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Impact of Involvement and Cognitive Load on Aective Responses to Advergames and In-Game Advertising∗

Author

Listed:
  • Ayşegül Sağkaya Güngör

    (Işık University, Şile Campus, Istanbul, Turkey)

  • Tuğçe Ozansoy Çadırcı

    (Yıldız Technical University, Davutpasa Campus, Istanbul, Turkey)

Abstract

It has been long known that there are different ways of communicating promotional messages with branded entertainments. Among all, the two of them are notable; communicating the message through advergames and integrating the message/brand in the game; known as in game advertising (IGA). Deriving the positive effects of both from the literature, different variables that may reduce or increase the efficacy of them are studied. This study is an attempt to understand the effect of different variables on aaffective responses to advergames. In the paper, it is suggested from the literature that cognitive overload affects affective responses (i.e. attitudes toward the branded entertainment and the main brand that the game is specifically designed for) of game players. The authors aim to develop hypotheses trying to explain the effect of cognitive overload stimuli on the attitudes of the gamers. In the paper authors also suggested hypotheses about how involvement may affect cognitive overload outcomes. All those hypotheses are developed both for the advergames and IGA. As the last section, future research that will help to test these hypotheses are provided.

Suggested Citation

  • Ayşegül Sağkaya Güngör & Tuğçe Ozansoy Çadırcı, 2016. "Impact of Involvement and Cognitive Load on Aective Responses to Advergames and In-Game Advertising∗," Yildiz Social Science Review, Yildiz Technical University, vol. 2(2), pages 91-106.
  • Handle: RePEc:aye:journl:v:2:y:2016:i:2:p:91-106
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    References listed on IDEAS

    as
    1. Gurau Calin, 2010. "Advergames: Characteristics, Limitations And Potential," Annals of Faculty of Economics, University of Oradea, Faculty of Economics, vol. 1(1), pages 726-730, July.
    2. Schlosser, Ann E, 2003. "Experiencing Products in the Virtual World: The Role of Goal and Imagery in Influencing Attitudes versus Purchase Intentions," Journal of Consumer Research, Journal of Consumer Research Inc., vol. 30(2), pages 184-198, September.
    3. Rose, Susan & Clark, Moira & Samouel, Phillip & Hair, Neil, 2012. "Online Customer Experience in e-Retailing: An empirical model of Antecedents and Outcomes," Journal of Retailing, Elsevier, vol. 88(2), pages 308-322.
    4. Martin Waiguny & Michelle Nelson & Ralf Terlutter, 2014. "The Relationship of Persuasion Knowledge, Identification of Commercial Intent and Persuasion Outcomes in Advergames—the Role of Media Context and Presence," Journal of Consumer Policy, Springer, vol. 37(2), pages 257-277, June.
    Full references (including those not matched with items on IDEAS)

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    More about this item

    Keywords

    Advergames; Advergaming; In-game advertising; IGA; Cognitive load; Involvement; Telepresence.Journal: Yildiz Social Science Review;
    All these keywords.

    JEL classification:

    • F00 - International Economics - - General - - - General
    • F30 - International Economics - - International Finance - - - General
    • G00 - Financial Economics - - General - - - General
    • G10 - Financial Economics - - General Financial Markets - - - General (includes Measurement and Data)
    • K00 - Law and Economics - - General - - - General (including Data Sources and Description)
    • K20 - Law and Economics - - Regulation and Business Law - - - General
    • M00 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - General - - - General
    • M20 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Business Economics - - - General
    • O10 - Economic Development, Innovation, Technological Change, and Growth - - Economic Development - - - General

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