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Journal of Interactive Advertising


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Enjoyment of Advergames and Brand Attitudes


a a a a a
Kevin Wise , Paul D. Bolls , Hyo Kim , Arun Venkataraman & Ryan Meyer
a
Missouri School of Journalism
Published online: 01 Jul 2013.

To cite this article: Kevin Wise, Paul D. Bolls, Hyo Kim, Arun Venkataraman & Ryan Meyer (2008) Enjoyment of Advergames
and Brand Attitudes, Journal of Interactive Advertising, 9:1, 27-36, DOI: 10.1080/15252019.2008.10722145

To link to this article: http://dx.doi.org/10.1080/15252019.2008.10722145

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ENJOYMENT OF ADVERGAMES AND BRAND ATTITUDES: THE IMPACT
OF THEMATIC RELEVANCE

Kevin Wise, Paul D. Bolls, Hyo Kim, Arun Venkataraman, Ryan Meyer

ABSTRACT: Campaigns increasingly implement advergames to engage consumers with a brand through interactive,
entertaining media content. However, little research tests the effects of specific features of advergames on desired advertising
outcomes. This article reports the results of an experiment designed to examine how variation in the thematic connection
between the game associated with an advergame and the brand affects the relationship between attitude toward the game
(equated with attitude toward the ad) and attitude toward the brand. The analysis reveals a stronger positive relationship between
attitude toward the advergame and attitude toward the brand when participants play games with a high thematic connection to
the brand's product. Therefore, designing advergames that relate thematically to the product of the sponsoring brand should
increase the likelihood of positive conditioning of brand attitudes evoked by playing an advergame.

Keywords: Advergames, Brand Attitude, and Relevance.


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The game for delivering a brand's message to a desired target choosing online, interactive media over traditional media
audience has changed. Advertisers previously played tag with (Business Wire 2008).
consumers, trying to chase them down and reach them by
The practice of placing some form of brand communication in
saturating traditional media channels with traditional spot
entertainment media, including console or online games, is
advertising. Yet ad clutter, negative attitudes toward
not new. Product placement agreements between advertisers
traditional advertising, and a media landscape filled with a
and content providers have been commonplace for decades.
mind-boggling number of media options for advertisers has
For example, the placement of products in movies caught
shifted the way the game is played. As a result, advertisers have
public attention in the 1980s when Reese's Pieces appeared in
begun engaging consumers in a game of hide-and-seek by
the movie ET and Pepsi appeared in Back to the Future. Since
imbedding brand messages in entertainment-oriented media
that time, the amount and prominence of product placement
content. This growing advertising strategy, known as branded
in movies, television programs, and videogames has
entertainment, involves integrating elements of brand
significantly increased (La Ferle and Edwards 2006). Product
communication into content that consumers seek out for
placement agreements allow advertisers to embed a brand
entertainment purposes. According to a recent report by PQ
message in content produced by other media companies.
Media Research, spending on branded entertainment efforts
Advergaming in turn represents a departure from this
will surpass $25 billion in 2008 (Business Wire 2008).
traditional form of product placement.
The Advergame
According to several scholars, an advergame represents a
One form of branded entertainment is the advergame, a unique form of branded entertainment because, in contrast to
videogame designed around a brand. Advergame executions placements purchased in other forms of gaming, the game
range from simply repurposing an existing, well-known game incorporated as part of an advergaming execution is produced
(e.g., shooting baskets) to feature the brand in the gaming specifically for the sponsoring brand, in essence making the
environment to creating more elaborate, custom-built games game itself the brand message (Chen and Ringel 2001; Deal
that involve detailed virtual experiences with the brand's 2005). For example, an Orbitz advergame that has players race
product (Wallace and Robbins 2006). Advergaming through an airport provides a distinct form of branded
constitutes part of the smallest but fastest growing segment of entertainment based on an Orbitz billboard that appears at the
branded entertainment marketing efforts. The tremendous Daytona 500 race. The opportunity to create entertaining
growth in the number of brands that include advergames as content in an advertisement for the brand establishes
part of their advertising strategy has been attributed to a desire advergaming as a form of branded entertainment that in
to engage youth and young adults who are increasingly essence provides a hybrid form of brand messaging.
Advergames merge the level of advertiser control found in

