International Journal of Gaming and Computer-Mediated Simulations
Volume 11 • Issue 4 • October-December 2019
43
specificallydesignedandcreatedtopromoteabrand,product,servicewheretheentertainmentcontent
mimicstraditionalgameforms”(Kretchmer,2004,p.7;TerlutterandCapella,2013,p.96).Withthe
promotionalcontent,e.g.,brandlogo,alongwithinteractiveandfunenvironment,advergamesare
believedtocreatemorefavorableoutcomesinbrandpositioningandpromotion.
Brandedentertainmentandtheuseofadvergameshavedrawntheattentionofscholarsaswell.
InrecentyearsmanyresearchersaretryingtounderstandtheconditionsinwhichBEwouldbemost
effective.Someofthesestudiesweredesignedtounderstandthepossibleeffectsofbrand-game
congruityinadvergames(e.g.,OkazakiandYagüe,2012;GohandPing,2014;VashishtandPillai,
2016),whileotherswerefocusedontheaffectiveandcognitiveresponsesoftheplayersbasedon
game-brandrelatedfactors(e.g.,brandprominence,gamecontent,thematicrelevance)(Wiseetal.,
2008;CoubergheandDePelsmacker,2013;Waigunyetal.,2013;VashishtandPillai,2016).Finally,
thereareasmallnumberofstudiesconsideringtheaudiencefactor(Waigunyetal.,2012;Terlutter
andCapella,2013;Steffenetal.,2013).
Thepresentstudyaimstoclosearesearchgapofthecurrentstudiesbyconnectingadvergame
featureswithaudienceresponsesrelyingondual-processtheoriesofpersuasion.Theaimistoexamine
thepossibleeffectsofcognitiveload(CL),alongwithgameinvolvement(GI)onplayers’affective
responses.Thespecificobjectivesoftheresearchare:
(1)Todiscoverwhethermulti-brand(MB)andsinglebrand(SB)settingsinadvergameshavedifferent
effectsonplayers’affectiveresponses;
(2)ToexaminethepossibleeffectsofCL,forbothMBandSBonaffectiveresponsesofthe
gameplayers;
(3)ToexplorewhetherGIoftheplayerhasanyeffectonaffectiveresponsescreatedbyCLandBE
(SBvs.MB)andifso,inwhichway.
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