The effect of product placement in computer games on brand attitude and recall


Autoria(s): Mackay, Thomas; Ewing, Michael; Newton, Fiona; Windisch, Lydia
Data(s)

01/01/2009

Resumo

Media fragmentation and proliferation, in concert with declining television advertising efficacy, has engendered interest in developing more effective ways to reach consumers – particularly non-users of a brand. This study explores the effect of active product placement in computer games on both brand attitude (Abrand) and recall. Findings suggest that exposure to a particular brand in a computer game can increase Abrand among consumers whose pre-existing attitude towards the brand in question is fairly low. It was concluded that product placement within computer games is an effective means of fostering high spontaneous brand recall and even of influencing consumers less positively predisposed towards a brand (analogous to non-users). These findings have promising managerial implications for firms looking to grow their customer base through acquisition and conversion.

Identificador

http://hdl.handle.net/10536/DRO/DU:30062371

Idioma(s)

eng

Publicador

Warc

Relação

http://dro.deakin.edu.au/eserv/DU:30062371/ewing-effectofproduct-2009.pdf

http://dx.doi.org/10.2501/S0265048709200680

Direitos

2009, World Advertising Research Center

Palavras-Chave #Product placement #Computer games #Brand attitude
Tipo

Journal Article