| How avatar customizability affects children's arousal and subjective presence during junk food-sponsored online video games. | |
| | |
MedLine Citation:
|
PMID: 19445632 Owner: NLM Status: MEDLINE |
Abstract/OtherAbstract:
|
The purpose of this study was to determine how children cognitively and emotionally process interactive marketing of snack food products in advergames. Children (N = 30) aged 10 to 12 were asked to play advergames with (a) avatars that were assigned to them, (b) avatars chosen from a pool, and (c) self-designed avatars. The children's skin conductance levels were collected during play. After gameplay, at each customization level, self-reported presence was collected. The results of this study indicate that customization of game avatars can affect both subjective feelings of presence and psychophysiological indicators of emotion during gameplay, which may make the gameplay experience more enjoyable. This may have implications for game sponsors and producers. Self-reported presence had no effect on psychophysiological indicators of emotion during gameplay. Implications of this finding and limitations of this study are discussed. |
| | |
Authors:
|
Rachel Bailey; Kevin Wise; Paul Bolls |
Publication Detail:
|
Type: Journal Article |
Journal Detail:
|
Title: Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society Volume: 12 ISSN: 1557-8364 ISO Abbreviation: Cyberpsychol Behav Publication Date: 2009 Jun |
Date Detail:
|
Created Date: 2009-06-08 Completed Date: 2009-08-21 Revised Date: - |
Medline Journal Info:
|
Nlm Unique ID: 9804397 Medline TA: Cyberpsychol Behav Country: United States |
Other Details:
|
Languages: eng Pagination: 277-83 Citation Subset: IM |
Affiliation:
|
Department of Strategic Communication, University of Missouri, Columbia, Missouri 65211, USA. |
Export Citation:
|
APA/MLA Format Download EndNote Download BibTex |
| MeSH Terms | |
Descriptor/Qualifier:
|
Advertising as Topic* Arousal* Child Choice Behavior Emotions Fantasy* Female Food Industry Food Preferences* Galvanic Skin Response Humans Male Marketing* Persuasive Communication Reality Testing Self Concept* Social Environment Software* Video Games* |
From MEDLINE®/PubMed®, a database of the U.S. National Library of Medicine
Previous Document: Factors influencing internet addiction in a sample of freshmen university students in China.
Next Document: An e-health system for the elderly (Butler Project): a pilot study on acceptance and satisfaction.