Please use this identifier to cite or link to this item:https://hdl.handle.net/20.500.12259/1010
Type of publication: Straipsnis kitose duomenų bazėse / Article in other databases (S4)
Field of Science: Ekonomika / Economics (S004)
Author(s): Abromavičius, Edgaras;Pilelienė, Lina
Title: Produktų demonstravimo vaizdo žaidime veiksmingumo vertinimas
Other Title: Assessment of the effectiveness of product placement in video game
Is part of: Organizacijų vadyba : sisteminiai tyrimai. Kaunas : Vytauto Didžiojo universitetas, 70 (2014)
Extent: p. 7-21
Date: 2014
Keywords: Produktų demonstravimas;Sporto vaizdo žaidimai;Veiksmingumas;Product placement;Sports video games;Effectiveness
Abstract: Straipsnyje analizuojamas produktų demonstravimo veiksmingumas krepšinio vaizdo žaidime. Vaizdo žaidimai – vienas greičiausiai populiarėjančių reiškinių pasaulyje; organizacijos juos vis dažniau pasirenka kaip erdvę produktams demonstruoti. Siekiant straipsnio tikslo, analizuojama mokslinė literatūra, kurios pagrindu kuriamas tyrimo instrumentas, keliamos hipotezės, kurios tvirtinamos, atliekant linijinį eksperimentą su vartotojais. Tyrimo pagalba nustatomas produktų demonstravimo „NBA 2K13“ vaizdo žaidime veiksmingumas, pateikiamos gairės galimai marketingo komunikacijai per krepšinio vaizdo žaidimus
Achieving to attract contemporary consumers, organizations apply various regular and innovative marketing tools and methods. Product placement can be named as an innovative marketing tool. According to S. K. Balasubramanian (1994) product placement is a paid product message aimed at influencing movie (or television) audiences via the planned and unobtrusive entry of a branded product into a movie (or television program); and one of the most recent marketing channels for this tool is video games. One of the most salient advantages of videogames as a marketing channel is their interactivity (Lee, Faber, 2007; Jin, Park, 2009). Various methods of the usage of product placement in video games are provided and analyzed in scientific literature (Frith, Mueller, 2010; Lehu, 2007; Glass, 2007). However, there are several researchers stating that the usage of product placement in video games is not always beneficial for a company (Kuster et al., 2010; Barejee, 2009; Williams et al., 2011). Organizations achieving to avoid potential risks of the usage of product placement should assess the effectiveness of this tool. The effectiveness of product placement was analyzed by such scientists as M. Yang et al. (2006), P. Walsh et al. (2008). The lack of scientific research on the effectiveness of product placement in terms of three core consumer-related aspects (cognitive, affective, and conative), in particular time frame, determined the framework of this research. Therefore, the problem of the research comes out of the question: what is the level of effectiveness of product placement in basketball video games after a period of time? The object of the research is the effectiveness of product placement in video games; the aim of the research is to determine the level of the effectiveness of product placement in the video game “NBA 2K13”. [...]
Internet: https://www.vdu.lt/cris/bitstream/20.500.12259/1010/1/ISSN2335-8750_2014_N_70.PG_7-21.pdf
https://hdl.handle.net/20.500.12259/1010
https://doi.org/10.7220/MOSR.1392.1142.2014.70.1
Affiliation(s): Ekonomikos ir vadybos fakultetas
Lietuvos sporto universitetas
Marketingo katedra
Vytauto Didžiojo universitetas
Appears in Collections:Organizacijų vadyba: sisteminiai tyrimai / Management of Organizations: Systematic Research 2014, nr. 70
Universiteto mokslo publikacijos / University Research Publications

Files in This Item:
marc.xml11.53 kBXMLView/Open

MARC21 XML metadata

Show full item record
Export via OAI-PMH Interface in XML Formats
Export to Other Non-XML Formats

Page view(s)

222
checked on Mar 31, 2020

Download(s)

180
checked on Mar 31, 2020

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.