2018
DOI: 10.1037/ppm0000108
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Killing characters in video games kills memory for in-game ads.

Abstract: Evolutionary theory predicts that people attend to emotionally arousing cues at the expense of less arousing cues. Violence is one emotionally arousing cue that attracts attention away from less arousing cues located in the same visual environment. Previous research has shown that violent media content attracts attention at the expense of brands advertised during violent media content. We predicted that participants who played a video game violently would recall and recognize fewer brands than participants who… Show more

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Cited by 15 publications
(11 citation statements)
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References 32 publications
(50 reference statements)
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“…Thus, the limited attention capacity model from Kahneman [32] notes that in tasks that require multiple attentional resources (such as video games) we tend to focus on a main task, which is the one that demands more cognitive resources, giving less attentional resources to the other cognitive processes the game might require (such as the processing of brand placement). This idea is in line with Lull et al [29], who presented brands on billboards in two types of game, one violent and the other non-violent. In the end, those who played the non-violent game recalled and recognized more brands because the demand for attentional resources was lower.…”
Section: Brand Placement Position and Memorysupporting
confidence: 69%
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“…Thus, the limited attention capacity model from Kahneman [32] notes that in tasks that require multiple attentional resources (such as video games) we tend to focus on a main task, which is the one that demands more cognitive resources, giving less attentional resources to the other cognitive processes the game might require (such as the processing of brand placement). This idea is in line with Lull et al [29], who presented brands on billboards in two types of game, one violent and the other non-violent. In the end, those who played the non-violent game recalled and recognized more brands because the demand for attentional resources was lower.…”
Section: Brand Placement Position and Memorysupporting
confidence: 69%
“…Within this area, research usually measures these variables separately [25,26,39,40], combining them two by two [27,35,41,50], or without any of the conditions included in this study, for example, measuring the effects in subtle positions [29,33]. For this reason, it was decided to explore the interaction of the three main variables that affect recall and recognition (position, familiarity and congruency), paying attention to all their possible combinations.…”
Section: Discussionmentioning
confidence: 99%
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“…Biologically relevant stimuli include food and sex, essential for the survival of a species (Lang et al., 2005). Species survival potentially explains why violence is another biologically relevant stimulus (Lull et al., 2018). These kinds of stimuli are automatically attended to and encoded (Öhman et al., 2001), leaving fewer resources than normal for storage and retrieval of other stimuli, such as advertising (Bushman and Bonacci, 2002).…”
Section: Theorymentioning
confidence: 99%
“…Additionally, some research suggests that violent content may distract from in-game ads [17]. As knowledge of the particular gun brand was not necessary for effective game performance, participants may have allocated attention away from the gun brand.…”
Section: Limitations and Future Directionsmentioning
confidence: 99%