Paper Status Tracking
Contact us
[email protected]
Click here to send a message to me 3275638434
Paper Publishing WeChat

Article
Affiliation(s)

Kutztown University of Pennsylvania, Kutztown, USA University of Akron, Akron, USA et al.

ABSTRACT

The purpose of this study is to develop and test a conceptual model of brand attitude formation using repeated exposure to sport brands in sport video games (SVG); and to examine if the research model has the same pattern across high and low levels of sport brand familiarity. Three hundred seventy five (375) undergraduate students, recruited from two universities in the US, participated in an experiment. Results from structural equation modeling (SEM) provide empirical evidence that the repetition of SVG elicits emotional reactions and cognitive evaluations about sport brands detailed in SVG. This study also confirms that emotional reactions to unfamiliar brands in SVG are indirectly transferred to brand attitudes through SVG attitudes. Indirect effects of brand cognition on brand attitudes through SVG attitudes are evident in high levels of brand familiarity but not in low levels of brand familiarity. The findings lead to managerial implications for marketers and provide researchers with empirical data on how future research can explore the unique participatory The purpose of this study is to develop and test a conceptual model of brand attitude formation using repeated exposure to sport brands in sport video games (SVG); and to examine if the research model has the same pattern across high and low levels of sport brand familiarity. Three hundred seventy five (375) undergraduate students, recruited from two universities in the US, participated in an experiment. Results from structural equation modeling (SEM) provide empirical evidence that the repetition of SVG elicits emotional reactions and cognitive evaluations about sport brands detailed in SVG. This study also confirms that emotional reactions to unfamiliar brands in SVG are indirectly transferred to brand attitudes through SVG attitudes. Indirect effects of brand cognition on brand attitudes through SVG attitudes are evident in high levels of brand familiarity but not in low levels of brand familiarity. The findings lead to managerial implications for marketers and provide researchers with empirical data on how future research can explore the unique participatory experience of sport consumers in a virtual sport environment.

KEYWORDS

sport video games (SVG), repeated exposure, sport brands, virtual sport experience

Cite this paper

Yongjae Kim, Seungbum Lee, & Jina Hyejin Bang. (2015). The Role of Emotional and Cognitive Responses to Sport Video Gaming in Sport Brand Attitude Formation. Psychology Research, 5(8), 464-477.

References

Aaker, D., & Stayman, D. (1990). Measuring audience perceptions of commercials and relating them to ad impact. Journal of Advertising Research, 30, 7-17.

Anderson, J., & Gerbing, D. (1988). Structural equation modeling in practice: A review and recommended two-step approach. Psychological Bulletin, 103, 411-423.

Belch, G. (1982). The effects of television commercial repetition on cognitive response and message acceptance. Journal of Consumer Research, 9, 56-66.

Biscaia, R., Correia, A., Rosado, A., Maroco, J., & Ross, S. (2012). The effects of emotions on football spectators’ satisfaction and behavioral intentions. European Sport Management Quarterly, 21, 227-242.

Biswas, A., & Sherrell, D. (1993). The influence of product knowledge and brand name on internal price standards and confidence. Psychology & Marketing, 10, 31 - 46.

Broverman, A. (2010, June 13). Top 10: Best-selling video game franchises. Retrieved from http://www.askmen.com/top_10/entertainment_300/317b_top_10_list.html

Cacioppo, J., & Petty, R. (1981). Social psychological procedures for cognitive response assessment: The thought-listing technique. In C. R. Glass, T. V. Merluzzi, & M. Genest (Eds.), Cognitive assessment (pp. 309-342). NY: Guilford Press.

Cacioppo, J., & Petty, R. (1979). Effects of message repetition and position on cognitive responses, recall, and persuasion. Journal of Personality and Social Psychology, 37(1), 97-109.

Calder, B., Phillips, L., & Tybout, A. (1981). Designing research for application. Journal of Consumer Research, 8, 197-207.

Calder, B., & Sternthal, B. (1980). Television commercial wearout: An information processing view. Journal of Marketing Research, 17, 173-186.

Campbell, M., & Keller, K. (2003). Brand familiarity and advertising repetition effects. Journal of Consumer Research, 30, 292-304.

Cianfrone, B., Zhang, J., Trail, G., & Lutz, R. (2008). Effectiveness of in-game advertisements in sport video games: An experimental inquiry on current gamers. International Journal of Sport Communication, 1, 195-218.

Edell, J., & Burke, C. (1987). The power of feelings in understanding advertising effects. Journal of Consumer Research, 14, 421-433.

Entertainment Software Association. (2012). Essential facts about the computer and video game industry. Washington, D.C.: Author. Retrieved from www.theesa.com/facts/pdfs/esa_ef_2012.pdf

Erdley, C., & D'Agostino, P. (1988). Cognitive and affective components of automatic priming effects. Journal of Personality and Social Psychology, 54, 741-747.

Fishbein, M. (1963). An investigation of the relationships between beliefs about an object and the attitude toward that object. Human Relations, 16, 233-240.

Fishbein, M., & Ajzen, I. (1972). Attitudes and opinions. Annual Review of Psychology, 23, 487-544.

