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dc.contributor.authorLin, Hui-Feien_US
dc.date.accessioned2019-04-02T06:01:06Z-
dc.date.available2019-04-02T06:01:06Z-
dc.date.issued2014-01-01en_US
dc.identifier.issn0265-0487en_US
dc.identifier.urihttp://dx.doi.org/10.2501/IJA-33-1-037-060en_US
dc.identifier.urihttp://hdl.handle.net/11536/147674-
dc.description.abstractThe purpose of this investigation was to explore the persuasive effect of product placement on mobile phone games. An experiment was conducted with a 2 (type of game: high level of attention vs low level of attention) x 2 (placement location: focal vs peripheral) x 2 (type of brand: high-familiarity brand vs low-familiarity brand) between-subjects design to examine whether the type of game, type of brand and product placement of mobile phone games affect garners' (N = 324) memories, attitudes towards product placement and purchase intentions. The results showed that: (1) garners have higher recall of brands embedded in the focal area than those in the peripheral areas of the game, (2) garners' product-related recall improves when high-familiarity brands rather than low-familiarity brands are embedded within games; and (3) garners who exhibit more positive attitudes towards product placement are more likely to exhibit stronger purchase intentions.en_US
dc.language.isoen_USen_US
dc.titleThe effect of product placement on persuasion for mobile phone gamesen_US
dc.typeArticleen_US
dc.identifier.doi10.2501/IJA-33-1-037-060en_US
dc.identifier.journalINTERNATIONAL JOURNAL OF ADVERTISINGen_US
dc.citation.volume33en_US
dc.citation.spage37en_US
dc.citation.epage60en_US
dc.contributor.department傳播與科技學系zh_TW
dc.contributor.departmentDepartment of Communication and Technologyen_US
dc.identifier.wosnumberWOS:000332048100003en_US
dc.citation.woscount13en_US
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