International Journal of Gaming and Computer-Mediated Simulations
Volume 11 • Issue 4 • October-December 2019
44
Whenattitudesarequestioned,itisexpectedthatthenumberofbrandsbeingpromotedwould
causedifferentresponses.Therefore:
Hypothesis One:Theplayer’sattitude(a)towardsthebrandand(b)towardstheadvergameisexpected
tobedifferentwhenexposedtoSBandMB.
Information Processing Theories and the Branded Entertainment Setting
Manytheoriesintheliteraturedefinetheinformationprocessingabilityofhumans.Amongthem,
limitedcognitivecapacitytheory(Kahneman,1973),positsthathumanattentionandcognitive
capacityarelimitedatagiventime.Thus,theallocationofthiscapacityinfluencestheprocessing
andoutcomesofstimuliweencounter.Further,Lang(2000)proposedthelimitedcapacitymodel
ofmediatedmessageprocessing(LCMP).TheLCMPaddressestheexplicitcognitiveprocessingof
themediacontentbyaudiencesandresultingoutcomes.Thetheorystatesthatdifferentmediatypes
presentinformationindifferentformatsthatrequirementalresources,whicharelimitedinhumans.
Lang(2000)proposedseveralmedia-specificcharacteristicsthatinfluencecognitiveprocessing
andoutcomes.Someofthemaremodality,interactivity,involvement,andlevelofcognitivedemand.
InadditiontoLMCP,dual-processtheoriesofpersuasion(Chaiken,1980;Pettyetal.,1981;Petty
andCacioppo,1986),likeElaborationLikelihoodModel(ELM;PettyandCacioppo,1986),predict
thatwhenauserisunabletoprocesstheinformation,hereliesonheuristic-drivenprocessingrather
thanelaboration-drivenprocessing.
Whenadvergamesareinconcern;twodifferenttasksarecompetingforthecognitiveattention:
1)game-play(mission),2)commercialcontent(brandnames,logo,etc.)(EvansandHoy,2016).
ThelevelofCLisexpectedtobedifferentinSBandMB.InMB,playersarefacingmorethanone
brandwhiletryingtoachievegameobjectives.Astheplayerallocatesmorecognitiveresources
playingthegame,thereremainslesssparecapacityforprocessingthecommercialcontent(Nelson
andWaiguny,2012).Theresearchersofthesubjectsuggestthatwhentheusernoticesthebrandunder
suchconditions,theattitudeturnsouttobemorepositivebecauseoftheheuristicdrivenprocessing
(JaniszewskiandMeyvis,2001;WangandDuff,2016).Therefore:
Hypothesis Two:Underhighcognitiveloadplayershaveamorepositiveattitudetowards(a)the
advergameand(b)themainbrandcomparedtolowcognitiveload,bothinSBandMB.
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