2021
DOI: 10.1016/j.jbusres.2020.09.006
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Brands in virtual reality games: Affective processes within computer-mediated consumer experiences

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Cited by 53 publications
(40 citation statements)
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“…This growth involves online games becoming a part of marketing strategies for organisations targeting EAs [ 56 ]. Branding inside video games has been shown to increase affinity to a brand [ 59 ] and products that are detrimental to health have become commonplace in online games including tobacco [ 48 , 54 ], energy-dense nutrient-poor foods, and sugar-sweetened beverages [ 44 ]. For health and nutrition intervention, this suggests a potential opportunity through a range of media channels and influences at this level that are already being utilised by other organisations to engage EAs.…”
Section: Resultsmentioning
confidence: 99%
“…This growth involves online games becoming a part of marketing strategies for organisations targeting EAs [ 56 ]. Branding inside video games has been shown to increase affinity to a brand [ 59 ] and products that are detrimental to health have become commonplace in online games including tobacco [ 48 , 54 ], energy-dense nutrient-poor foods, and sugar-sweetened beverages [ 44 ]. For health and nutrition intervention, this suggests a potential opportunity through a range of media channels and influences at this level that are already being utilised by other organisations to engage EAs.…”
Section: Resultsmentioning
confidence: 99%
“…Here lies an opportunity for future advergame research, because this plethora of novel advergame types is currently not reflected in the literature. Our systematic review revealed that there is a clear focus on desktop-based advergames and that other platforms, like mobile and VR, have received only limited academic attention (for exceptions, see Catal an, Mart ınez, and Wallace 2019; Okazaki and Yag€ ue 2012;Van Berlo, Van Reijmersdal, and Rozendaal 2020;Van Berlo et al 2021;Van Berlo, Van Reijmersdal, and Rozendaal 2020). This is unfortunate, because when compared to more traditional desktop-based advergames these novel types of advergames show a variety of new affordances that could be used to enhance people's overall consumer experiences while playing them (Flavi an, Ib añez-S anchez, and Or us 2019), for example, location-based reward systems in mobile advergames or consumer-product interactions with virtual products in VR advergames.…”
Section: The Future Of Advergame Researchmentioning
confidence: 99%
“…In line with the Affect‐as‐Information Theory, several researchers have recently emphasized the importance of affective responses in the context of AR and virtual reality (VR). van Berlo et al (2021), for example, suggested that people will potentially attribute their excitement to the stimulus brand that launched a VR app. Wang et al (2020, p. 1) argued that people use emotions to make “colored” judgments that influence their attitudes and behaviors.…”
Section: Introductionmentioning
confidence: 99%