Journal of Interactive Advertising, Vol 9 No 1 (Fall 2008), pp. 27‐36. 
© 2010 American Academy of Advertising, All rights reserved 
ISSN 1525‐2019 
28  Journal of Interactive Advertising  Fall 2008
 

traditional advertising with the entertainment communication makes sense to conceptualize attitude toward the game as a
context associated with product placement. Because of their type of attitude toward the ad, a concept that has been studied
unique attributes, advergames hold tremendous potential for extensively by advertising scholars (for a review, see Brown
delivering a brand's message in an engaging manner at a and Stayman 1992). Most scholarly interest in attitude toward
fraction of the cost of television advertising (Bertrim 2005). the ad results from its theorized relationship with attitude
Campaign planners also appear to recognize this value; the toward the brand (Muehling and McCann 1993). This study
technology research firm Yankee Group (2006) predicts that examines possible variations in a well-established relationship,
advergames will generate nearly $260 million in revenues by namely, variations in the strength of the relationship between
2010. Wallace and Robbins (2006) also identify 27 interactive attitude toward the ad and attitude toward the brand, which
agencies and game developers that specialize in the production has practical and theoretical importance for advertising
of advergames for clients. professionals and scholars. Established models of advertising
effectiveness include the relationship between attitude toward
Thus, advergaming provides a growing and unique form of
the ad and attitude toward the brand (e.g., MacKenzie and
branded entertainment worthy of the attention of advertising
Lutz 1989; Muehling, Laczniak, and Stoltman 1991), but
scholars. The significant potential of advergaming as a new
scholars have not specified production features of interactive
form of interactive advertising suggests proprietary research
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forms of advertising that might moderate the relationship


exists that evaluates the effectiveness of advergames, yet as
between attitude toward the ad and attitude toward the brand.
Winkler and Buckner (2006) note, little academic research
Such knowledge could be used to specify models of interactive
provides the potential to offer theoretically grounded insights
advertising effectiveness. Furthermore, if advertising
into the impact of specific features of advergames on desired
professionals have insight into the specific production features
communication effects.
that either enhance or weaken this relationship, they could
A growing number of scholars are turning their attention design interactive ads for clients more strategically. One such
toward advergames, but most studies involve content analyses production feature is the thematic connection between an
(Moore 2006), examine the effects of advergames on children advergame and the brand it represents.
(Mallinckrodt and Mizerski 2007), or consider social policy
THEMATIC RELEVANCE
ramifications (Villafranco and Zeltzer 2006). Furthermore,
most research into in-game advertising focuses on traditional A limited body of research addresses the effect of congruency
product placements in online and console games rather than or connection between entertaining content and an embedded
advergames (Winkler and Buckner 2006). brand in product placement. Russell (2002) finds a positive
connection between the plot of a television program and the
More research that examines how specific features of
modality of product placement on brand evaluations. Lee and
advergames affect desired advertising outcomes can reveal
Faber (2007) also propose that for product placement in
theoretically grounded relationships between advergame
games, congruity should represent the degree to which the
features and communication effects, as well as provide
product category of a brand relates to the content of the game.
practical insights for agencies and their clients. As noted by
They examine the impact of congruity between embedded
McCarty (2004), in-depth knowledge of the effects of product
brands and game content on memory and find better recall for
placement in traditional media did not exist until scholars
highly incongruent brands. Their study thus offers a rigorous
began systematically examining specific attributes of different
example of research into product placement in games,
product placement executions; thus, research on advergames
including the presentation of nine different fictional brands in
should follow a similar direction. This study helps fill the
a car racing game. In contrast, an advergame contains only
existing research gap regarding the effects of specific features
one brand, so participants do not have to process and respond
of advergames. The reported experiment examines how the
to different brands. This processing difference could give users
thematic connection between the game users play and the
more opportunity to elaborate cognitively on the connection
brand that appears in the advergame influences the
between the game and the brand, which in turn could lead to a
relationship between attitude toward the game and attitude
different pattern of effects for congruency or thematic
toward the brand.
connections between the game and brand on memory or
If advergames represent a more direct form of brand attitudinal measures.
advertising than other forms of branded entertainment, it

