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The Impact of Advertisements Placement in the Computer Game on the Effectiveness of Social Campaign Messages

Author

Listed:
  • Anna Borawska
  • Konrad Biercewicz
  • Mariusz Borawski
  • Jaroslaw Duda

Abstract

Purpose: The article focuses on two aspects, spatial location of advertisements and the engagement of the player during the gameplay and investigates, how they influence the effectiveness of advertising in the context of social campaign. Design/Methodology/Approach: The analyses are conducted based on data collected in the survey and recorded by EEG and eye-tracker devices. Findings: The results obtained for the memorization may indicate that message order (first or last) in a sequence of advertisements has major bearing on attention and recall. The computed outcomes of engagement indices show that, depending on the method of calculation, obtained results can differ. Moreover, research with the use of eye-tracking devices can allow for accurate predictions of advertising effectiveness, at least in terms of recall. Results allow to state that it would be recommended to place social advertisements in such spots where the player has less to do and is not distracted by any tasks required to achieve progress in the game. Practical Implications: The proposed solution of testing the effectiveness of computer games in presenting social campaigns messages can be used both by pracitioners that develop such campaigns and by scientists aiming to conduct advertising reserch. Originality/Value: Taking into account data from two different sources allows to capture both conscious and subconscious opinions about the social advertsising message in the game, which shows the comprehensive image of the advertisement’s effectiveness.

Suggested Citation

  • Anna Borawska & Konrad Biercewicz & Mariusz Borawski & Jaroslaw Duda, 2021. "The Impact of Advertisements Placement in the Computer Game on the Effectiveness of Social Campaign Messages," European Research Studies Journal, European Research Studies Journal, vol. 0(2B), pages 515-537.
  • Handle: RePEc:ers:journl:v:xxiv:y:2021:i:2b:p:515-537
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    References listed on IDEAS

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    1. Ioanna Iacovides & James Aczel & Eileen Scanlon & Josie Taylor & Will Woods, 2011. "Motivation, Engagement and Learning through Digital Games," International Journal of Virtual and Personal Learning Environments (IJVPLE), IGI Global, vol. 2(2), pages 1-16, April.
    2. Heather L. O'Brien & Elaine G. Toms, 2008. "What is user engagement? A conceptual framework for defining user engagement with technology," Journal of the American Society for Information Science and Technology, Association for Information Science & Technology, vol. 59(6), pages 938-955, April.
    3. Martí-Parreño, José & Bermejo-Berros, Jesús & Aldás-Manzano, Joaquín, 2017. "Product Placement in Video Games: The Effect of Brand Familiarity and Repetition on Consumers' Memory," Journal of Interactive Marketing, Elsevier, vol. 38(C), pages 55-63.
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    More about this item

    Keywords

    In-game advertising; computer games; cognitive neuroscience techniques; social advertising.;
    All these keywords.

    JEL classification:

    • M39 - Business Administration and Business Economics; Marketing; Accounting; Personnel Economics - - Marketing and Advertising - - - Other

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