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1.
Video games are now a venue for branded messages. Hence, game players may be exposed to brands in and outside game environments. This study focuses on the latter, that is, external brand placement. Drawing upon the literature on involvement and on the limited capacity model (LCM) of information processing, this study explores the mechanism by which external brand placement influences game players’ processing of a brand placed within a game, known as an in-game brand. The results show that players exposed to an external brand identical to an in-game brand showed greater in-game brand recall than those not so exposed. Players exposed to a competing external brand—whether congruent or not—showed lower in-game brand recall. When the brand was incongruent, however, they showed a preference for the in-game brand.  相似文献   

2.
    
The proliferation of sponsored content (e.g., product placement) in television programmes has been a cause of concern as it may violate the right of consumers to know that a message is sponsored. Therefore, new regulations obligate broadcasters to disclose sponsored content. To achieve its goal of informing the consumer, a sponsorship disclosure must be effectively communicated. This study explores how audience and disclosure characteristics influence memory of sponsorship disclosures. Results show that a disclosure at the beginning of a programme results in less disclosure memory compared to a disclosure in the middle or at the end of a programme. The duration of the disclosure does not directly influence disclosure memory, but a disclosure is best remembered when it is displayed longer and viewers are familiar with the programme. Additionally, viewers' programme and disclosure familiarity increase the chance that a disclosure is remembered, while programme involvement decreases disclosure memory. These results contribute to advertising theory and may be useful in the development of effective sponsorship disclosures, as they indicate several conditions under which disclosures are more likely to be remembered.  相似文献   

3.
Product placement is a fast growing multi-billion dollar industry, yet measures of its effectiveness, which influence the critical area of pricing, have been problematic. Past attempts to measure the effect of a placement and, therefore, provide a basis for pricing of placements, have been confounded by the effect on consumers of multiple prior exposures of a brand name in all marketing communications. Virtual product placement offers certain advantages: as a tool to measure the effectiveness of product placements; as assistance with the problem in the lack of audience selectivity in traditional product placement; as a testing of different audiences for brands; and in addressing a gap in the existing academic literature by focusing on the impact of product placement on recall and recognition of new brands.  相似文献   

4.
The present research investigates how viewers' liking of an advertiser-funded television program (AFP) influences viewers' attitude toward the brand that sponsors the program and its main competitor through a field study at two points in time (Nwave1 = 529 and Nwave2 = 256). An AFP is a television program which is fully sponsored by and built around a sponsoring brand. We test how the perceived program-sponsor brand fit moderates the effect of program liking one week and one month after the program finale. Program liking positively impacts brand attitude for the sponsor, and this effect becomes weaker over time. Program-sponsor brand fit reinforces the positive effect of program liking on brand attitude, especially in the longer term. In the longer term, program liking of an AFP also positively impacts viewers' attitude toward the main competitor of the sponsor.  相似文献   

5.
《国际广告杂志》2012,31(8):1264-1285
Abstract

Brand placements have been a popular advertising strategy for several decades, yet the effects of technological factors have been largely neglected in brand placement research. Consequently, this study analyzes the impact of a popular media technology, namely stereoscopy, on brand placement effectiveness, using the limited capacity model of mediated message processing and the persuasion knowledge model to predict and explain the effects. The main study (N?=?120) confirmed that compared with 3D movies, in 2D movies the participants were more likely to remember the brands placed and to critically reflect the persuasive intentions behind the placements. The additional structural elements in stereoscopic movies appear to require more cognitive resources. The consequent lack of cognitive capacity diminishes persuasion knowledge, which, in turn, positively affects brand evaluations and behavioral intentions. A post-hoc study (N?=?54) validated the assumption that media users watching 3D movies experience a higher cognitive load than those watching 2D movies.  相似文献   

6.
    
