International Scientific Publications
© 2007-2026 Science Events Ltd
Warunki użytkowania  ·  Polityka prywatności
Language English French Polish Romanian Bulgarian
Conference room
Language, Individual & Society 2026, 20th International Conference
19-22 August, Burgas, Bulgaria
Call for Papers

Media & Mass Communication, Volume 2, 2013

EFFECTS OF PERCEPTUAL FLUENCY, CONCEPTUAL CONTROL, INVOLVEMENT AND A PERSON’S SUSCEPTIBILITY TO INTERPERSONAL INFLUENCE ON THE IMPACT OF INTEGRATED ADVERTISING MESSAGES IN COMPUTER GAMES
Jens Woelke, Steffen Kolb, Bernhard Breidler
Strony: 426-439
Opublikowano: 1 Jan 2013
Wyświetlenia: 198
Pobrania: 13
Streszczenie: In view of conveying advertising messages, structural linking, immersion and flow are key words to describe the potential of computer games. The high involvement of players, however, seems to be rather hindering to intensive examination of advertising messages, which are unobtrusively placed in the game scene. This so called InGame-Advertising (IGA) is often processed with little attention or not consciously at all. Therefore it is sometimes not remembered. Nevertheless, incidental processing of IGA does not mean ineffectiveness: Repetition of brand and product placements increase perceptual fluency which as a competence is positively experienced, but cannot be attributed to the cause (i.e. repetition) if processing of these stimuli remains unconscious. Instead, this positive experience is misattributed to the brands and products placed in the game. If consciously collected, a concurrently running conceptual process is overlying the prime interpretation of perceptual fluency; if negative thoughts are developed in this conscious control process, the assessment of brands and products turns out to be rather unfavorable, contrary to the misattribution of positively experienced fluency. This paper discusses the effectiveness of IGA from the perspective of perceptual fluency and conceptual control processes together with two individual characteristics (involvement, susceptibility to interpersonal influence) based on an experimental study of the game ‘ORF-Ski Challenge 2006’.
Słowa kluczowe: ingame-advertising, perceptual fluency, conceptual control process, attitude change, involvement, consumer’s susceptibility to interpersonal influence
Cytowanie artykułu: Jens Woelke, Steffen Kolb, Bernhard Breidler. EFFECTS OF PERCEPTUAL FLUENCY, CONCEPTUAL CONTROL, INVOLVEMENT AND A PERSON’S SUSCEPTIBILITY TO INTERPERSONAL INFLUENCE ON THE IMPACT OF INTEGRATED ADVERTISING MESSAGES IN COMPUTER GAMES. Journal of International Scientific Publications: Media & Mass Communication 2, 426-439 (2013). https://www.scientific-publications.net/en/article/1003003/
Powrót do spisu treści tomu

Submit Feedback

We value your input! Use this form to report any concerns or provide feedback on our published articles. All submissions will be kept confidential.

Korzystając z tej strony, zgadzasz się z naszą Polityką Prywatności i Warunkami Użytkowania. Używamy plików cookie, w tym do analizy, personalizacji i reklam.