Online game characters' influence on brand trust: Self-disclosure, group membership, and product type

被引:32
作者
Choi, Yung Kyun [1 ]
Yoon, Sukki [2 ]
Lacey, Heather P. [3 ]
机构
[1] Dongguk Univ Seoul, Dept Advertising & PR, Seoul 100715, South Korea
[2] Bryant Univ, Dept Mkt, Smithfield, RI 02917 USA
[3] Bryant Univ, Dept Psychol, Smithfield, RI 02917 USA
基金
新加坡国家研究基金会;
关键词
Advergame; Game; Trust; Disclosure; Public; Private; PUBLIC/PRIVATE CONSUMPTION; PERSUASION KNOWLEDGE; PRIVACY; MODEL; CONSUMERS; CONSEQUENCES; ATTRACTION; PROMINENCE; ADVERGAMES; MANAGEMENT;
D O I
10.1016/j.jbusres.2011.12.023
中图分类号
F [经济];
学科分类号
02 ;
摘要
Advergaming has become a marketers' essential exercise in branding. This paper examines how an animated character appearing in an advergame affects consumers' trust toward the promoted brand. Two studies demonstrate that a highly (vs. minimally) self-disclosing game character increases the game player's trust toward the promoted brand if the game character claims to be an outgroup member, but the opposite is true if the game character claims to be an ingroup member. These effects emerge only when promoted brands are publicly consumed products, but disappear when promoted brands are privately consumed products. The findings are robust across two countries- the United States and South Korea-which vary in the degree of consumer familiarity with advergaming practices. (C) 2011 Elsevier Inc. All rights reserved.
引用
收藏
页码:996 / 1003
页数:8
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