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On the Explicit and Implicit 
Effects of 
In-Game Advertising 
A master's thesis by Joël Bosch
On the Explicit and Implicit Effects of In- 
Game Advertising 
Joël Bosch 
s0823287 
mail@joelbosch.nl 
January 2014 
Master's Thesis 
Communication and Information Sciences 
Radboud University Nijmegen 
Tutor: Prof. dr. W. Spooren 
Second assessor: I. Stassen, MA
1 
Summary 
In this thesis, a study is reported on the effects of in-game advertising. The study 
combines qualitative and quantitative methods. Interviews with in-game advertising 
professionals have been conducted to help understand the current thoughts of professionals 
about the effectiveness of in-game advertising and how it is currently used within the 
industry. After that an experiment was conducted to investigate the effectiveness of in-game 
billboards using a paper questionnaire and an Implicit Association Test. The professionals 
were pessimistic about the current state of in-game advertising, optimistic about its 
possibilities and potential, but noted that game developers were hesitant to conduct research 
themselves out of fear for unbeneficial results. The experimental results provide evidence for 
the positive effects of in-game brands on the explicit and implicit attitudes and possible 
moderating effects of cognitive capacity. Additionally, it was found that recognition may play 
an important role in the effects of in-game advertising on the explicit attitude.
2 
Table of contents 
Summary .............................................................................................................................. 1 
Chapter 1 - Introduction ..................................................................................................... 4 
§ 1.1 - In-game advertising and the gaming industry ....................................................... 4 
§ 1.2 - Shortcomings of in-game advertising research ..................................................... 6 
Chapter 2 - Literature review ............................................................................................. 7 
§ 2.1 - Subconscious influences ........................................................................................ 7 
§ 2.2 - Explicit and implicit attitudes ................................................................................ 8 
§ 2.3 - The moderating effect of difficulty level ................................................................ 9 
Chapter 3 - Method ........................................................................................................... 11 
§ 3.1 - Interviews ............................................................................................................ 11 
§ 3.2 - Experimental design and sample ......................................................................... 12 
§ 3.3 - Materials .............................................................................................................. 12 
§ 3.4 - Experimental conditions ...................................................................................... 14 
§ 3.5 - Measures .............................................................................................................. 14 
§ 3.5.1 - Explicit attitude ................................................................................................ 14 
§ 3.5.2 - Implicit attitude ................................................................................................ 15 
§ 3.5.3 - Control variables .............................................................................................. 17 
§ 3.6 - Analysis ................................................................................................................ 18 
§ 3.7 - Analysis model ..................................................................................................... 20 
Chapter 4 - Qualitative results ......................................................................................... 21 
§ 4.1 - In-game advertising in the present ...................................................................... 21 
§ 4.2 - In-game advertising in the future ........................................................................ 23 
Chapter 5 - Quantitative results ....................................................................................... 24 
§ 5.1 - Testing the main model ........................................................................................ 24 
§ 5.1.1 - Explicit attitude ................................................................................................ 24
3 
§ 5.1.2 - Implicit attitude ................................................................................................ 25 
§ 5.2 - Testing the associative explanation and other control variables ........................ 27 
§ 5.2.1 - Explicit attitude ................................................................................................ 27 
§ 5.2.2 - Implicit attitude ................................................................................................ 30 
Chapter 6 - Conclusion and discussion ............................................................................ 31 
§ 6.1 Conclusion ............................................................................................................. 31 
§ 6.1.1 Interviews ............................................................................................................ 31 
§ 6.1.2 Explicit attitude ................................................................................................... 32 
§ 6.1.3 Implicit attitude ................................................................................................... 32 
§ 6.2 Limitations ............................................................................................................. 33 
§ 6.3 Discussion .............................................................................................................. 34 
References ........................................................................................................................... 36 
Ludology ............................................................................................................................. 42 
Appendices ......................................................................................................................... 43 
Appendix I: In-game screenshots .................................................................................... 43 
Appendix II: IAT pictures ............................................................................................... 47 
Appendix III: Paper questionnaire ................................................................................. 48
4 
Chapter 1 - Introduction 
§ 1.1 - In-game advertising and the gaming industry 
In-game advertising is a form of advertising that holds a lot of promise for advertisers, 
game developers and even gamers. It is hard to place a number on how many people play 
games exactly because of how many different gaming platforms there are and because not all 
companies involved share sales figures. It is apparent, however, that games enjoy a large 
audience, most of which is very interesting for advertisers. A few examples of the popularity 
of some of the more successful games will illustrate the impressive size of the gaming 
industry: 
The game World of Warcraft (Blizzard Entertainment, 2004) currently has over 8 million 
active subscribers (Nunneley, 2013; Tassi, 2013), all paying a fairly substantial fee of €11 to 
€13 per month. The fairly recent game Call of Duty: Black Ops 2 (Activision Blizzard, 2012) 
hit one billion dollars in sales in just fifteen days (Thier, 2012). And one of the currently most 
played pc games is League of Legends (Riot Games, 2009). The game is played by 32 million 
players each month and they play it for more than one billion hours every month (Merrill, 
2012). 
