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Brand logos versus brand names: A comparison of the memory effects of textual and pictorial brand elements placed in computer games
Journal of Business Research, Volume: 147, Pages: 222 - 235
Swansea University Author: Yogesh Dwivedi
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DOI (Published version): 10.1016/j.jbusres.2022.04.017
Abstract
While a plethora of studies on gamification of advertising exists, little is known about how consumers process different types of brand elements (logos and names) placed in computer games, and whether differences in information processing lead to variations in brand memory. This gap is addressed by...
Published in: | Journal of Business Research |
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ISSN: | 0148-2963 |
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Elsevier BV
2022
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URI: | https://cronfa.swan.ac.uk/Record/cronfa59789 |
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2022-11-21T17:22:03.0464232 v2 59789 2022-04-11 Brand logos versus brand names: A comparison of the memory effects of textual and pictorial brand elements placed in computer games d154596e71b99ad1285563c8fdd373d7 0000-0002-5547-9990 Yogesh Dwivedi Yogesh Dwivedi true false 2022-04-11 BBU While a plethora of studies on gamification of advertising exists, little is known about how consumers process different types of brand elements (logos and names) placed in computer games, and whether differences in information processing lead to variations in brand memory. This gap is addressed by conducting three rigorous experiments. In Study 2 we find that, in general, brand logos lead to stronger memory than brand names – something known as the picture superiority effect. Study 3 examines the condition where the picture superiority effect is neutralized. We find that when the speed of a computer game is reduced, names and logos develop similar memory. Finally, in Study 4, we examine whether the picture superiority effect can be neutralized also in the context of high-speed games. We find that in fast games if the physical distinctiveness of the brand elements is increased, both logos and names yield in similar memory. Journal Article Journal of Business Research 147 222 235 Elsevier BV 0148-2963 Brand name,Brand logo,Brand memory,In-game advertising,Picture superiority effect 1 8 2022 2022-08-01 10.1016/j.jbusres.2022.04.017 COLLEGE NANME Business COLLEGE CODE BBU Swansea University SU Library paid the OA fee (TA Institutional Deal) None 2022-11-21T17:22:03.0464232 2022-04-11T11:09:29.0063629 Faculty of Humanities and Social Sciences School of Management - Business Management Tathagata Ghosh 1 S. Sreejesh 2 Yogesh Dwivedi 0000-0002-5547-9990 3 59789__23898__1dc8d81b76054f3db5a8b72452c96686.pdf 59789.pdf 2022-04-20T14:31:08.3575090 Output 1127851 application/pdf Version of Record true Released under the terms of a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) true eng http://creativecommons.org/licenses/by-nc-nd/4.0/ |
title |
Brand logos versus brand names: A comparison of the memory effects of textual and pictorial brand elements placed in computer games |
spellingShingle |
Brand logos versus brand names: A comparison of the memory effects of textual and pictorial brand elements placed in computer games Yogesh Dwivedi |
title_short |
Brand logos versus brand names: A comparison of the memory effects of textual and pictorial brand elements placed in computer games |
title_full |
Brand logos versus brand names: A comparison of the memory effects of textual and pictorial brand elements placed in computer games |
title_fullStr |
Brand logos versus brand names: A comparison of the memory effects of textual and pictorial brand elements placed in computer games |
title_full_unstemmed |
Brand logos versus brand names: A comparison of the memory effects of textual and pictorial brand elements placed in computer games |
title_sort |
Brand logos versus brand names: A comparison of the memory effects of textual and pictorial brand elements placed in computer games |
author_id_str_mv |
d154596e71b99ad1285563c8fdd373d7 |
author_id_fullname_str_mv |
d154596e71b99ad1285563c8fdd373d7_***_Yogesh Dwivedi |
author |
Yogesh Dwivedi |
author2 |
Tathagata Ghosh S. Sreejesh Yogesh Dwivedi |
format |
Journal article |
container_title |
Journal of Business Research |
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147 |
container_start_page |
222 |
publishDate |
2022 |
institution |
Swansea University |
issn |
0148-2963 |
doi_str_mv |
10.1016/j.jbusres.2022.04.017 |
publisher |
Elsevier BV |
college_str |
Faculty of Humanities and Social Sciences |
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facultyofhumanitiesandsocialsciences |
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Faculty of Humanities and Social Sciences |
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facultyofhumanitiesandsocialsciences |
hierarchy_parent_title |
Faculty of Humanities and Social Sciences |
department_str |
School of Management - Business Management{{{_:::_}}}Faculty of Humanities and Social Sciences{{{_:::_}}}School of Management - Business Management |
document_store_str |
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description |
While a plethora of studies on gamification of advertising exists, little is known about how consumers process different types of brand elements (logos and names) placed in computer games, and whether differences in information processing lead to variations in brand memory. This gap is addressed by conducting three rigorous experiments. In Study 2 we find that, in general, brand logos lead to stronger memory than brand names – something known as the picture superiority effect. Study 3 examines the condition where the picture superiority effect is neutralized. We find that when the speed of a computer game is reduced, names and logos develop similar memory. Finally, in Study 4, we examine whether the picture superiority effect can be neutralized also in the context of high-speed games. We find that in fast games if the physical distinctiveness of the brand elements is increased, both logos and names yield in similar memory. |
published_date |
2022-08-01T04:17:21Z |
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1763754158680178688 |
score |
11.037166 |