2017
DOI: 10.12695/jmt.2017.16.3.3
|View full text |Cite
|
Sign up to set email alerts
|

In-Game Advertising: Analyzing the Effects of Brand Congruity, Integration, and Prominence towards IGA Attitude and Purchase Intention

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
4
0
1

Year Published

2018
2018
2022
2022

Publication Types

Select...
5

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(5 citation statements)
references
References 0 publications
0
4
0
1
Order By: Relevance
“…In light of transportation theory, high congruence is expected to influence positively as the players are more likely to pay attention to the advertised brand because being part of the theme does not interrupt their transportation experience (Vashisht, 2021). On the other hand, the wrongly placed product creates feelings of incongruence as the players may lose their concentration (Soebandhi and Adriansyah, 2017), due to interruption in their transportation experience (Vashisht, 2021). Further, it is argued that IGA along with a high ad/game congruence positively affects the players' attitudes about the ad placement (Martí-Parreño et al , 2017), as such brands are more acceptable and less invasive for the players (Green, 2021), due to impression of realism (Ramram et al , 2018).…”
Section: Theorizing and Hypotheses Developmentmentioning
confidence: 99%
“…In light of transportation theory, high congruence is expected to influence positively as the players are more likely to pay attention to the advertised brand because being part of the theme does not interrupt their transportation experience (Vashisht, 2021). On the other hand, the wrongly placed product creates feelings of incongruence as the players may lose their concentration (Soebandhi and Adriansyah, 2017), due to interruption in their transportation experience (Vashisht, 2021). Further, it is argued that IGA along with a high ad/game congruence positively affects the players' attitudes about the ad placement (Martí-Parreño et al , 2017), as such brands are more acceptable and less invasive for the players (Green, 2021), due to impression of realism (Ramram et al , 2018).…”
Section: Theorizing and Hypotheses Developmentmentioning
confidence: 99%
“…The advertised product should match the game being played to prevent a negative advertisement evaluation. Higher congruity between the brand and the game will lead to a positive attitude towards game advertising (Soebandhi and Andriansyah, 2017). Most digital games offer players a novel experience each time the game is played, which causes them to experience different emotions and interactions (Nelson et al, 2004).…”
Section: A In-game Adsmentioning
confidence: 99%
“…1. Twenty-five included studies, which are relevant for RQ1 and RQ3, but do not include technology-related variables and are not included in Appendix (Bernhard et al ., 2011; Chaney et al ., 2018; Chang et al ., 2010; Chernikova and Branco, 2019; Choi et al ., 2013; Chung and Sparks, 2016; Dardis et al ., 2019; Dardis and Schmierbach, 2012; Gangadharbatla et al ., 2013; Hilgard et al ., 2016; Hwang et al ., 2017; Kim and Eastin, 2015; Kim and McClung, 2010; Lee and Faber, 2007; Nelson, 2002; Schneider et al ., 2005; Soebandhi and Andriansyah, 2017; Stavljanin et al ., 2017; Techawachirakul, 2020; Vashisht, 2017; Vashisht and Mohan, 2018; Walsh et al ., 2014; Williams, 2020; Yang and Wang, 2008; Yoo and Peña, 2011). …”
Section: Notementioning
confidence: 99%