Gap between mobile and online advergames: the possible effects of the optimal gaming experience-flow
dc.authorid | 0000-0002-7370-7504 | |
dc.authorid | 0000-0003-3740-7456 | |
dc.contributor.author | Ozansoy Çadırcı, Tuğçe | en_US |
dc.contributor.author | Sağkaya Güngör, Ayşegül | en_US |
dc.date.accessioned | 2023-07-07T06:35:14Z | |
dc.date.available | 2023-07-07T06:35:14Z | |
dc.date.issued | 2022-10-07 | |
dc.department | Işık Üniversitesi, İktisadi, İdari ve Sosyal Bilimler Fakültesi, İşletme Bölümü | en_US |
dc.department | Işık University, Faculty of Economics, Administrative and Social Sciences, Department of Management | en_US |
dc.description.abstract | Mobile and online advergames are likely to influence brand associations differently. Regardless of the advergame environment, successful games are capable of taking the player into the flow state. How the experience of flow influences the outcomes of the advergames in different environments is a new and an important subject for the advertisers. In order to understand the outcomes (i.e., brand recall and brand attitude) of the advergames in different mediums (online vs. mobile) with the flow introduced, a lab experiment was conducted. Results of the experiment yielded that brand recall and brand attitude were different in different environments. When the interaction of skill and challenge was introduced to the study, however, hypotheses were partially supported. Furthermore, arousal resulted in better brand recall and more positive brand attitudes in the mobile environment. Lastly, time distortion caused no difference in brand attitude, while supporting mobile in brand recall. | en_US |
dc.description.version | Publisher's Version | en_US |
dc.identifier.citation | Ozansoy Çadırcı, T. & Sağkaya Güngör, A. (2022). Gap between mobile and online advergames: the possible effects of the optimal gaming experience-flow. Research Anthology on Game Design, Development, Usage, and Social Impact, 1495-1515. doi:10.4018/978-1-6684-7589-8.ch073 | en_US |
dc.identifier.doi | 10.4018/978-1-6684-7589-8.ch073 | |
dc.identifier.endpage | 1515 | |
dc.identifier.isbn | 9781668475904 | |
dc.identifier.isbn | 1668475898 | |
dc.identifier.isbn | 9781668475898 | |
dc.identifier.scopus | 2-s2.0-85162030309 | |
dc.identifier.scopusquality | N/A | |
dc.identifier.startpage | 1495 | |
dc.identifier.uri | https://hdl.handle.net/11729/5582 | |
dc.identifier.uri | http://dx.doi.org/10.4018/978-1-6684-7589-8.ch073 | |
dc.indekslendigikaynak | Scopus | en_US |
dc.institutionauthor | Sağkaya Güngör, Ayşegül | en_US |
dc.institutionauthorid | 0000-0003-3740-7456 | |
dc.language.iso | en | en_US |
dc.peerreviewed | Yes | en_US |
dc.publicationstatus | Published | en_US |
dc.publisher | IGI Global | en_US |
dc.relation.publicationcategory | Kitap Bölümü - Uluslararası | en_US |
dc.rights | info:eu-repo/semantics/closedAccess | en_US |
dc.source | Research Anthology on Game Design, Development, Usage, and Social Impact | en_US |
dc.title | Gap between mobile and online advergames: the possible effects of the optimal gaming experience-flow | en_US |
dc.type | Book Chapter | en_US |
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