Impact of flow on recognition of and attitudes towards in-game brand placements Brand congruence and placement prominence as moderators

被引:21
作者
Vermeir, Iris [1 ]
Kazakova, Snezhanka [2 ]
Tessitore, Tina [3 ]
Cauberghe, Verolien [4 ]
Slabbinck, Hendrik [1 ]
机构
[1] Univ Ghent, Dept Mkt, Henleykaai 84, B-9000 Ghent, Belgium
[2] Univ Ghent, Dept Commun, B-9000 Ghent, Belgium
[3] Univ Catholique Lille LEM UMR CNRS 8179, IESEG Sch Management, Mkt & Negotiat Dept, Lille, France
[4] Univ Ghent, B-9000 Ghent, Belgium
关键词
LIMITED-CAPACITY MODEL; PRODUCT PLACEMENT; PERSUASION KNOWLEDGE; EXPLICIT MEMORY; IMPLICIT MEMORY; PLOT CONNECTION; EXPERIENCE; RESPONSES; INVOLVEMENT; ADVERGAMES;
D O I
10.2501/IJA-33-4-785-810
中图分类号
F [经济];
学科分类号
02 ;
摘要
This study investigates the moderating influences of brand congruence and placement prominence on the impact of game-evoked flow on cognitive and affective outcomes for in-game brand placements. In two studies, the authors demonstrate that experiencing flow while gaming tends to contribute positively to affective outcomes, leading to more positive brand attitudes, but it has no impact on cognitive processing or brand recognition. In particular, brand congruence moderates the impact of flow, leading to more positive brand attitudes and brand recognition. Brand prominence moderates the impact of flow only on brand recognition, not on brand attitudes. These findings offer several implications, limitations and directions for further research.
引用
收藏
页码:785 / 810
页数:26
相关论文
共 101 条