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Winning Versus not Losing: Exploring the Effects of In-Game Advertising Outcome on its Effectiveness

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  • Ghosh, Tathagata

Abstract

Prior literary works on product placement in games predominantly focus on a host of game and brand characteristics to eventually explore their effects on consumers' psychological responses and behavior. One primary facet of in-game advertising (IGA) that has largely been ignored is game outcome in terms of winning and losing and its effect on consumers' nature of information processing. This article explores the effect of IGA outcome and performance feedback shown to players on their motivation expressed in terms of induced regulatory focus. Further, the effects of regulatory focus are examined on players' implicit and explicit memory, game and brand attitude, and emotions. A conceptual framework highlighting afore-mentioned relationships is developed and empirically tested which reveals that IGA outcome and performance feedback in the form of game messages plays a major role in explaining players' motivation which in turn also affects their memory and attitude. Managerial implications, limitations, and scope for future research are also discussed.

Suggested Citation

  • Ghosh, Tathagata, 2016. "Winning Versus not Losing: Exploring the Effects of In-Game Advertising Outcome on its Effectiveness," Journal of Interactive Marketing, Elsevier, vol. 36(C), pages 134-147.
  • Handle: RePEc:eee:joinma:v:36:y:2016:i:c:p:134-147
    DOI: 10.1016/j.intmar.2016.05.003
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    Cited by:

    1. Miao Huang & Mohamad Saifudin Mohamad Saleh & Izzal Asnira Zolkepli, 2023. "The Moderating Effect of Green Advertising on the Relationship between Gamification and Sustainable Consumption Behavior: A Case Study of the Ant Forest Social Media App," Sustainability, MDPI, vol. 15(4), pages 1-15, February.
    2. Sreejesh, S. & Ghosh, Tathagata & Dwivedi, Yogesh K., 2021. "Moving beyond the content: The role of contextual cues in the effectiveness of gamification of advertising," Journal of Business Research, Elsevier, vol. 132(C), pages 88-101.
    3. Ghosh, Tathagata & S., Sreejesh & Dwivedi, Yogesh K., 2021. "Examining the Deferred Effects of Gaming Platform and Game Speed of Advergames on Memory, Attitude, and Purchase Intention," Journal of Interactive Marketing, Elsevier, vol. 55(C), pages 52-66.
    4. Hoeck, Lena & Spann, Martin, 2020. "An Experimental Analysis of the Effectiveness of Multi-Screen Advertising," Journal of Interactive Marketing, Elsevier, vol. 50(C), pages 81-99.
    5. Naixin Zhu, 2023. "Dissertation on Applied Microeconomics of Freemium Pricing Strategies in Mobile App Market," Papers 2305.09479, arXiv.org.
    6. Ghosh, Tathagata & Sreejesh, S. & Dwivedi, Yogesh K., 2022. "Brand logos versus brand names: A comparison of the memory effects of textual and pictorial brand elements placed in computer games," Journal of Business Research, Elsevier, vol. 147(C), pages 222-235.

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