The aim of this study was to investigate whether or not the effects of brand-unspecific product placement disclosures in a popular music video were moderated by product placement frequency. An experimental study exposed participants to the video clip ‘Telephone’ by Lady Gaga; the product placement frequency of the brand Polaroid (zero, moderate, high) and the presence of placement disclosures were varied experimentally. The results demonstrated that placement disclosures lead to an increase in brand memory for moderately frequently and frequently depicted placements. Disclosures also activate persuasion knowledge independent of placement frequency. However, persuasion knowledge did not lead to more negative brand attitudes. The paper concludes with the implications for researchers and marketers.  相似文献   

7.
This study investigates viewer recognition of brands placed in films, according to film genre, gender, and previous viewing experience. A sample of 137 moviegoers watched 12 film clips representing three popular genres (action, comedy, and drama) and reported their recognition of brand placements. Results suggest that brand recognition is more common in drama films. Previous viewing experience and gender did not make significant differences in brand recognition. It is suggested that brand placements require more public relations research.  相似文献   

8.
    
ABSTRACT

This exploratory study investigates the persuasive effects of reverse product placement (RPP)—subsequent commercialization of fictional brands from entertainment media into real world products—comparing it with product placement (PP). Persuasion Knowledge Model and Attribution theory were applied to frame hypotheses of effects on brand attitudes along with the constraining effect of skepticism. A mixed test design revealed presence of persuasion knowledge, recognition of persuasive intent, and negative effect of skepticism for PP, but not for RPP. RPP also had a stronger, positive effect on consumer attitudes. Potential application of RPP in new product development and adoption is discussed.  相似文献   

9.
    
This paper examines the nature and role of the product placement in the film as an alternative strategy for better brand recall. For this study, four films – two successful and another two unsuccessful – based on box office report are selected. Clippings of the film are shown to 119 respondents. The paper concludes by arguing that product placement in the film can be an alternative for advertisement for better brand recall, purchase intentions, change in perceptions towards the brands and improving attitude towards the brand. It also gives direction on developing consumer as brand spokesperson for global brands.  相似文献   

10.
    
The aim of this study is to propose a conceptual framework for building destination brand credibility. This research proposes a novel framework to explore the antecedents of destination brand credibility based on four constructs: enduring culture involvement, destination brand identification, destination brand reputation and destination brand attachment. The data used to assess the proposed research model was collected through in-person-administered surveys conducted in Indonesia and Spain. The study shows that destination brand credibility is influenced by enduring cultural involvement, destination brand identification and destination brand reputation. In addition, destination brand attachment partially mediates the relationship between destination credibility and the three antecedents. The findings contribute to the relevant literature by improving the knowledge of the antecedents of destination brand attachment and destination brand credibility.  相似文献   

11.
    
ABSTRACT

This article examines the nature and role of the product placement in film as an alternative strategy for better brand recall. For this study, four films, two successful and another two un-successful based on box office reports, are selected. Clippings of the films are shown to 119 respondents. The article concludes by arguing product placement in film can be an alternative to advertisements for better brand recall, purchase intentions and changes in perceptions toward the brands as well as improving attitudes toward the brand. It also gives direction on developing the consumer as a brand spokesperson for global brands.  相似文献   

12.
This research argues that both meaning fluency (conceptual fluency) and sound fluency (perceptual fluency) of a brand name affect brand evaluations. Specifically, this research investigates the effects of brand name meaning and sound fluency through an application of information processing fluency theory. The results provide insight into previously unexplained findings in the brand management literature. Two experiments demonstrate that perceptually more fluent brand names lead to higher brand recall, for perceptually less fluent brands names, high conceptual fluency leads to higher brand recall and in cases of low consumer involvement, high perceptual fluency leads to higher willingness to buy.  相似文献   

13.
    
This paper investigates the effect of brand name repetition on brand attitude in the context of a fictional text. Furthermore, it tests the moderating impact of brand familiarity, narrative transportation, and individual differences in need for cognition (NFC). Participants in an experiment read the full text of a real short-story, which featured the target brand. Brand name repetition and brand familiarity were systematically manipulated. The results show that brand name repetition affects attitude towards an unfamiliar brand and readers’ narrative transportation and NFC moderate this effect: Attitude towards the brand improves with repetition only when both transportation and NFC are relatively high. No effects were found for the familiar brand.  相似文献   

14.
    
Abstract

This study aims to investigate how violent cues and plot relation affect gamers dealing with brand memory, attitude, and selection. Participants were randomly allocated to one of the eight conditions of a custom-made shooting game, followed by a memory test, attitude assessment, and choice-selection task. The results showed that the effects of violent cues on brand memory, attitude, and selection were insignificant. By contrast, plot relations did have a significant effect on brand memory and selection. The results have major implications for effectiveness of brand placement.  相似文献   

15.
    
