Are you able to recall the brand? The impact of brand prominence, game involvement and persuasion knowledge in online – advergames. Issue 4 (17th July 2017)
- Record Type:
- Journal Article
- Title:
- Are you able to recall the brand? The impact of brand prominence, game involvement and persuasion knowledge in online – advergames. Issue 4 (17th July 2017)
- Main Title:
- Are you able to recall the brand? The impact of brand prominence, game involvement and persuasion knowledge in online – advergames
- Authors:
- Vashisht, Devika
S. Pillai, Sreejesh - Abstract:
- Abstract : Purpose: The purpose of this paper is to study the impact of brand prominence, game involvement and persuasion knowledge on gamers' brand recall and attitude in the context of online advergames. Specifically, this investigation uses limited capacity model of attention and persuasion knowledge model to expound the conditions under which brand placements create attention, elaboration and subsequent brand recall and brand attitude. Design/methodology/approach: A 2 (brand prominence: prominent versus subtle) × 2 (game involvement: high versus low involvement) × 2 (persuasion knowledge: high versus low) between-subjects measures design is used. A total of 224 student gamers participated in the study. A between-subjects measures multivariate analysis of variance is used to test the hypotheses. Findings: The results show that an advergame with prominent brand placement under low game involvement condition results in high brand recall but less favorable brand attitude than under high game involvement condition. Furthermore, a three-way interaction shows that for a prominent brand placement advergame with high game involvement, the subjects with high persuasion knowledge report high brand recall than the subjects with low persuasion knowledge. The findings also reveal that for a prominent brand placement advergame with high game involvement, the subjects with high persuasion knowledge report less favorable brand attitude than the subjects with low persuasion knowledge.Abstract : Purpose: The purpose of this paper is to study the impact of brand prominence, game involvement and persuasion knowledge on gamers' brand recall and attitude in the context of online advergames. Specifically, this investigation uses limited capacity model of attention and persuasion knowledge model to expound the conditions under which brand placements create attention, elaboration and subsequent brand recall and brand attitude. Design/methodology/approach: A 2 (brand prominence: prominent versus subtle) × 2 (game involvement: high versus low involvement) × 2 (persuasion knowledge: high versus low) between-subjects measures design is used. A total of 224 student gamers participated in the study. A between-subjects measures multivariate analysis of variance is used to test the hypotheses. Findings: The results show that an advergame with prominent brand placement under low game involvement condition results in high brand recall but less favorable brand attitude than under high game involvement condition. Furthermore, a three-way interaction shows that for a prominent brand placement advergame with high game involvement, the subjects with high persuasion knowledge report high brand recall than the subjects with low persuasion knowledge. The findings also reveal that for a prominent brand placement advergame with high game involvement, the subjects with high persuasion knowledge report less favorable brand attitude than the subjects with low persuasion knowledge. Research limitations/implications: This paper adds to advertising literature from a non-traditional advertising viewpoint, predominantly in the context of online advergames, and expounds the role played by brand placement and its boundary conditions to create customers' brand memory and attitude. Furthermore, this investigation adds to the marketing knowledge on how and where to position and embed the brands effectively in advergames taking into account the characteristics of the gamer, such as the game involvement and gamers' persuasion knowledge about the advergame. Originality/value: This study adds to the works of online advertising, particularly the advergames by discovering the impact of brand prominence, game involvement and persuasion knowledge on gamers' brand recall and attitude. Also, this study is the first in its stream toward understanding the moderating role of persuasion knowledge on Indian gamers' recall and attitude in the context of online advertising. … (more)
- Is Part Of:
- Journal of product & brand management. Volume 26:Issue 4(2017)
- Journal:
- Journal of product & brand management
- Issue:
- Volume 26:Issue 4(2017)
- Issue Display:
- Volume 26, Issue 4 (2017)
- Year:
- 2017
- Volume:
- 26
- Issue:
- 4
- Issue Sort Value:
- 2017-0026-0004-0000
- Page Start:
- 402
- Page End:
- 414
- Publication Date:
- 2017-07-17
- Subjects:
- Media -- Brand awareness -- Advertising -- Experimental design -- Video games -- Online buying behavior
New products -- Management -- Periodicals
New products -- Marketing -- Periodicals
Branding (Marketing) -- Periodicals
Advertising -- Brand name products -- Periodicals
658.8 - Journal URLs:
- http://www.emeraldinsight.com/1061-0421.htm ↗
http://www.emeraldinsight.com/jpbm.htm ↗
http://firstsearch.oclc.org ↗
http://www.emeraldinsight.com/ ↗ - DOI:
- 10.1108/JPBM-02-2015-0811 ↗
- Languages:
- English
- ISSNs:
- 1061-0421
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 5042.648000
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 4438.xml