移动媒体中突出游戏内广告的影响:认知、情感和行为结果以及说服知识的调节作用

Soojung Kim, Joonghwa Lee, Yoori Hwang, Se-Hoon Jeong
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引用次数: 8

摘要

本研究考察了广告显著性和说服知识PK启动对游戏用户对游戏内广告、广告品牌和游戏的反应的影响。实验结果表明,游戏玩家对高突出度广告表现出更多的消极态度。此外,广告突出度和PK启动对回忆和态度有显著的交互作用。只有当PK未启动时,高突出广告才会导致更好的产品召回。相比之下,只有当PK被启动时,高突出广告才会导致玩家对游戏的消极态度和更低的未来玩游戏的意愿。这些结果表明,当PK未启动时,高突出广告可能更受欢迎,而当PK启动时,低突出广告可能更受欢迎。该研究有助于研究手机游戏中的游戏内置广告的影响,并为广告商和游戏开发商提供实用建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Effects of prominent in-game advertising in mobile media: cognitive, affective, and behavioural outcomes and the moderating role of persuasion knowledge
This study examined the effects of ad prominence and persuasion knowledge PK priming on game users' responses to in-game ads, the advertised brands, and the game. The experimental results suggested that game players showed more negative attitudes toward the brand and the game in response to high prominence ads. In addition, there was a significant interaction between ad prominence and PK priming on recall and attitudes. High prominence ads resulted in better product recall, only when PK was not primed. In contrast, high prominence ads resulted in more negative attitudes toward the game and game players' lower intention to play the game in the future, only when PK was primed. These results suggest that high prominence ads might be preferred when PK is not primed, whereas low prominence ads might be preferred when PK is primed. This study contributes to research on the effects of in-game ads in mobile games and provides practical implications for advertisers and game developers.
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