View : 816 Download: 0

Full metadata record

DC Field Value Language
dc.contributor.author안순태*
dc.date.accessioned2016-08-28T12:08:30Z-
dc.date.available2016-08-28T12:08:30Z-
dc.date.issued2011*
dc.identifier.issn0091-3367*
dc.identifier.otherOAK-7477*
dc.identifier.urihttps://dspace.ewha.ac.kr/handle/2015.oak/221541-
dc.description.abstractThis study tested one currently used advertising break for an advergame to see whether its presence helped children recognize the promotional nature of the advergame and mitigated the effects of advertising within the game. With the Persuasion Knowledge Model (PKM) as the theoretical frame, the experiment required that 112 children, aged 8 to 11, play an advergame in which visual and/or audio formats of the ad break were present or absent. Results showed that none of the ad breaks helped children to clearly detect the commercial nature of the game. Also, the presence of the ad break was not linked to children's correct identification of the persuasive agent. The ad break did mitigate advertising effects on children, however, evidenced by decreased desire for and memory of the advertised product. © 2011 American Academy of Advertising. All rights reserved.*
dc.languageEnglish*
dc.titleMitigating the effects of advergames on children: Do advertising breaks work?*
dc.typeArticle*
dc.relation.issue1*
dc.relation.volume40*
dc.relation.indexSSCI*
dc.relation.indexSCOPUS*
dc.relation.startpage43*
dc.relation.lastpage56*
dc.relation.journaltitleJournal of Advertising*
dc.identifier.doi10.2753/JOA0091-3367400103*
dc.identifier.wosidWOS:000289042400004*
dc.identifier.scopusid2-s2.0-79952809346*
dc.author.googleAn S.*
dc.author.googleStern S.*
dc.contributor.scopusid안순태(7203025401)*
dc.date.modifydate20231123103941*
Appears in Collections:
사회과학대학 > 커뮤니케이션·미디어학전공 > Journal papers
Files in This Item:
There are no files associated with this item.
Export
RIS (EndNote)
XLS (Excel)
XML


qrcode

BROWSE