2021
DOI: 10.1016/j.ijinfomgt.2020.102245
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The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness

Abstract: Highlights Psychological factors impact gameful experience and the attitudes of online gamers. Gameful experience is positively linked with online gamers’ attitudes. Psychological ownership (PO) and perceived in-game advertisement effectiveness (PAE) positively mediate this path. Online gamers comprehend the effectiveness of in-game advertising. The impact of advertisement intrusiveness can be countered with high PAE a… Show more

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Cited by 69 publications
(54 citation statements)
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References 92 publications
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“…Mishra and Malhotra (2020) established PO as a mediator between gameful experience and attitude toward game and attitude toward IGA. In most previous studies (Fuchs et al , 2010; Morewedge et al , 2021), PO is examined as an antecedent or a psychological mechanism to explain motives, attitudes, and behaviors at the individual level.…”
Section: Theoretical Background and Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…Mishra and Malhotra (2020) established PO as a mediator between gameful experience and attitude toward game and attitude toward IGA. In most previous studies (Fuchs et al , 2010; Morewedge et al , 2021), PO is examined as an antecedent or a psychological mechanism to explain motives, attitudes, and behaviors at the individual level.…”
Section: Theoretical Background and Literature Reviewmentioning
confidence: 99%
“…While PO has been extensively studied in the organizational context (Dawkins et al , 2017), its adoption to marketing context has just begun (Kumar, 2019; Thürridl et al , 2020). Furthermore, PO is examined as a mediator in previous studies (Yoo et al , 2018; Mishra and Malhotra, 2020). This study examines the moderating role of PO on the relationship between ATG and ATB.…”
Section: Introductionmentioning
confidence: 99%
“…Drawing on psychological ownership and schema theories, the findings of Mishra and Malhotra (2020) indicate that the nature of in-game ads is intrusive to gamer's attitude toward the game. The determinants proposed in studies examining continuance intention consist of two categories: cognitive and affective factors (Lee and Kwon, 2011).…”
Section: Icpmgmentioning
confidence: 99%
“…Technology has irrevocably changed the way it interests, entices, and entertains individuals through highly effective tools of persuasion (Kumar & Gupta, 2016). One such tool is the gamification of advertising (Mishra & Malhotra, 2020; Yang et al, 2017), also commonly referred as advergames. Advergames are defined as “computer games specifically created to function as advertisements to promote brands, where the entertainment content mimics traditional game forms” (Kretchmer, 2005, p. 7).…”
Section: Introductionmentioning
confidence: 99%