 
 
29  Journal of Interactive Advertising  Fall 2008
 

This study represents an initial step toward examining this channels. To identify the similarities and differences in the
possibility, because it investigates how the thematic effects of specific forms of branded entertainment, more
connection between an advergame and the brand affects studies must consider the effects of specific features of
attitudinal responses. A thematic connection between the branded execution, including thematic connection, on desired
game and brand can be manipulated easily through the outcomes, such as positive attitude toward the brand.
structure of the game. If this feature leads to variation in the
The connection between a brand and the content in which a
strength of the relationship between attitude toward the
brand message is embedded has positive effects on persuasion.
advergame and attitude toward the brand, professionals and
In a study of online sponsorship, Rodgers (2003) finds that a
scholars will gain deeper insights into the effects of one of the
strong linkage in the relevance of a sponsored Web site with
newest and fastest growing forms of interactive advertising.
the sponsoring brand enhances the persuasive impact of
Another critical issue to consider in studying advergames is sponsorship. Shamadasani, Stanaland, and Tan (2001) also
how brand communication effects evoked by an advergame find more positive attitudes toward the ad, positive attitudes
might compare to the effects observed for product placement toward the brand, and higher purchase intentions in response
in movies, television, and other forms of gaming. Previous to banner ads placed on product-relevant Web sites. Research
research on branded entertainment investigates the impact of on product placement in television also shows that product
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various features of product placement on brand recall placements related to the plot of a television program elicit
(d'Astous and Chartier 2000; Gupta and Lord 1998; Russell more favorable brand attitudes than do unrelated placements
2002; Sabherwal, Pokrywczynski, and Griffin 1994). This line (Russell 2002). The positive effects of connections between the
of research reveals that modality (visual/verbal), prominence brand and content on attitudes should extend to advergames,
of the placement, and congruence between the brand and but no empirical evidence supports this assumption.
media content have distinct effects on brand recall. Furthermore, previous research has not explored how the
thematic connection may influence the relationship between
Researchers also have proposed that the effects of product
specific attitudes. This study therefore examines the
placement in movies and television programs could differ
relationship between attitude toward the game and attitude
somewhat from those found for games because of the
toward the brand.
interactive nature of games (Nicovich 2005). The mental and
motor activities involved in playing a game differ from the Lutz, MacKenzie, and Belch (1983) systematically describe the
passive nature of viewing television programs and movies; relationship between attitude toward the ad and attitude
specifically, viewing a movie does not require a division of toward the brand. Their relationship model with the most
attention to the same degree as does playing a game. support uses dual mediation, through which attitude toward
the ad has both a direct relationship with attitude toward the
Brand placements in games thus might not be as memorable,
brand and an indirect relationship through brand cognitions
because playing the game is the primary focus of attention and
(Brown and Stayman 1992; Gardner 1985; Homer 1990; Lutz,
processing the presence of brands within the game is
MacKenzie, and Belch 1983). Petty and Cacioppo's (1986)
secondary, performed only with spare cognitive resources that
elaboration likelihood model of persuasion (ELM) provides
are not being used by the primary task (Grigorovici and
the theoretical foundation for the relationship between
Constantin 2004). Previous research finds low levels of brand
attitude toward the ad and attitude toward the brand; their
recall for product placements in video games (Chaney, Lin,
direct relationship may result from message processing that
and Chaney 2004), yet research into advergames specifically
occurs in the peripheral route of the ELM (Miniard, Bhatla,
reveals relatively high levels of recall (Winkler and Buckner
and Rose 1990). Attitude toward the ad may affect processing
2006). This difference in memory effects between online or
in the central ELM route by influencing brand cognitions,
console games and advergames represents one of the
which in turn affect attitude toward the brand (Miniard,
potentially interesting differences for distinct branded
Bhatla, and Rose 1990).
entertainment executions.
Previous research further explicates the relationship between
The mental activity demanded by television programs, movies,
attitude toward the ad and attitude toward the brand in terms
online or console games, and advergames probably varies,
of general paths. However, no extensive research identifies
which implies the potential for significant differences in the
specific message features that may influence relationship
effects of branded entertainment executions in these media

