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Are they really persuaded with the brand embedded in the game? Analyzing the effects of nature of game, brand prominence and game-product congruence

Devika Vashisht (Department of Marketing and Strategy, IBS Hyderabad, Hyderabad, India)
Sreejesh S. Pillai (School of Management Studies, Cochin University of Science and Technology, Kochi, India)

Journal of Research in Interactive Marketing

ISSN: 2040-7122

Article publication date: 8 August 2016

903

Abstract

Purpose

The purpose of the paper is to examine whether there is any difference in persuasion of brands embedded in the advergame because of the differences in nature of the game (speed), and are there any differences in persuasion in the same context if the brand is prominently placed versus subtly placed and congruent versus incongruent with the game context.

Design/methodology/approach

A 2 (nature of advergame: fast or slow) × 2 (brand prominence: prominent or subtle) × 2 (game-product congruence: high or low) between-subject measures design is used; 280 graduate students participated in the study. A 2 × 2 × 2 between-subjects ANOVA is used to test the hypotheses.

Findings

The findings support that slow-paced advergames with prominent brand placements result in high ad-persuasion compared to subtle brand placements. On the other hand, fast-paced advergames show no difference in persuasiveness despite the fact that whether it is a subtle placement or prominent placement. Furthermore, results also indicate that slow-paced games with prominent placement in low game-product congruence condition resulted in high ad-persuasion compared to that in high game-product congruence condition.

Research limitations/implications

The process of experimentation used in this study to collect responses were susceptible to some limitations. However, findings of the study are very important for advertising practitioners in terms of game design, implementation and for an effective use of brand and product placements in advergames.

Originality/value

This research contributes to the literature of online advertising, specifically advergaming context by exploring the impact of nature of game and brand prominence on gamers’ ad-persuasion. Also, this study is the first attempt toward understanding the moderating role of game-product congruence on gamers’ ad-persuasion in the context of advergames.

Keywords

Acknowledgements

This paper is a revised and enhanced version of a chapter from the first author’s PhD thesis.

Citation

Vashisht, D. and Pillai, S.S. (2016), "Are they really persuaded with the brand embedded in the game? Analyzing the effects of nature of game, brand prominence and game-product congruence", Journal of Research in Interactive Marketing, Vol. 10 No. 3, pp. 249-264. https://doi.org/10.1108/JRIM-04-2015-0026

Publisher

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Emerald Group Publishing Limited

Copyright © 2016, Emerald Group Publishing Limited

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