International Journal of Gaming and Computer-Mediated Simulations
Volume 11 • Issue 4 • October-December 2019
45
(limitedcognitiveresponses).However,whentheaffectiveresponsesareinquestion,studiesdiscovered
thattheenjoymentfeltduringthegameandthedegreeofinvolvementintheexperiencecanproduce
morepositiveaffectiveresponses(e.g.,StarbuckandWebster,1991;SandelandsandBuckner,1989).
NakamuraandCsikszentmihalyi(2002)foundthatifagametakestheplayerintotheflowstate,the
stateoftheplayerbecomeshighlypositiveandpleasing.Whenthebrandisassociatedwithapositive
experience,itisassumedtoinfluencethebrandattitudepositivelythroughaffecttransfer(Fiskeand
Pavelhack,1986).Involvementbyinducingtheattentionoftheplayersisalsoexpectedtocreate
higherlevelsofengagementwiththeadmessage(Wang,2006;Kimetal.,2015).
Advergamesaredesignedtocreateaninvolvingexperience.Themainaimistoimmersethe
playerinthegamewithchallengesandrewards,meanwhilehavingtheplayertorememberthe
brand.Combiningthepreviousempiricalfindingswithdual-processtheoriesofpersuasion;itseems
reasonabletostatethatastheplayerfeelsenjoymentduringthegame,she/hewillbeinvolvedinthe
game.Thispositiveexperienceistransferredtothebrand(s).However,thereisnoempiricalevidence
investigatingtheinteractionofGIwithCLonaffectiveresponsestoabrand.Thus,thefollowing
researchquestionisdeveloped.
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