 
 
30  Journal of Interactive Advertising  Fall 2008
 

strength. Advergaming presents a unique opportunity for difficult to engage in conditioning procedures should weaken
researchers to study variation in the strength of the this relationship. The thematic connection between the game
relationship between attitude toward the ad and attitude used in an advergame and the brand could be such a feature.
toward the brand in the context of branded entertainment,
Information processing of ads also requires encoding
because it is easy to manipulate the game features and then
information from the message into working memory and
measure any changes in attitudes. This study therefore focuses
storing it in long-term memory, where consumers can retrieve
on how the thematic connection between the brand and the
it later in their evaluation and decision-making tasks (Lang
game influences this relationship.
2006). Conceptualizations of human memory as an integrated
Similar to Lee and Faber's (2007) notion of congruency, network of concepts, attributes of objects, and beliefs
thematic connection refers to the conceptual match between (Anderson 1990) imply that information encountered in the
the brand's product and game content. For example, higher environment, such as stimuli in an advergame, gets stored in a
thematic connection marks an advergame for Nike running pattern of interconnected nodes. Lang (2006) also proposes
shoes that has players engage in a virtual footrace compared that the strength and number of connections between nodes
with a Nike running shoes advergame that features a gun containing information from a media message determines
shooting range game. In turn, how might the thematic how well the message becomes stored in memory and,
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connection between an advergame and the brand lead to ultimately, how easily it can be retrieved.
variation in the strength of the relationship between attitude
In addition to information contained in an ad, people store
toward the game and attitude toward the brand?
attitudes in their associated memory network (Roskos-
Previous research suggests that positive attitudes evoked by Ewoldsen, Arpan-Ralstin, and St. Pierre 2002). Thus, both the
exposure to an ad translate into positive attitudes toward the evaluative experience of playing an advergame and
brand through conditioning procedures (Allen and conditioned attitudes toward the brand may represent
Janiszewski 1989; Shimp, Stuart, and Engle 1987). One specific interconnected nodes in an associative memory network.
mechanism, direct affect transfer (Kim, Allen, and Kardes Because conditioning of brand attitudes involves the
1996), involves attitude conditioning through the transfer of systematic pairing of ad information with existing information
positive affect evoked by exposure to an unconditioned about the brand, games that strengthen this pairing should
stimulus (i.e., advergame) to an unconditioned stimulus (i.e., result in a stronger connection in memory between attitude
the brand) (Allen and Shimp 1990). Attitudes also can be toward the game and attitude toward the brand. A high degree
conditioned through cognitive mechanisms, in that people can of thematic connection between an advergame and the brand
draw inferences about a conditioned stimulus on the basis of therefore should strengthen the pairing between the game and
properties or information present in the unconditioned the brand, resulting in a stronger connection between
stimulus (Fishbein and Ajzen 1975). Kim, Allen, and Kardes conditioned brand attitudes and attitude toward the game in
(1996) support conditioning of brand attitudes evoked by the people's associated memory network. This pattern of attitude
presentation of attractive visual images through both cognitive conditioning should become manifest in a stronger observed
mechanisms and the direct transfer of positive affect. This relationship between attitude toward the game and attitude
finding makes sense in light of more recent theoretical views toward the brand as a result of playing advergames with a high
suggesting that exposure to a media message engages both degree of thematic connection to the brand, compared with
cognitive and emotional processes and that emotion and playing advergames with low thematic connection to the
cognition are intertwined in the human information brand. The primary hypothesis of this experiment therefore
processing system (Lang 2006). posits:
If people draw inferences about a brand from information H1: There is a stronger positive relationship between
presented in an advergame and transfer the positive affect attitude toward the game and attitude toward the brand
evoked by playing the game to the brand, the features of for advergames with a high thematic connection between
advergames that make it easier to engage in attitude the game and the brand than for advergames with low
conditioning procedures should strengthen the relationship thematic connection.
between attitude toward the game and attitude toward the
To test this hypothesis, this research uses an experiment in
brand. Alternatively, advergame features that make it more
which adult participants play two advergames created by

 
 
