The purpose of this study was to determine how children cognitively and emotionally process interactive marketing of snack food products in advergames. Children (N = 30) aged 10 to 12 were asked to play advergames with (a) avatars that were assigned to them, (b) avatars chosen from a pool, and (c) self-designed avatars. The children's skin conductance levels were collected during play. After gameplay, at each customization level, self-reported presence was collected. The results of this study indicate that customization of game avatars can affect both subjective feelings of presence and psychophysiological indicators of emotion during gameplay, which may make the gameplay experience more enjoyable. This may have implications for game sponsors and producers. Self-reported presence had no effect on psychophysiological indicators of emotion during gameplay. Implications of this finding and limitations of this study are discussed.
This article uses the Dynamic Human Centric Communication Systems Theory to reconceptualize 4 selected attributes of attention from a human‐centric point of view. Information is defined with respect to its relationship in the environment to the human in terms of time and space. The 4 attributes considered are stability, imminence, motivational relevance, and task relevance. An experiment was conducted in which encoding was assessed using a signal detection analysis of a change detection task. Results supported the prediction that story and motivational relevance would have opposite effects on the encoding of stable information as a function of imminence. Differences in memory predictions made by traditional theoretical approaches and the DHCCST are discussed in light of the results of the experiment.
This study examined individuals' physiological and cognitive responses to different types of emotionally experienced content located in obesity prevention fear appeals. Results suggested that experienced valence impacted individuals' attention and memory as a function of experienced arousal level. Local content that created coactive highly arousing experiences received the most attention, though visual recognition suggested these messages were more difficult to encode. Local content that created negative moderately arousing experiences was best encoded. Global message evaluation data suggest that moderately arousing messages with a change in experienced valence may prove to be most effective, as they ensure attention and good memory while keeping high self-reported interest, and a high level of perceived severity of obesity. Implications and suggestions for future research are discussed.
This article describes and validates a human-centric measure of audio message complexity. Messages are coded in terms of the level of cognitive resources that would be automatically elicited and required to process the message. Indicators of automatic resources elicited come from counting the orienting eliciting audio content changes in radio messages (Acc). The indicator of resources required comes from counting the dimensions of audio information introduced (Aii) by these content changes. The combination produces an indicator of available resources that serves as the complexity variable. Messages high in available resources are low in complexity; messages low in available resources are high in complexity. Two experiments are presented exploring the empirical validity of the measures as both local (moment to moment) and global (message level) operationalizations of complexity. Results suggest the measures have high construct validity.A great deal of research, as well as commonsense, suggests that message complexity strongly influences both message processing and memory for mediated messages. Despite decades of research, however, we do not have standard measures of message
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