and relevancy, is proposed, which enhances the affect transfer process in different manners.
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