International Journal of Gaming and Computer-Mediated Simulations
Volume 11 • Issue 4 • October-December 2019
53
1.Furthermore,players’attitudesweremorepositivetowardsthemainbrandintheconditionofSB
comparedtoMB.
Previousempiricalevidencesuggeststhatasplayersnoticeabrandwithinagametheirattitudes
becomemorepositive(JaniszewskiandMeyvis,2001).Inthepresenceofasinglebrand,asplayers
playtheadvergame,thebrandisnoticedmoreeasily.Incontrary,inMBconditionmanybrands
arecompetingfortheattention.Asaresult,whenplayersprocessinformationduringplay,their
examinationofdetailsmightnotbeashighasinSBcondition.
Introduction of the Cognitive Load (CL) to the Game Setting
TheintroductionofCLtothegamesettinghaschangedthefindings.HigherlevelofCLinSB
conditioncreatedmorepositiveattitudestowardtheadvergame.Butwhenmultiplebrandsbecome
present,CLlevelscreatenosignificantdifference.Whenattitudetowardthebrandbeingpromoted
wasquestioned,alowCLlevelcausedmorepositiveattitudesatSBsetting,butthesamecouldonly
beachievedbyahighCLlevelatMBsetting.
AtthelowCL,aprominentlyplacedsinglebrandcausedmorepositiveattitudes(Janiszewski
andMeyvis,2001)comparedtoamulti-brandsetting.Aspeoplehavemoreinformationprocessing
capacityatthelowCLatSBsetting,theyaremorelikelytonoticethebrand,assuggestedbylimited
cognitivecapacitytheory.Thisfindingsuggeststhatwhentheaudience’smentalresourcesarenot
occupied,SBsettingsaremorelikelytobesuccessful.
ForMB,astheCLwasincreased,BRaturnedouttobemorepositive.Itcouldstemfromaffect
transfer(FiskeandPavelchak,1986).AstheCLonplayersincreased,theyrelymoreonheuristic-
drivenprocessing,whichleadstoanincreasedaffecttransfer(Yoonetal.,2011).Apositiveattitude
towardsone(ormore)brand(s)inthegamecouldbetransferredtothemainbrandinanadvergame.
AttheSBsetting,theresultofthefirststudyalreadyrevealedthatplayershavepositiveattitudes
towardthecentralbrand.ItledtotheconclusionthatthispositiveattitudewastransferredtotheBE
itselfatthehighCLcondition.
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