Killing Characters in Video Games Kills Memory for In-Game Ads

Q1 Social Sciences Psychology of Popular Media Culture Pub Date : 2018-01-01 DOI:10.1037/ppm0000108
Robert B. Lull, B. Gibson, Carlos Cruz, B. Bushman
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引用次数: 13

Abstract

Evolutionary theory predicts that people attend to emotionally arousing cues at the expense of less arousing cues. Violence is one emotionally arousing cue that attracts attention away from less arousing cues located in the same visual environment. Previous research has shown that violent media content attracts attention at the expense of brands advertised during violent media content. We predicted that participants who played a video game violently would recall and recognize fewer brands than participants who played the same game nonviolently. In Study 1, participants (N = 154) drove cars in the game The Getaway while real brands appeared within the city. Half of the participants played the game violently (running over characters) and half of the participants played the game nonviolently (carefully avoiding characters). Violent players recalled and recognized fewer brands than did nonviolent players. In Study 2, participants (N = 102) drove cars in the game Grand Theft Auto: San Andreas while fictitious brands were advertised on their vehicles. Half of the participants played the game violently (running over characters) and half of the participants played the game nonviolently (carefully avoiding characters). Violent players were less likely to recognize advertised brands than were nonviolent players. Not enough participants recalled brands to test whether violent players recalled fewer brands than did nonviolent players. These results across both studies suggest that within-game violence reduces the effectiveness of product placement, such that brands advertised in violent video games are less likely to be remembered than brands advertised in nonviolent video games.
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在电子游戏中杀死角色会减少游戏内置广告的内存
进化理论预测,人们会以牺牲较少唤起情感的线索为代价来关注唤起情感的线索。暴力是一种引起情感的线索,它会把注意力从同一视觉环境中引起较少情感的线索上吸引过来。先前的研究表明,暴力媒体内容以牺牲在暴力媒体内容中做广告的品牌为代价来吸引注意力。我们预测,暴力游戏的参与者比非暴力游戏的参与者回忆和识别的品牌更少。在研究1中,参与者(N = 154)在游戏the Getaway中驾驶汽车,而真正的品牌出现在城市中。一半的参与者以暴力方式玩游戏(碾压角色),另一半的参与者以非暴力方式玩游戏(小心地避开角色)。暴力玩家比非暴力玩家回忆和认出的品牌更少。在研究2中,参与者(N = 102)驾驶着游戏《侠盗猎车手:圣安地列斯》中的汽车,而他们的汽车上则有虚构的品牌广告。一半的参与者以暴力方式玩游戏(碾压角色),另一半的参与者以非暴力方式玩游戏(小心地避开角色)。暴力玩家比非暴力玩家更不容易认出广告品牌。没有足够多的参与者回忆品牌来测试暴力玩家是否比非暴力玩家回忆更少的品牌。这两项研究的结果都表明,游戏内部的暴力会降低产品植入的效果,比如暴力电子游戏中的品牌广告比非暴力电子游戏中的品牌广告更不容易被记住。
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来源期刊
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4.80
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期刊介绍: Psychology of Popular Media Culture ® is a scholarly journal dedicated to publishing empirical research and papers on how popular culture and general media influence individual, group, and system behavior. The journal publishes rigorous research studies, as well as data-driven theoretical papers on constructs, consequences, program evaluations, and trends related to popular culture and various media sources. Although the journal welcomes and encourages submissions from a wide variety of disciplines, topics should be linked to psychological theory and research.
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