RISS 학술연구정보서비스

검색

인기 검색어

    다국어 입력

    http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

    변환된 중국어를 복사하여 사용하시면 됩니다.

    예시)
    • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
    • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
    닫기
    KCI등재

    컴퓨터 게임 속 브랜드 배치효과에 관한 연구 : 브랜드와 게임 맥락간 이미지 일치성이 브랜드 태도에 미치는 역할 = The Effects of Brand Placement in Computer Game: The Role of Image Congruence between Brand and Game Context

    한글로보기

    https://www.riss.kr/link?id=A104350693

    • 0

      상세조회
    • 0

      다운로드
    서지정보 열기
    • 내보내기
    • 내책장담기
    • 공유하기
      • URL 복사
    • 오류접수
    인용문이 복사되었습니다.

    부가정보

    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The present research investigates the effects of brand placement in computer game based on the degree of image congruence between brand and game context on brand attitude. We also consider the potential moderating effects of the type of brand placement(active vs. passive) and the degree of computer game interest(high vs. low). Based on the result from 2 X 2 X 2 between-subjects experiments, we find that the effects of brand placement in computer game have greater positive impact on brand attitude when the degree of image congruence between brand and game context is high than when it is low. Noteworthy, brand placement is not based on image congruence between brand and game context just as a negative impact on brand attitude does. This result indicates that image congruence between brand and game context is a prior condition for the brand placement in the computer game. This differential impact of the degree of image congruence is enhanced (1) when the type of brand placement is active vs. passive and (2) when the degree of computer game interest is high vs. low.
    번역하기

    The present research investigates the effects of brand placement in computer game based on the degree of image congruence between brand and game context on brand attitude. We also consider the potential moderating effects of the type of brand placemen...

    The present research investigates the effects of brand placement in computer game based on the degree of image congruence between brand and game context on brand attitude. We also consider the potential moderating effects of the type of brand placement(active vs. passive) and the degree of computer game interest(high vs. low). Based on the result from 2 X 2 X 2 between-subjects experiments, we find that the effects of brand placement in computer game have greater positive impact on brand attitude when the degree of image congruence between brand and game context is high than when it is low. Noteworthy, brand placement is not based on image congruence between brand and game context just as a negative impact on brand attitude does. This result indicates that image congruence between brand and game context is a prior condition for the brand placement in the computer game. This differential impact of the degree of image congruence is enhanced (1) when the type of brand placement is active vs. passive and (2) when the degree of computer game interest is high vs. low.

    더보기

    참고문헌 (Reference)

    1 "온라인 게임 몰입수준에 영향을 미치는 요인에 관한 연구" 2001

    2 "마케팅 광고 척도 핸드북" 학지사 2000

    3 "국내외 게임시장의 현황 및 전망:2002 게임산업 연차보고서" 2002

    4 "[URL: http://www.kocca. or.kr/webzin/edu/edu_read.jsp?url=edu_list_ next.jsp & strBbsid=200&intSeq= 7650]" 2002.9

    5 "[URL: http://www.dkims. co.kr/about/press_form.asp?file_name=/about/ press/press 59.asp & page=1]." 2002.2

    6 "Viewer’s Recognition of Brands Placed within a Film" 15 : 140-151, 1996

    7 "Understanding Interactivity of Cyberspace Advertising" In Advertising and the World Wide" Lawrence Erlbaum 1999

    8 "The Structure of Value Accounting for Taste The Seventeenth Annual Carnegie Symposium on Cognition" 3-36, 1982

    9 "The Role of Expectancy and Relevancy in Memory for Verbal and Visual Information Journal of Consumer Research" What is Incongurency? 475-492, 1992

    10 "The Persuation Knowledge Model: How People Cope with Persuation Attempts" 22 : 62-74, 1995

    1 "온라인 게임 몰입수준에 영향을 미치는 요인에 관한 연구" 2001

    2 "마케팅 광고 척도 핸드북" 학지사 2000

    3 "국내외 게임시장의 현황 및 전망:2002 게임산업 연차보고서" 2002

    4 "[URL: http://www.kocca. or.kr/webzin/edu/edu_read.jsp?url=edu_list_ next.jsp & strBbsid=200&intSeq= 7650]" 2002.9

    5 "[URL: http://www.dkims. co.kr/about/press_form.asp?file_name=/about/ press/press 59.asp & page=1]." 2002.2

