TY - JOUR
T1 - Brand logo placements in violent games
T2 - Effects of violence cues on memory and attitude through arousal and presence
AU - Jeong, Eui
AU - Bohil, Corey
AU - Biocca, Frank
N1 - Funding Information:
This work was supported by grant no. R31-10062 from the World Class University (WCU) project of the Korean Ministry of Education, Science, and Technology (MEST) and the Korea National Research Foundation (NRF) through Sungkyunkwan University. The authors thank MEST and NRF for providing valuable resources to this research project.
PY - 2011/10/1
Y1 - 2011/10/1
N2 - With the general aggression model and presence (i.e., sense of "being there") theory as frameworks, this study investigates the effects of violence cues (blood and screams of pain) and players' individual differences in aggression (trait aggression) on brand logo memory and on attitude change in a violent first-person shooter game (Half-Life 2). Physiological arousal (skin conductance levels) was assessed during game play and participants reported their sense of presence in the game. Results indicate that violence cues influence brand logo memory through engagement and affect attitude change via arousal. Although physiological arousal led to positive change in brand attitude, it does not significantly influence logo memory. Conversely, although higher levels of spatial presence led to better logo memory, there was a corresponding reduction in attitude change for highly recognized brands. We consider the possibility that increased memory but negative attitude change with higher presence in violent video games could deter advertisers from placing their messages inside violent games.
AB - With the general aggression model and presence (i.e., sense of "being there") theory as frameworks, this study investigates the effects of violence cues (blood and screams of pain) and players' individual differences in aggression (trait aggression) on brand logo memory and on attitude change in a violent first-person shooter game (Half-Life 2). Physiological arousal (skin conductance levels) was assessed during game play and participants reported their sense of presence in the game. Results indicate that violence cues influence brand logo memory through engagement and affect attitude change via arousal. Although physiological arousal led to positive change in brand attitude, it does not significantly influence logo memory. Conversely, although higher levels of spatial presence led to better logo memory, there was a corresponding reduction in attitude change for highly recognized brands. We consider the possibility that increased memory but negative attitude change with higher presence in violent video games could deter advertisers from placing their messages inside violent games.
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U2 - 10.2753/JOA0091-3367400305
DO - 10.2753/JOA0091-3367400305
M3 - Article
AN - SCOPUS:80052555953
SN - 0091-3367
VL - 40
SP - 59
EP - 72
JO - Journal of Advertising
JF - Journal of Advertising
IS - 3
ER -