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What we know and need to know about the gamification of advertising: A review and synthesis of the advergame studies

Devika Vashisht (Marketing Department, ICFAI Business School (IBS), Hyderabad, A Constituent of ICFAI Foundation for Higher Education (IFHE), Hyderabad, India)
Marla B. Royne (Department of Supply Chain Management, University of Memphis, Memphis, Tennessee, USA)
Sreejesh S. (School of Management Studies, Cochin University of Science and Technology, Kochi, Kerala, India)

European Journal of Marketing

ISSN: 0309-0566

Article publication date: 20 February 2019

Issue publication date: 30 April 2019

3324

Abstract

Purpose

Advergames, or integrated brand messages within digital games, have received considerable attention from researchers and practitioners. Despite increased use of advergames as a brand promotion strategy by a range of well-known brands, limited understanding exists about a number of issues related to the effective use of such games. This paper aims to critically review the literature on advergames by performing a detailed analysis of existing research in this area and propose an organizing framework. Based on this framework, the authors discuss key issues with current understanding and propose important questions for future research.

Design/methodology/approach

This literature review follows Webster and Watson’s (2002) concept-driven systematic review methodology elaborating on the key antecedents and consequences identified in advergame studies (what we know: current knowledge), followed by the discussion of key factors that should be investigated as antecedents and consequences (literature gaps).

Findings

This paper presents a review and synthesis of advergame studies based on Terlutter and Capella’s (2013) integrated marketing communication framework. It identifies game, individual and social factors and suggests how these factors could affect a consumer’s brand-related cognitive, attitudinal and behavioral responses. The authors further propose an advergame framework that identifies two different “unit of analysis” (antecedents and consequences of game factors and antecedents and consequences of individual and social factors), which can be used by scholars to center their research efforts in a more detailed fashion.

Research limitations/implications

Research questions posed in this literature review indicate that future research in the area of advergames should focus on investigating the effects of various game, individual and social factors on consumers’ cognitive, affective and behavioral responses.

Practical implications

The advergame framework provided here provides firms with a guide to the factors that may affect their consumers’ cognitive, affective and behavioral responses and helps them in developing effective advergames.

Originality/value

The paper provides a comprehensive review of the advergame literature that has not been done before and develops a general advergame framework that can be applied in all contexts and will guide future studies in the area. Overall, the study helps the researchers to identify critical issues and concepts related to advergames and shapes future research in the field.

Keywords

Citation

Vashisht, D., Royne, M.B. and S., S. (2019), "What we know and need to know about the gamification of advertising: A review and synthesis of the advergame studies", European Journal of Marketing, Vol. 53 No. 4, pp. 607-634. https://doi.org/10.1108/EJM-01-2017-0070

Publisher

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Emerald Publishing Limited

Copyright © 2019, Emerald Publishing Limited

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