2002
DOI: 10.2501/jar-42-2-80-92
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Recall of Brand Placements in Computer/Video Games

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Cited by 331 publications
(274 citation statements)
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“…Gamers are thus exposed to the advertisements repeatedly for a prolonged period of time. 6,16,30 Owing to the limitations in the research design, the findings for this study, like other similar studies, do not measure the recall and recognition rates of in-game advertisements beyond the participants' initial exposure to the game. As such, the actual recall and recognition rates could be potentially higher.…”
Section: Resultsmentioning
confidence: 99%
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“…Gamers are thus exposed to the advertisements repeatedly for a prolonged period of time. 6,16,30 Owing to the limitations in the research design, the findings for this study, like other similar studies, do not measure the recall and recognition rates of in-game advertisements beyond the participants' initial exposure to the game. As such, the actual recall and recognition rates could be potentially higher.…”
Section: Resultsmentioning
confidence: 99%
“…[4][5][6][7] However, a number of studies conducted on in-game advertisements suggest that they may not be effective, given the low number of advertisements recalled and recognized in these studies. 6,8,9 Many of the studies on in-game advertisements used respondents who were male and aged between 18 and 35 years of age. In part, this was justified by the majority of sport video gamers belonging to this demographic group.…”
Section: Introductionmentioning
confidence: 99%
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“…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. Similarly, in their study on product placement in computer games, Mackaya et.…”
Section: Brand Attitudementioning
confidence: 95%
“…However, this too is very broad brush, and a more detailed consumer motivations model would be useful. A laboratory experiment published in the Journal of Advertising Research (Nelson 2002) found that product placements in video games did result in enhanced brand name recall and were not seen as deceptive. A recent article in the European Business Review (Ip and Jacobs 2004) highlighted the issue of "territorial lockout" in video game distribution, in which games and equipment are not usable everywhere (similar to DVD regional encoding).…”
Section: The Earliest Reference To Video Games Of Any Kind Was In Thementioning
confidence: 99%