ABSTRACT

?This experimental study examined consumers’ response to green advertising for high- and low-involvement products by measuring its effect on consumers’ intention to purchase such brands. The present study enhances our understanding of the moderating role of product involvement and extends the structural equation tests of the four causal models. A dataset of 169 respondents is used to examine the role of brand image and brand attitude in the context of green advertisements. Consistent with earlier findings, the suggested model provides a good fit of the data and results indicate that positive attitude toward green advertisements, brand image, and attitude toward the brand enhances the chances of consumers’ purchase intention of such brands. The study also verifies that product involvement moderates the positive relationship between attitude toward green advertisements and brand image such that at higher levels of product involvement, attitude toward green advertisements has a stronger effect on brand image.  相似文献   

16.
    
Although brand placements are frequently associated with media characters within movies or TV series, and viewers are well known to relate to such characters, previous research has scarcely dealt with media characters’ influence on brand placement effects. Addressing this, two studies investigate the influence of parasocial interactions with media characters on perceptions of brands related to media characters. The first study applied a 1 × 2 between-subjects design, assuming that positively represented characters elicit greater parasocial interaction and, subsequently, more favourable brand attitudes compared with negatively represented characters. The results confirm the assumed indirect effect. A second study was able to replicate the first study's findings in a different setting and to introduce brand familiarity as an important moderator of the mediation found in the first and second study (moderated mediation). The underlying mechanism and implications are discussed.  相似文献   

17.
Abstract

This study examines the impact of adding an audible reference to a visually prominent brand placement on recognition of the brand placed. Facilitated recognition scores were used to control for the effects of brand familiarity on brand placement recognition. Subjects exposed to one of two complete movies were asked to indicate recognition of brands that were or were not placed in their movie. Results indicate that brand placement recognition levels achieved by audio-visual prominent placements exceed the recognition rates achieved by visual-only prominent placements. Additionally, familiar brands achieve higher levels of recognition than unfamiliar brands, even when the recognition scores for familiar brands are adjusted for the guessing and constructive recognition that may result from inferences associated with familiar brands.  相似文献   

18.
    
The primary goal of our study is to explore cross-national differences in attitudes and perceptions about product placements, after investigating measurement invariance. Our cross-national focus includes three countries that have not been compared previously: Finland, Italy and the USA, which differ significantly in terms of the evolution/maturity of product placement markets, regulatory structures and cultural contexts. Motivated by earlier studies, we investigate the cross-national measurement invariance of scales to measure four research constructs related to the product placement domain (attitude toward credibility of advertising, attitude toward advertising-in-general, attitude toward placement-in-general and attitude toward regulation of placements). Our research also extends earlier work focused on similar constructs from a cross-national perspective. Results from multi-group analyses using a structural equation modeling approach indicate important and statistically significant differences in latent means between the three countries for all four constructs of research interest. Substantive explanations of these differences and their implications for future practice and research are discussed.  相似文献   

19.
    
This research tests a model of the effects of personalized product placements on consumer preference, both for the embedded brand and the digital entertainment product in which that brand is embedded. The latter has yet to be examined in the traditional product placements literature. The results of two studies conducted in the domain of eBooks are presented. Evidence suggests that when pre-existing rankings of brands were systematically collected and used to design personalized product embeds, participants were willing to pay more for the eBook when it contained a favourably (vs. unfavourably) ranked brand, but only when the brand embed was subtle (as opposed to obvious). Study 2 also finds that personalized product placements enhanced consumers’ recall of, and probability of choosing the embedded brand. Results suggest that both the digital entertainment product and the embedded brand can benefit from the strategic use of personalized product placements.  相似文献   

20.
    
Hip-hop is a multi-billion-dollar industry influencing everything from fashion to advertising. The current study documents the overwhelming presence of brands in hip-hop music videos. Through the use of content analysis, we capture not only the branded products and their associated categories, but also the execution and connotation of those placements. Findings indicate that over 93% of all hip-hop videos contained some reference to branded products varying in prominence, prestige and consumption. Further, brand managers have many opportunities available with respect to brand placement in hip-hop – several of those opportunities are highlighted herein.  相似文献   

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