31  Journal of Interactive Advertising  Fall 2008
 

Orbitz, an online travel company. The manipulation of the Football" is based on a table game in which one person tries to
thematic connection involves randomly assigning participants flick a folded paper triangle between a set of goalposts that
to one of two groups, such that they play either games with a another person has made with his or her fingers. "Sink The
travel-related theme or games that have little to do with travel. Putt" is a computerized version of miniature golf, in which
Attitude toward Orbitz is measured both before the participants try to putt a ball into a hole in the fewest possible
experiment and after participants finish playing the games, at shots. Pretests of the games by a small group (N = 6) of
which point they also indicate how much they enjoyed the strategic communication students, who played a total of eight
gaming experience. Support for the hypothesis exists if games on the Orbitz games Web site, indicated the two games
enjoyment of the gaming experience accounts for more of the that they thought were most and least conceptually related to
positive change in attitude toward the brand among travel. The Orbitz logo and slogan appeared in the corner of all
participants who play the advergames with high thematic four games. No active integration of the brand occurs in any of
connections to the brand. the four games, though the word Orbitz appears in the playing
area of the "Paper Football" game.
METHOD
Dependent Variables
Participants
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Attitude Toward the Game. Enjoyment evoked by a game


Forty-three non-student residents of a Midwest college town
should be consciously expressed by participants in the form of
were recruited for this experiment through locally posted
their attitude toward the game. To measure attitude toward
flyers, e-mail, and word of mouth. Technical difficulties
the game, the study uses a standard measure of attitude toward
required discarding data from 3 participants; therefore, the
the ad that previous research demonstrates is reliable and valid
final sample consists of data from 40 people (11 men, 29
(Yoon, Bolls, and Lang 1998). The scale consists of six sets of
women). The mean age of this sample is 40 years (standard
bipolar adjectives placed on seven-point scales:
deviation [SD] = 16.4, range = 21-81). This adult sample
Appealing/Unappealing, Pleasant/Unpleasant, Dynamic/Dull,
includes people likely to have sufficient disposable income to
Attractive/Unattractive, Enjoyable/Not Enjoyable, and
purchase travel from online Web sites such as Orbitz.
Refreshing/Depressing. The Cronbach's alpha for this scale is
However, they have relatively little experience with online
.97, and the ratings are summed across word pairs to create an
games; 70% report playing online games only once a month or
index that represents attitude toward the game.
less. Participants received $20 for taking part in the
experiment. Attitude Toward the Brand. The attitude toward the brand
measure also uses a standard attitude toward the brand
Design
semantic differential scale that previous research has
In the 2 (thematic connection: high/low) × 2 (game) mixed- confirmed as reliable (Muehling and Laczniak 1988). The
design experiment, thematic connection is a between-subjects anchoring word pairs are Positive/Negative, Good/Bad, and
factor that refers to the degree to which the advergame relates Favorable/Unfavorable, rated on seven-point scales. To
conceptually to the brand's product. The game provides a disguise Orbitz as the brand of interest in this study initially,
within-subjects replicate factor. Participants play two participants completed the scale for four online travel
randomly assigned advergames, both with either high or low companies: Orbitz, Expedia, Hotwire, and Travelocity. The
thematic connection. study measures attitude toward the brand during a pretest,
prior to playing the advergames, and a posttest, after playing
Participants in the high thematic connection advergame
the games. The Cronbach's alphas for the pretest and posttest
condition play "Find Your Hotel" and "Gondoliero," both of
applications of this scale are .96 and .94, respectively. Thus, the
which have a travel-related theme that reinforces the
three scale items may be collapsed to form an index of attitude
association between Orbitz and travel. The object of "Find
toward the brand.
Your Hotel" is to negotiate a series of obstacles and find a
hotel; the object of "Gondoliero" is to win a series of gondola Procedure
races set in the canals of Venice.
After entering the laboratory, participants sat at desks with
Participants in the low thematic connection advergame computers and provided their informed consent. The study
condition play "Paper Football" and "Sink The Putt." "Paper instructions told participants that the author was interested in

 
 
