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The effect of product placement on persuasion for mobile phone games

dc.citation.epage60en_US
dc.citation.issue1en_US
dc.citation.spage37en_US
dc.citation.volume33en_US
dc.contributor.authorLin, Hui-Feien_US
dc.contributor.department傳播與科技學系zh_TW
dc.contributor.departmentDepartment of Communication and Technologyen_US
dc.date.accessioned2014-12-08T15:35:16Z
dc.date.available2014-12-08T15:35:16Z
dc.date.issued2014-01-01en_US
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.identifier.issn0265-0487en_US
dc.identifier.journalINTERNATIONAL JOURNAL OF ADVERTISINGen_US
dc.identifier.urihttps://ir.lib.nycu.edu.tw/handle/11536/23895
dc.language.isoen_USen_US
dc.titleThe effect of product placement on persuasion for mobile phone gamesen_US
dc.typeArticleen_US

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