    6 "Viewer’s Recognition of Brands Placed within a Film" 15 : 140-151, 1996

    7 "Understanding Interactivity of Cyberspace Advertising" In Advertising and the World Wide" Lawrence Erlbaum 1999

    8 "The Structure of Value Accounting for Taste The Seventeenth Annual Carnegie Symposium on Cognition" 3-36, 1982

    9 "The Role of Expectancy and Relevancy in Memory for Verbal and Visual Information Journal of Consumer Research" What is Incongurency? 475-492, 1992

    10 "The Persuation Knowledge Model: How People Cope with Persuation Attempts" 22 : 62-74, 1995

    11 "Schema Congruity as a Bases for Product Evaluation" 16 : 39-54, 1989

    12 "Responses to Information Incongruency in Advertising: The Role of Expectancy, Relevancy, and Humor" 26 : 156-169, 1999

    13 "Recall of Brand Placements in Computer/Video Games" 42 : 80-92, 2002

    14 "Product Placement in Movies: The Effect of Prominence and Mode on Audience Recall" 20 : 47-59, 1998

    15 "Preattentive Mere Exposure Effects" 376-94, 1993

    16 "Personal Involvement as a Determinant of Argument- Based Persuasion Journal of Personality and Social Psychology" 847-855, 1981

    17 "Media/ Society: Industries, Images, and Audience (2nd Ed.)" Pine Forge Press 2000

    18 "Journal of Personality and Social Psychology" ement : 175-190, 1970

    19 "Journal of Advertising Research" 57-63, 1994

    20 "Investor Insight" 1999

    21 "Heuristic Versus Systematic Information Processing and the Use of Source Versus Message Cues in Persuasion" 752-766, 1980

    22 "Games Get Serious" 2000

    23 "GM Will Unveil Online Video Games as Alternative Strategy to Banner Advertisements" 2001

    24 "Finding Flow: The Psychology of Engagement with Everyday Life" Harper and Row 1997

    25 "Effects of Brand Placements in Motion Pictures Proceeding of the 1994 Conference of the American Academy of Advertising American Academy of Advertising" In C 1994

    26 "Contemporary Advertising (7th ed)" McGraw-Hill College Division 1999

    27 "Consumers’ Attitudes toward Product Placement in Movies International Journal of Advertising" 1-11, 1993

    28 "Consumer Reactions to Product Placement Strategies in Television Sponsorship" 33 : 896-910, 1999

    29 "Celebrity Spokesperson and Brand Congruence:An Assessment of Recall and Affect" 21 : 159-173, 1990

    30 "Brands in Films Paper presented to the 1994 Conference of the American Academy of Advertising" 1994

    31 "Attitudinal Effects of Mere Exposure Journal of Personality and Social Psychology Monographs" 1-28, 1968

    32 "A Review and Investigation into the Effectiveness of Product Placement in Films Proceedings of the 1994 Conference of the American Academy of Advertising American Academy of Advertising" 1994

    33 "A Model of Image Creation and Image Transfer in Event Sponsorship" 14 : 145-158, 1997

    34 "A Concise History of American Broadcasting" 1978

    35 "2002 대한민국 게임백서" 2002

    더보기

    분석정보

    View

    상세정보조회

    0

    Usage

    원문다운로드

    0

    대출신청

    0

    복사신청

    0

    EDDS신청

    0

    동일 주제 내 활용도 TOP

    더보기

    주제

    연도별 연구동향

    연도별 활용동향

    연관논문

    연구자 네트워크맵

    공동연구자 (7)

    유사연구자 (20) 활용도상위20명

    인용정보 인용지수 설명보기

    학술지 이력

    학술지 이력
    연월일 이력구분 이력상세 등재구분
    2026 평가 재인증평가 신청대상 (재인증)
    2020-01-01 등재 등재학술지 유지 (재인증) KCI등재
    2017-01-01 등재 등재학술지 유지 (계속평가) KCI등재
    2013-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2010-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2008-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2006-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2004-01-01 등재 등재학술지 유지 (등재유지) KCI등재
    2001-07-01 등재 등재학술지 선정 (등재후보2차) KCI등재
    1999-01-01 등재 등재후보학술지 선정 (신규평가) KCI등재후보
    더보기

    학술지 인용정보

    학술지 인용정보
    기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
    2016 1.48 1.48 1.67
    KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
    1.7 1.88 2.351 0.15
    더보기
    해외이동버튼