Effects of product placement in on-linie games on brand memory - A perspective of the limited-capacity model of attention

被引:259
作者
Lee, Mira [1 ]
Faber, Ronald J. [2 ]
机构
[1] Michigan State Univ, Coll Commun Arts & Sci, E Lansing, MI 48824 USA
[2] Univ Minnesota, Sch Journalism & Mass Commun, Minneapolis, MN 55455 USA
关键词
D O I
10.2753/JOA0091-3367360406
中图分类号
F [经济];
学科分类号
02 ;
摘要
This study explores the conditions under which product placement in an on-line game will get noticed and be remembered from a perspective of the limited-capacity model of attention. Results show that the location of brand messages in the game (referred to here as proximity), game involvement, and prior game-playing experience interact to influence brand memory. Although experienced players in the moderate-involvement condition recognize focal brands better than the peripheral brands, the recognition superiority of the focal brands over the peripheral brands disappears when experienced players' involvement is high. The interaction between proximity and game involvement does not emerge for inexperienced players, however. Findings also demonstrate that the degree of congruity between the product category of a brand and game content influences brand memory such that highly incongruent brands are better recalled than either moderately incongruent brands or highly congruent brands. Implications for researchers are also discussed.
引用
收藏
页码:75 / 90
页数:16
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