Similarly, another female participant who did not notice any of
the ads crashed five times, which was more than the average
participant, and completed five laps of the game, which was less
than the average participant. She rarely plays PC or video games,
less than once a month, but plays games on her phone 2-3 times
Figure 3. Race track shape and billboard per week. She wrote, "I am honestly so bad at race type games
that I did not read the signs."
Another obstacle to attending to the in-game ads could have been
the number of race cars on the track with the participant's car. We
noted this competitive distraction through qualitative feedback
provided by participants. As one participant wrote, "I noticed the
ads more when the game was less competitive. There were times
that I was driving without one of the other cars around me, and
then I had time to read what the ad said. When the game was more
competitive, I didn't notice them." Another participant also
mentioned the competition introduced by the other race cars. He
wrote, "I was frustrated with the two white cars as they had
double-lapped me and paid less attention to the billboards then I
would have had I been winning or catching up." Interestingly,
these two participants were fairly accurate in their retention of the
in game advertising. The first of these participants was able to
recall two of the three brands, and the second was able to recall
one of the three. It stands to reason that competitive distraction
could create effect players in similar ways to crashing on the
track.
In sum, only 35% of the participants successfully recalled brands
or advertising messages when asked to describe them in the postgame
survey. Interestingly all but one of the participants noticed
the billboards on the track. There was no significant relationship
between billboard location and rate of player retention in this
small set experiement.
4.1 Gaming Experience Effects on Brand
Processing
The researchers also wanted to know how gaming novices and
experienced gamers might differ in processing in-game
advertising and branding. We found that different types of gaming
experience correlated with brand processing in different ways.
Specifically, frequency of PC game play was positively correlated
(r = .49) with the number of brands recalled as was mean
frequency of gaming console and personal gaming console use (r
= .56). In addition, frequency of phone gameplay was negatively
correlated (r = -.38) with the number of brands recalled. From the
data generated, frequent players of PC, console, and portable
games are more likely to retain in game advertising. Yet, frequent
players of phone games are significantly less likely to retain in
game advertising as they were constructed in the game.
Only one participant was able to recall the brand names from all
three billboards. This participant was even able to recall the short
tag lines that appeared on each billboard. As the above findings
would suggest, this male participant is an avid gamer. This
individual owns a gaming console and a personal gaming console,
both of which he plays every day. When he plays, his average
session tends to run more than four hours and he plays a wide
range of games. However his interest in games does not extend to
phone games, which he never plays. Interestingly, his previous
gaming experience may have been more important than his
gaming session in our laboratory. During that session, he
completed six laps, which was the average, and crashed four
times, which was only slightly less than average. This avid player,
was exceptional at retaining the advertisements, but fairly average
at playing the game
Three participants were able to recall two of the three brand
names. Each had significant gaming experience, and owns a
gaming console and a personal gaming console. Two of the three
play PC/video games every day in the third play 2-3 times a week.
These findings may support the dichotomous distinction between
casual gameplay and traditional digital game play. From the
profiles of participants who played phone games, a number of
them indicate short play sessions, particularly among players who
favored phone games in their play habits. In addition, the
correlation between average time spent during a gameplay session
and number of brands noticed approached significance (r = .31),
suggesting that shorter gameplay may be associated with
diminished retention of in game advertising.
Similarly, another female participant who did not notice any ofthe ads crashed five times, which was more than the averageparticipant, and completed five laps of the game, which was lessthan the average participant. She rarely plays PC or video games,less than once a month, but plays games on her phone 2-3 timesFigure 3. Race track shape and billboard per week. She wrote, "I am honestly so bad at race type gamesthat I did not read the signs." Another obstacle to attending to the in-game ads could have beenthe number of race cars on the track with the participant's car. Wenoted this competitive distraction through qualitative feedbackprovided by participants. As one participant wrote, "I noticed theads more when the game was less competitive. There were timesthat I was driving without one of the other cars around me, andthen I had time to read what the ad said. When the game was morecompetitive, I didn't notice them." Another participant alsomentioned the competition introduced by the other race cars. Hewrote, "I was frustrated with the two white cars as they haddouble-lapped me and paid less attention to the billboards then Iwould have had I been winning or catching up." Interestingly,these two participants were fairly accurate in their retention of thein game advertising. The first of these participants was able torecall two of the three brands, and the second was able to recallone of the three. It stands to reason that competitive distractioncould create effect players in similar ways to crashing on thetrack.In sum, only 35% of the participants successfully recalled brandsor advertising messages when asked to describe them in the postgamesurvey. Interestingly all but one of the participants noticedthe billboards on the track. There was no significant relationshipbetween billboard location and rate of player retention in thissmall set experiement.4.1 Gaming Experience Effects on BrandProcessingThe researchers also wanted to know how gaming novices andexperienced gamers might differ in processing in-gameadvertising and branding. We found that different types of gamingexperience correlated with brand processing in different ways.Specifically, frequency of PC game play was positively correlated(r = .49) with the number of brands recalled as was meanfrequency of gaming console and personal gaming console use (r= .56). In addition, frequency of phone gameplay was negativelycorrelated (r = -.38) with the number of brands recalled. From thedata generated, frequent players of PC, console, and portablegames are more likely to retain in game advertising. Yet, frequentplayers of phone games are significantly less likely to retain ingame advertising as they were constructed in the game.Only one participant was able to recall the brand names from allthree billboards. This participant was even able to recall the shorttag lines that appeared on each billboard. As the above findingswould suggest, this male participant is an avid gamer. Thisindividual owns a gaming console and a personal gaming console,both of which he plays every day. When he plays, his averagesession tends to run more than four hours and he plays a widerange of games. However his interest in games does not extend tophone games, which he never plays. Interestingly, his previousgaming experience may have been more important than hisgaming session in our laboratory. During that session, hecompleted six laps, which was the average, and crashed fourtimes, which was only slightly less than average. This avid player,was exceptional at retaining the advertisements, but fairly averageat playing the gameThree participants were able to recall two of the three brandnames. Each had significant gaming experience, and owns agaming console and a personal gaming console. Two of the threeplay PC/video games every day in the third play 2-3 times a week.These findings may support the dichotomous distinction betweencasual gameplay and traditional digital game play. From theprofiles of participants who played phone games, a number ofthem indicate short play sessions, particularly among players whofavored phone games in their play habits. In addition, thecorrelation between average time spent during a gameplay sessionand number of brands noticed approached significance (r = .31),suggesting that shorter gameplay may be associated withdiminished retention of in game advertising.
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