Childrens and young adults’ generalized attitudes toward foods in unbranded mobile games

IF 3.5 Q2 BUSINESS Young Consumers Pub Date : 2023-01-27 DOI:10.1108/yc-04-2022-1502
R. Priluck, Stephen F. Pirog, Joseph Z. Wisenblit
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引用次数: 1

Abstract

Purpose The purpose of this study is to examine how children and young adults form attitudes toward food products in unbranded gaming mobile applications and the degree to which product category attitudes can generate responses to brands in the category through the generalization process. Design/methodology/approach Two experiments exposed children and young adults to mobile games featuring food products in a between-subjects treatment versus control design to examine both affective responses and belief formation toward food brands within the category. Findings It was found that both children and young adults favored branded food items in the product category after playing with an unbranded mobile game assembling food products. Young adults also developed specific beliefs about nonrepresented brands in the category, which were found to be stronger under high involvement. Parents and public policymakers must be vigilant in controlling access to food-related games, even when they are not commercial in nature because of the attitudes and beliefs formed in unbranded games. Originality/value This research demonstrates that attitudes and beliefs around food brands can be formed through unbranded game play when children and young adults generalize attitudes. Because of the emphasis on “advergames,” no studies have examined the impact of unbranded games on children and young adults through the generalization process.
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儿童和年轻人对无品牌手机游戏中食物的普遍态度
本研究的目的是研究儿童和年轻人如何在无品牌游戏手机应用中形成对食品的态度,以及产品类别的态度在多大程度上能够通过泛化过程产生对该类别品牌的反应。设计/方法/方法:两个实验将儿童和年轻人置于以食品为特色的手机游戏中,采用受试者间处理与对照设计,以检验对类别内食品品牌的情感反应和信念形成。研究发现,儿童和年轻人在玩过一款组装食品的无品牌手机游戏后,都更喜欢产品类别中的品牌食品。年轻人还对该类别中没有代表的品牌形成了特定的信念,在高度参与的情况下,这种信念会更强。家长和公共政策制定者必须保持警惕,控制与食物相关的游戏的访问,即使它们本质上不是商业的,因为在非品牌游戏中形成的态度和信念。原创性/价值本研究表明,儿童和年轻人对食品品牌的态度和信念可以通过非品牌游戏形成。由于对“广告游戏”的强调,没有研究通过泛化过程来检验非品牌游戏对儿童和年轻人的影响。
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来源期刊
Young Consumers
Young Consumers BUSINESS-
CiteScore
5.90
自引率
6.70%
发文量
20
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