In-Game Advertising: Role of Virtual Reality and Persuasion Knowledge

被引:0
|
作者
Vashisht, Devika [1 ]
机构
[1] Indian Inst Management Sirmaur, Mkt Management, Paonta Sahib 173031, Himachal Prades, India
关键词
Head-mounted display; in-game advertising; persuasion knowledge; virtual reality (VR); two-dimensional (2D); GAMIFICATION; ADVERGAMES; IMPACT; MODEL; COPE;
D O I
10.1080/08874417.2024.2382223
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
This experimental research examines the effect of brand placement (prominent or subtle) and use of technology (2D or head-mounted-display (HMD) VR) in in-game advertising (IGA) on brand recall and how persuasion knowledge moderates this relationship. Results showed that for a prominent brand placement, a 2D game resulted in higher brand recall than an HMD VR game. Players with high persuasion knowledge, showed superior recall for the embedded brands in two game conditions: a prominent placed 2D game and a prominent placed HMDVR game. However, insignificant results were found for a subtle brand placement-2D game and a subtle placement-HMD VR game irrespective of whether the player has high or low persuasion knowledge. Further the study provides strong theoretical and managerial implications and avenues for future research in the gamified-advertising context.
引用
收藏
页数:12
相关论文
共 50 条
  • [1] Mobile game users' evaluations of in-game advertising: role of multitasking and persuasion knowledge
    Hwang, Yoori
    Lee, Joonghwa
    Kim, Soojung
    Jeong, Se-Hoon
    [J]. INTERNATIONAL JOURNAL OF MOBILE COMMUNICATIONS, 2018, 16 (05) : 557 - 572
  • [2] Congruity of Virtual Reality In-Game Advertising
    Lupinek, Joshua M.
    Yoo, Jinhee
    Ohu, Eugene A.
    Bownlee, Eric
    [J]. FRONTIERS IN SPORTS AND ACTIVE LIVING, 2021, 3
  • [3] Effects of prominent in-game advertising in mobile media: cognitive, affective, and behavioural outcomes and the moderating role of persuasion knowledge
    Kim, Soojung
    Lee, Joonghwa
    Hwang, Yoori
    Jeong, Se-Hoon
    [J]. INTERNATIONAL JOURNAL OF MOBILE COMMUNICATIONS, 2016, 14 (03) : 203 - 225
  • [4] Recall and recognition of in-game advertising: the role of game control
    Herrewijn, Laura
    Poels, Karolien
    [J]. FRONTIERS IN PSYCHOLOGY, 2014, 4
  • [5] VIRTUAL REALITY, VIDEO GAMES AND IN-GAME ADVERTISING: AN EXPERIMENTAL STUDY OF ADOLESCENTS WITH MANAGERIAL IMPLICATIONS TO THE ENTERTAINMENT INDUSTRY
    Alabau-Tejada, Nuria
    [J]. PRISMA SOCIAL, 2021, (34): : 106 - 123
  • [6] Scheduling of Dynamic In-Game Advertising
    Turner, John
    Scheller-Wolf, Alan
    Tayur, Sridhar
    [J]. OPERATIONS RESEARCH, 2011, 59 (01) : 1 - 16
  • [7] Advergaming and In-Game Advertising: An Approach to the Next Generation of Advertising
    Carah, Nicholas
    [J]. MEDIA INTERNATIONAL AUSTRALIA, 2009, (130) : 138 - 139
  • [8] Systematic mapping of in-game advertising & advergames
    Joao, Belmiro do Nascimento
    Las Casas, Alexandre Luzzi
    [J]. REVISTA DE GESTAO E SECRETARIADO-GESEC, 2023, 14 (08): : 13967 - 13988
  • [9] The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness
    Mishra, Sita
    Malhotra, Gunjan
    [J]. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT, 2021, 61
  • [10] The influence of advertising on compulsive buying - The role of persuasion knowledge
    Mikolajczak-Degrauwe, Kalina
    Brengman, Malaika
    [J]. JOURNAL OF BEHAVIORAL ADDICTIONS, 2013, 2 : 24 - 25