2008
DOI: 10.1007/978-3-540-89222-9_2
|View full text |Cite
|
Sign up to set email alerts
|

When Items Become Victims: Brand Memory in Violent and Nonviolent Games

Abstract: Abstract. This paper introduces the AdRacer system for multifaceted testing and in-depth analyses of game effects and in-game advertising efficiency. AdRacer combines an immersive driving simulator, 3D game environment, recording of players' gaze directions, and application of memory tests. A pilot study tested the effects of game violence on memory for brands shown as billboard ads in a racing game. In contrast to findings with TV violence, game violence did not impede brand memory. Memory results were also n… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
10
0

Year Published

2011
2011
2019
2019

Publication Types

Select...
6

Relationship

2
4

Authors

Journals

citations
Cited by 9 publications
(10 citation statements)
references
References 17 publications
0
10
0
Order By: Relevance
“…14,15 From this perspective, violent video games draw more attention, but also divert awareness from other sources of information in comparison to nonviolent video games. 7,10 All things being equal, our results suggest that users' mental capacity to process in-game ads is significantly more limited when playing a violent than a nonviolent video game. These findings thus extend seminal research on how televised violence diminishes advertising effectiveness.…”
Section: Discussionmentioning
confidence: 66%
See 4 more Smart Citations
“…14,15 From this perspective, violent video games draw more attention, but also divert awareness from other sources of information in comparison to nonviolent video games. 7,10 All things being equal, our results suggest that users' mental capacity to process in-game ads is significantly more limited when playing a violent than a nonviolent video game. These findings thus extend seminal research on how televised violence diminishes advertising effectiveness.…”
Section: Discussionmentioning
confidence: 66%
“…Consider that previous studies investigating this hypothesis did not yield consistent results. 10 Thus a main contribution of the present study is being one of the first to confirm the link between increased video game violence and impaired in-game ad effectiveness. In particular, participants' brand recall, brand recognition, and brand attitudes related to in-game ads were lower after navigating a violent video game in comparison to navigating an identical non-violent game (Figure 2).…”
Section: Discussionmentioning
confidence: 95%
See 3 more Smart Citations