“…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.…”