2006
DOI: 10.2753/joa0091-3367350406
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Examining the Influence of Telepresence on Spectator and Player Processing of Real and Fictitious Brands in a Computer Game

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Cited by 194 publications
(126 citation statements)
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“…For the past decade, most studies have explored the effects of advergames on brand memory (Cauberghe & Pelsmacker, 2010;Hernandez & Chapa, 2010;Lee & Faber, 2007;Nelson, 2002;Nelson, et al, 2006;Schneider & Cornwell, 2005;Wise, et al, 2008). The results from previous research on the effects of advergames on brand recall and brand recognition can be extrapolated to how gamers notice or remember embedded brands in advergames.…”
Section: Brand Personality and Advergamesmentioning
confidence: 87%
See 1 more Smart Citation
“…For the past decade, most studies have explored the effects of advergames on brand memory (Cauberghe & Pelsmacker, 2010;Hernandez & Chapa, 2010;Lee & Faber, 2007;Nelson, 2002;Nelson, et al, 2006;Schneider & Cornwell, 2005;Wise, et al, 2008). The results from previous research on the effects of advergames on brand recall and brand recognition can be extrapolated to how gamers notice or remember embedded brands in advergames.…”
Section: Brand Personality and Advergamesmentioning
confidence: 87%
“…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%
“…As such, users of a brand have a higher recall in advertising of the brand and hold a favorable attitude towards its advertising (Rice and Bennett, 1998). Similarly, prior research in advertising recall suggests that well-known brands are better recalled than unfamiliar brands by consumers (Kent and Allen 2004;Nelson, Yaros, and Keum 2006;Schneider and Cornwell 2005). Nelson (2002), also showed in a series of experiments that a brand's market prominence in the consumer mind positively affected the recall of the brand in product placements.…”
Section: Brand Attitudementioning
confidence: 95%
“…Recent research has shown that the positive associations and feelings gained from the game, such as game enjoyment and the desire for future game play, can transfer to the brand depicted in the game, increasing consumers' brand attitude (van Reijmersdal, Rozendaal, and Buijzen 2012;Raney et al 2003). This effect is commonly known as the spill-over effect (e.g., Wise et al 2008;Nelson, Yaros, and Keum 2006). Based on the above reviewed literature we expect that customization possibilities in advergames satisfy players' need for autonomy, which, in turn, positively influences their affective responses toward the game and the brand depicted in the game.…”
Section: Theoretical Background Effects Of Advergame Customization Onmentioning
confidence: 99%