DocumentCode
2200470
Title
Brand Memory, Attitude, and State Aggression in Violent Games: Focused on the Roles of Arousal, Negative Affect, and Spatial Presence
Author
Eui Jun Jeong ; Hey Rim Lee ; Jung Hyun Woo
fYear
2015
fDate
5-8 Jan. 2015
Firstpage
3538
Lastpage
3547
Abstract
Violent games have increasingly gained their market share in recent video game markets. They have attracted much attention due to their potential effects on users in advertising and aggression. However, little research has investigated such effects considering both user aggression and persuasion mechanism in virtual space. Based on the general aggression model and the presence theory, the current study examines the effects of realistic violence cues (blood and screams) and trait aggression on brand memory, attitude change toward brands in the game, and state aggression through physiological arousal (i.e., Skin conductance level), negative affect and spatial presence. Results show that violence cues affect both arousal and negative affect, and in turn the negative affect changes attitude toward brands negatively and increases the degree of state aggression. Trait aggression enhances presence, and the spatial presence strongly affects brand memory. Results and implications are discussed.
Keywords
behavioural sciences computing; computer games; attitude change; brand memory; general aggression model; negative affect; physiological arousal; presence theory; spatial presence; state aggression; user aggression mechanism; user persuasion mechanism; violent video games; virtual space; Advertising; Blood; Games; Media; Mood; Pain; Physiology;
fLanguage
English
Publisher
ieee
Conference_Titel
System Sciences (HICSS), 2015 48th Hawaii International Conference on
Conference_Location
Kauai, HI
ISSN
1530-1605
Type
conf
DOI
10.1109/HICSS.2015.426
Filename
7070241
Link To Document