Gupta, P., & Lord, K. (1998). Product placement in movies: The effect of prominence and mode on audience recall. Journal of Current Issues and Research in Advertising, 20(1), 47-59.

Harley, R., & Baldinger, A. (1991). The ARF copy research validity project. Journal of Advertising Research, 31, 11-32.

Ho, R. (2006). Handbook of univariate and multivariate data analysis and interpretation with SPSS. Danvers, M.A.: Chapman & Hall/CPC.

Joreskog, K., & Sorbom, D. (1996) LISREL 8: User's reference guide. Chicago: Scientific Software International.

Katz, D., & Stotland, E. (1959). A preliminary statement to a theory of attitude structure and change. In S. Koch (Ed.), Psychology: A study of a science, 3. New York: McGraw-Hill, 423-475.

Kelloway, K. (1998). Using LISREL for structural equations modeling: A researcher’s guide. Thousand Oaks, C.A.: Sage Publications.

Kent, R., & Allen, C. (1994). Competitive interference effects in consumer memory for advertising: The role of brand familiarity. Journal of Marketing, 58, 97-105.

Kim, Y. (2010). The effects of virtual sport experiences on attitude and attitude strength (Doctoral dissertation, University of Minnesota, 2010). Retrieved from conservancy.umn.edu.

Kim, Y., & Ross, S. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing & Sponsorship, 8, 34-46.

Kim, Y., Walsh, P., & Ross, S. (2008). The examination of psychological and consumptive behavior of sport video gamers. Sport Marketing Quarterly, 17(1), 44-53.

Kline, R. (2010). Principles and practice of structural equation modeling (3rd ed.). New York: The Guilford Press.

Kuhn, K. A., & Pope, N. (2010). The effect of video game placements on brand attitude. In: Proceedings of American Marketing Association Summer Marketing Educators’ Conference, 13 16 August, 2010, Boston Marriott Copley, Boston.

Kwak, D., Clavio, G., Eagleman, A., & Kim, K. (2010). Exploring the antecedents and consequences of personalizing sport video game experiences. Sport Marketing Quarterly, 19, 217-225.

MacKenzie, S., & Lutz, R. (1989). An empirical examination of attitude toward the ad as a mediator of advertising effectiveness. Journal of Marketing, 53, 48-65.

MacKenzie, S., Lutz, R., & Belch, G. (1986). The role of attitude toward the Ad as a mediator of advertising effectiveness: A test of competing explanations. Journal of Marketing Research, 23, 130-143.

MaddenSimulation. (2013). Super Bowl 2013: Madden '13 simulation predicts Ravens win. Retrieved from http://espn.go.com/blog/playbook/tech/post/_/id/3933/madden-nfl-13-simulates-the-super-bowl

Muehling, D. (1987). An investigation of factors underlying attitude-toward-advertising-in-general. Journal of Advertising Research, 16(1), 32-40.

Muehling, D., & Laczniak, R. (1988). Advertising’s immediate and delayed influence on brand attitudes: Considerations across message involvement levels. Journal of Advertising, 17, 23-34.

Nelson, M. (2002). Recall of brand placements in computer/video games. Journal of Advertising Research, 42, 80-92.

Nelson, M., Keum, H., & Yaros, R. (2004). Advertainment or adcreep? Game players’ attitudes toward advertising and product placements in computer games. Journal of Interactive Advertising, 5(1), 3-30.

Nicovich, S. (2005). The effect of involvement on ad judgment in a video game environment: The mediating role of presence. Journal of Interactive Advertising, 6(1), 38-51.

Osgood, C., Suci, G., & Tannenbaum, P. (1957). The measurement of meaning. Urbana, I.L.: University of Illinois Press.

Rosenberg, E. (1968). Levels of analysis and organization of affect. Review of General Psychology, 2, 247-270.

Rosenberg, M., & Hovland, C. (1960). Cognitive, affective, and behavioral components of attitudes. In C. I. Hovland, & M. J. Rosenberg (Eds.), Attitude organization and change: An analysis of consistency among attitude components (pp. 1-14). New Haven, C.T.: Yale University Press.

Ross, S., James, J., & Vargas, P. (2006). Development of a scale to measure team brand associations in professional sport. Journal of Sport Management, 20, 260-279.

Vakratsas, D., & Ambler, T. (1999). How advertising works: What do we really know. Journal of Marketing, 63, 26-43.

Walsh, P., Kim, Y., & Ross, S. (2008). Brand recall and recognition: A comparison of television and video games as presentation modes. Sport Marketing Quarterly, 17, 201-208.

Weaver, J. (2013). College students are avid gamers. Retrieved from http://www.nbcnews.com/id/3078424/

Wheaton, B., Muthen, B., Alwin, D., & Summers, G. (1977). Assessing reliability and stability in panel models. Sociological Methodology, 8, 84-136.

Zajonc, R. (1968). Attitudinal effects of mere exposure. Journal of Personality and Social Psychology. Monograph Supplement, 9, 1-27.

About | Terms & Conditions | Issue | Privacy | Contact us
Copyright © 2001 - David Publishing Company All rights reserved, www.davidpublisher.com
3 Germay Dr., Unit 4 #4651, Wilmington DE 19804; Tel: 001-302-3943358 Email: [email protected]