32  Journal of Interactive Advertising  Fall 2008
 

their attitudes toward different online travel companies and We next test our hypothesis by running the same regression
indicated how to complete the brand attitude pretest using a separately for each thematic connection condition. As we
computer equipped with Media Lab software (Jarvis 2004). show in Table 1, attitude toward the game significantly
When participants completed the pretest, a researcher predicts changes in attitude toward the brand when a high
attached sensors to their hands and face to collect some thematic connection marks the game and the brand, which is
physiological data during the game (not reported here). not the case when a low thematic connection exists between
Participants then took part in an unrelated experiment about the game and the brand. A Z-test (Paternoster et al. 1998)
electronic newspapers, which increased the time (30 minutes) demonstrates that the regression coefficients differ
between when participants completed the pretest measure of significantly between these two conditions (z = 3.54, p < .05),
attitude toward the brand and when they played the in support of our hypothesis that the positive relationship
advergames and completed the posttest brand attitude between attitude toward the game and attitude toward the
measure. All participants viewed the same stimuli during the brand occurs only when the thematic connection is high
unrelated experiment. Following the unrelated experiment, (versus low).
participants played two Orbitz advergames for 5 minutes each,
Table 1. Linear Regression of Game Enjoyment on Change
determined by their random assignment to one of the two
in Attitude Toward the Brand (N = 40)
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thematic connection conditions. Media Lab randomized the


order in which participants played their two games. After each Condition B t SE Beta AdjR2 F p<
game, participants completed an attitude toward the game B
scale. When participants had finished playing and evaluating
Overall .05 3.15 .02 .46 .19 9.92 .01
both games, they filled out the posttest measure of brand
attitude, then were debriefed, paid, and dismissed. The entire Relevant .22 3.04 .02 .58 .30 9.24 .01
experiment lasted approximately one hour.
Irrelevant .12 1.71 .02 .37 .09 2.91 .11
RESULTS
DISCUSSION
We hypothesize that attitude toward the game should have a
stronger positive effect on attitude toward the brand when This study provides initial insight into the effect of a specific
participants play product-relevant advergames, such that a feature of advergames-that is, relevance to the advertised
positive change in attitude toward the brand should occur product-on the relationship between attitude toward the game
between the pretest and the posttest measurement. Thus, the and attitude toward the brand. The change in brand attitude
brand attitude data submitted for analysis include a change attributable to game enjoyment is stronger for product-
score computed by subtracting the pretest index from the relevant advergames than for product-irrelevant advergames.
posttest index. We average the attitude toward the game scale In this study, relevance is conceptualized as the degree to
over both games each participant played. which the game has a thematic connection to the advertised
product (e.g., travel-themed advergames for online travel
We first consider attitude toward the game by condition by companies).
summing the indices from both games that each participant
played. The mean attitudes toward advergames with high (M = Managerial Implications
56.2, SD = 14.19) versus low (M = 60.5, SD = 15.45) thematic At face value, these results suggest that the most effective
connections do not differ significantly (t(38) = -.92, p > .36). advergame executions involve the design of product-relevant
Levene's test (F(1,38) = .03, p > .87) indicates the homogeneity games, which can be accomplished by building games that
of variance across the two conditions. Prior to testing our engage players in activities related to a behavior they would do
hypothesis, we ran a regression using attitude toward the game if they purchased the sponsoring brand's product. Such efforts
as a predictor of change in attitude toward the brand, may be easier in some product categories than in others.
irrespective of condition. As Table 1 shows, attitude toward Travel, the category used in this experiment, should be a fairly
the game significantly predicts change in attitude toward the easy context around which to build product-relevant games.
brand, regardless of whether the advergame is thematically We can also imagine product-relevant advergames for a
connected to the product. category like lawn care products, in which the player might be
challenged to rid a virtual lawn of pests. The challenge to game

 
 
