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The effects of product placement in children's magazine on young readers' responses to the brand.

conference contribution
posted on 2007-01-01, 00:00 authored by D Sharma, R Mizerski, Alvin LeeAlvin Lee
Media fragmentation and proliferation, in concert with declining television advertising efficacy, has engendered interest in developing more effective ways to reach consumers – particularly current non-users of a brand. This study explores the effect of active product placement in computer games on both brand attitude (Abrand) and recall. Findings suggest that exposure to a particular brand in a computer game can increase Abrand among consumers whose pre-existing attitude toward the brand is fairly low. We conclude that product placement within computer games is an effective means of fostering high spontaneous brand recall and influencing consumers less positively pre-disposed towards a brand (analogous to non-users). The findings have promising managerial implications for firms looking to grow their customer base through acquisition and conversion.

History

Event

Australian & New Zealand Marketing Academy. Conference (2007 : University of Otago)

Publisher

University of Otago, School of Business, Dept. of Marketing

Location

University of Otago, Dunedin, New Zealand

Place of publication

Dunedin, N.Z.

Start date

2007-12-03

End date

2007-12-05

Language

eng

Notes

Reproduced with the kind permission of the copyright owner.

Publication classification

E1.1 Full written paper - refereed

Copyright notice

2007, ANZMAC

Editor/Contributor(s)

M Thyne, K Deans, J Gnoth

Title of proceedings

ANZMAC 2007 : 3Rs, reputation responsibility relevance

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