手机游戏用户对游戏内广告的评价:多任务与说服知识的作用

Yoori Hwang, Joonghwa Lee, Soojung Kim, Se-Hoon Jeong
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引用次数: 1

摘要

本研究考察了多任务处理和说服知识对游戏内广告(IGA)评价的影响。具体来说,我们研究了IGA的评估如何在以下方面发生变化:1)多任务处理(即一个人是否多任务处理);2)说服知识(即自己的说服知识是否被启动)。本研究发现多任务处理与说服知识启动对广告评价有显著的交互作用。与非多任务条件相比,只有当说服知识被启动时,多任务才会导致IGA的负性评价增加。当说服知识未被启动时,多任务处理不影响IGA的评价。讨论了多任务效应的理论含义以及对市场营销和广告素养的实际含义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Mobile game users' evaluations of in-game advertising: role of multitasking and persuasion knowledge
This study examined the effects of multitasking and persuasion knowledge on evaluations of in-game advertising (IGA). Specifically, we examined how the evaluations of IGA vary by: 1) multitasking (i.e., whether one multitasks or not); and 2) persuasion knowledge (i.e., whether one's persuasion knowledge is primed or not). The findings of this study showed significant interactions effects between multitasking and persuasion knowledge priming on ad evaluations. Compared with the non-multitasking condition, multitasking resulted in more negative evaluations of IGA, only when persuasion knowledge was primed. Multitasking did not affect the evaluations of IGA when persuasion knowledge was not primed. Theoretical implications for multitasking effects and practical implications for marketing and ad literacy are discussed.
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