How Advergame Content Influences Explicit and Implicit Brand Attitudes: When Violence Spills Over

被引:63
作者
Waiguny, Martin K. J. [1 ]
Nelson, Michelle R. [2 ]
Marko, Bernhard [3 ]
机构
[1] Auckland Univ Technol, Dept Mkt Advertising Retailing & Sales, Auckland, New Zealand
[2] Univ Illinois, Charles H Sandage Dept Advertising, Urbana, IL USA
[3] Alpen Adria Univ Klagenfurt, Dept Mkt & Int Management, Klagenfurt, Austria
关键词
PROPOSITIONAL PROCESSES; PRODUCT PLACEMENT; SOCIAL COGNITION; ASSOCIATION TEST; COMPUTER GAMES; SELF-ESTEEM; AD; FEELINGS; MULTIPLE; MEDIATOR;
D O I
10.1080/00913367.2013.774590
中图分类号
F [经济];
学科分类号
02 ;
摘要
Well-liked advergames foster favorable brand attitudes. Research has been conducted on games where the content offers positive associations (e. g., racing: speed) that may transfer to the brand. Yet games may offer negative associations (e. g., combat: violence). Using the affect transfer and associative-propositional evaluation models, we test the influence of game content (combat, racing) on implicit and explicit brand attitudes. Results of an experiment showed that negative content resulted in less favorable attitudes toward the game and the implicit (unfamiliar) brand attitudes. The relationship between content and explicit attitude toward the brand was mediated by attitude toward the game.
引用
收藏
页码:155 / 169
页数:15
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