2015
DOI: 10.2224/sbp.2015.43.7.1181
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Effects of Flow and Self-Construal on Player Perception of Brand Personality in Advergames

Abstract: We explored the effect of racing advergames on player perception of brand personality and investigated the roles of flow and self-construal in this effect. Participants were 202 male students at colleges in the United States and Taiwan, and they completed pretest and posttest scales relating to their feeling and attitude toward brands before and after playing the racing advergame. The results showed that, when playing advergames, flow and self-construal interacted to influence perception of brand personality. … Show more

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Cited by 15 publications
(19 citation statements)
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“…Although, the digital media have the capability to induce positive individual mental reactions (flow) on brand knowledge (brand awareness and brand attitudes) in interactive environments (Nelson et al, 2006;Wang, Lee, Mantz, & Hung, 2015), the effect of flow statue is to divide into two opposing extremes. Flow negatively affects gamers' brand memory at a 10% level of significance (Schneider & Cornwell, 2005).…”
Section: Game-brand Congruity and Flow Experience On Brand Personalitmentioning
confidence: 99%
“…Although, the digital media have the capability to induce positive individual mental reactions (flow) on brand knowledge (brand awareness and brand attitudes) in interactive environments (Nelson et al, 2006;Wang, Lee, Mantz, & Hung, 2015), the effect of flow statue is to divide into two opposing extremes. Flow negatively affects gamers' brand memory at a 10% level of significance (Schneider & Cornwell, 2005).…”
Section: Game-brand Congruity and Flow Experience On Brand Personalitmentioning
confidence: 99%
“…A rally advergames can create a specific virtual world with many gaming stimuli for players to build a relationship between game attitude and brand attitude (Wang et al, 2015), and social feature to facilitate an interaction between player and brand meaning (Lin, 2014;Terlutter & Capella, 2013). Advergames may tend to foster collectivistic appeal rather than individualistic appeal.…”
Section: Contribution Of This Paper To the Literaturementioning
confidence: 99%
“…Gamers are invited to participate actively and interact with advertising in fantastical environments to achieve marketing targets by using portable consoles, personal and laptop computers, tablets, or mobile phones (Nelson, 2002). They may catch tremendous numbers of potential brand messages, leading to strongly associate with game attitudes and brand attitudes in the process (Wang, Lee, Mantz & Hung, 2015). Although there has been a dramatic increase in the number of publications addressing the studies of effects of gamifying learning on brand attitudes (Cauberghe & Pelsmacker, 2010;Hernandez & Chapa, 2010;Keng, Chang, Chen & Chang, 2016;Lee & Faber, 2007;Lee, Yang & Hung, 2017;Su & Hsaio, 2015;Wang et al, 2015), advergame evaluation is still deficient.…”
Section: Introductionmentioning
confidence: 99%
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