33  Journal of Interactive Advertising  Fall 2008
 

designers will be to design product-relevant games without Resource and time limitations make it difficult to perform a
sacrificing the entertainment value of the game. An single experiment on multiple advergames for multiple brands
entertaining game will always be the most critical feature of an and products. However, the effect of any given game feature
effective advergame, because the desired communication effect on desired advertising outcomes could vary across product
is to transfer positive affect from an entertaining media categories targeted at different users, which increases the
experience to the brand. As its bottom line, our experiment importance of experiments that involve different brands and
notes that not all entertaining games will be equally effective in products, as well as different and larger groups of people.
achieving this goal. Advertising managers should evaluate the Furthermore, even simplistic advergames, such as those used
product relevance of proposed games for an advergaming in this study, are very complex stimuli from a
effort to ensure the execution has the strongest positive effect cognitive/emotional processing perspective. Game features
on brand attitudes. The games in our experiment illustrate that other than those studied herein will always be potential
the positive effect of product-relevant advergames can be confounds for experiments in this area.
achieved with fairly simplistic, and probably less expensive,
Implementing a repeated measures design, in which
online games.
participants play more than one advergame containing the
Theoretical Implications feature of interest, may help minimize the statistical impact of
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other features on data analysis. Another way to address this


Our results provide further evidence that the transfer of
issue would be to establish a growing body of research about
positive affect elicited by entertaining media content to the
the effects of advergame features, especially in terms of the
sponsoring brand likely involves a mental process that could
relationship between attitude toward the ad and attitude
improve brand attitudes. According to an associated network
toward the brand. Examples of additional features that should
view of human memory, advergame features that increase the
be investigated for their potentially significant effects on
mental connection between game content and the sponsoring
responses to advergames include the visual complexity of the
brand also should increase the ease of positive affect transfer,
graphics and the dominance of the brand placement.
leading to a stronger relationship between attitudes toward the
Researchers need to play their own block-building games by
game and brand attitudes. Our finding that increasing the
conducting experiments about game features and thus build
thematic connection between an advergame and the
knowledge for advertising managers about the design of
sponsoring brand makes attitude toward the game a stronger
advergames that will achieve maximal effects for their clients.
predictor of attitude toward the brand is consistent with a
We believe this study provides initial knowledge about this
theoretical explanation of this phenomenon based on affect
severely underresearched advertising execution.
transfer.
REFERENCES
The immersive and interactive nature of the advergame might
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ABOUT THE AUTHORS
Russell, Cristel A. (2002), "Investigating the Effectiveness of
Product Placements in Television Shows: The Role of Kevin Wise (Ph.D., Stanford University) is an Assistant
Modality and Plot Connection Congruence on Brand Memory Professor of Strategic Communication and Co-Director of the
and Attitude," Journal of Consumer Research, 29 (3), 306-318. PRIME (Psychological Research on Information and Media
Effects) Lab at the University of Missouri School of
Sabherwal, Shonall, Jim Pokrywczynski, and Robert Griffin
Journalism. His research interests include the cognitive and
(1994), "Brand Recall for Product Placements in Motion
emotional processing of interactive media. E-mail:
Pictures: A Memory-Based Perspective," paper presented at
wisekr@missouri.edu.
the Association for Education in Journalism and Mass
Communication Conference, Atlanta, August.
Paul Bolls (Ph.D., Indiana University) is an Associate
Shamdasani, Prem N., Andrea J. Stanaland, and Juliana Tan Professor of Strategic Communication and Co-Director of the
(2001), "Location, Location, Location: Insights for Advertising PRIME Lab at the University of Missouri School of
Placement on the Web," Journal of Advertising Research, 41 Journalism. His research agenda is focused on the cognitive
(4), 7-21. and emotional processing of media content. E-mail:
---, Elnora W. Stuart, and Randall W. Engle (1991), "A bollsp@missouri.edu.
Program of Classical Conditioning Experiments Testing

 
 
36  Journal of Interactive Advertising  Fall 2008
 

Hyo Kim (M.A., Syracuse University) is a Doctoral Candidate


at the University of Missouri School of Journalism. She is
interested in media effects and public relations. E-mail:
hjkw94@mizzou.edu.

Arun Venkataraman (M.A., University of Missouri) is an


analyst at Godbe Research. E-mail: akvwd6@mizzou.edu.

Ryan Meyer is a Senior majoring in Strategic Communication


at the University of Missouri School of Journalism. E-mail:
WRMeyer@mizzou.edu.
ACKNOWLEDGMENT
This research was funded by a grant from the Center for the
Digital Globe (CDiG) at the University of Missouri.
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