Abstract
This study investigates children's persuasion knowledge towards an advergame. Based on the theory of limited capacity and the PAD dimensions of emotions (i.e. pleasure, arousal and dominance), we propose a model in which persuasion knowledge is associated with game flow, and in which game flow is subsequently related to self-reported player emotions. To test this model, 200 respondents between 7 and 12years old were asked to play an advergame and to complete a survey addressing self-reported emotions, persuasion knowledge and game flow. Structural equation modelling partially confirms our model. Both managerial and ethical implications are discussed in the paper. Copyright (C) 2015 John Wiley & Sons, Ltd.
| Original language | English |
|---|---|
| Pages (from-to) | 38-47 |
| Number of pages | 10 |
| Journal | Journal of Consumer Behaviour |
| Volume | 15 |
| Issue number | 1 |
| DOIs | |
| Publication status | Published - 2016 |
Keywords
- SELF-ASSESSMENT MANNEQUIN
- AROUSAL
- ENVIRONMENTS
- PREFERENCES
- PLEASURE
- MODEL
- FOOD
- EXPERIENCE
- IMPACT
- ADS
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