The effect of video game placements on brand attitude


Autoria(s): Kuhn, Kerri-Ann; Pope, Nigel K.L.
Data(s)

01/08/2010

Resumo

This study explores the effects of use-simulated and peripheral placements in video games on attitude to the brand. Results indicate that placements do not lead to enhanced brand attitude, even when controlling for involvement and skill. It appears this is due to constraints on brand information processing in a game context.

Formato

application/pdf

Identificador

http://eprints.qut.edu.au/39463/

Publicador

American Marketing Association

Relação

http://eprints.qut.edu.au/39463/1/c39463.pdf

http://www.marketingpower.com/Calendar/Pages/SummerMarketingEducators'ConferenceBoston.aspx

Kuhn, Kerri-Ann & Pope, Nigel K.L. (2010) The effect of video game placements on brand attitude. In Proceedings of American Marketing Association Summer Marketing Educators’ Conference, American Marketing Association, Boston Marriott Copley, Boston.

Direitos

Copyright 2010 [please consult the authors]

Fonte

QUT Business School; School of Advertising, Marketing & Public Relations

Palavras-Chave #150502 Marketing Communications #video games #product placement #brand attitude
Tipo

Conference Paper