Besides these high-budget games, low-budget games are sold more and more with the 
increased popularity of social media and smartphones. The popular game Candy Crush Saga 
(King, 2012), available both on Facebook and as an application on phones, has over 6.6 
million daily active users with an estimated $632.867 daily revenue (MacIsaac, 2013). Other 
big players on the market are Rovio and Zynga. Rovio has had its games downloaded more 
than 1 billion times (Rovio, 2013) thanks to the success of Angry Birds (Rovio, 2009) and in 
2012 Zynga had a total revenue of close to $1.3 billion thanks to popular games such as 
Farmville (Zynga, 2009; Zynga, 2013). 
The gaming audience is more diverse than is usually assumed. The stereotypical image of 
a gamer is a young male. According to research by Newzoo (2011) amongst 20.000 people 
from ten different countries, 47 % of all gamers are female, although with an average of 3.6 
hours per week they spend less time on gaming than males (5.3 hours per week on average). 
According to research by the Entertainment Software Association (ESA; 2012), 47 % of the 
gamers in the USA is female as well (p. 3). While games are mostly played by younger 
people, older people also play games frequently. According to the ESA the average age of 
gamers in the USA is thirty and only 32 % of the gamers is younger than eighteen (p. 2).
5 
Besides the potential to reach a very large audience, another important advantage of in-game 
advertising for advertisers is that this type of advertising cannot be easily avoided. 
Because advertisements are mainly seen as a nuisance by many consumers, they may try to 
avoid advertising (Stühmeister & Wenzel, 2010, p. 2) and they have various ways of doing so. 
They can avoid television commercials by changing the channel, diverting their attention to 
other things, by leaving the room entirely, muting or turning off the television while the 
commercials are playing and with the aid of a digital video recorder they can even fast-forward 
through the commercials to the next program (Wilbur, 2008, p. 143). On the internet 
it is not so different. Of all the different forms of advertising, unsolicited e-mails and pop-up 
ads are found to be the most intrusive and annoying (Kim & Pasadeos, 2006), causing 
consumers to ignore the advertisements (called 'banner blindness', see Cho & Cheon, 2004, p. 
89) and even use software like spam-filters and ad-blockers (e.g., adblockplus.org) to prevent 
themselves from being exposed to the advertisements entirely. In-game advertising does not 
suffer nearly as much from these issues. Even though in-game advertising can be ignored, 
there is hardly any software and no hardware available that will remove it completely and 
because gamers are busy working on their game objectives, they cannot easily walk away 
from the advertising. 
Another key aspect of in-game advertising is that most gamers do not want to avoid 
exposure to it. Several studies have indicated that gamers do not mind in-game advertising or 
even appreciate it when used congruently and in an appropriate gaming genre, so that it may 
enhance the realism of the game (Lewis & Porter, 2010; Nelson, 2002; Nelson, Keum & 
Yaros, 2004). This is both of benefit to consumers, who can enjoy games with in-game 
advertising more, and to game developers, who do not receive as much criticism for including 
in-game advertisements. 
Game developers can sell in-game advertising space to advertisers to help finance the 
investments that are involved with the development of the games, which can be up to €40 
million for a top-quality game (Yildiz, personal communication, March 29th, 2011). Except 
for the income some developers manage to get through pre-order sales, in-game advertising is 
the only income games can generate before they are released. Another way in which game 
developers can benefit from in-game advertising is through joint promotion. An example is 
the extra downloadable content (DLC) for the game Your Shape Fitness Evolved (Ubisoft, 
2010) by Nivea. This DLC involved some extra workouts for the game provided by Nivea and 
had plenty of in-game advertising for Nivea. The benefit for Ubisoft was that this DLC would 
be also be included in a Nivea advertising campaign, creating much more exposure for the
6 
game than Ubisoft would have been able to afford by themselves (Yildiz, personal 
communication, March 29th, 2011). 
In-game advertising sees great use, achieving an extra yearly revenue in the gaming 
industry of between one and two billion dollars (Batchelor, 2011; MarketingCharts, 2007; 
Yildiz, 2007), although they are not sure about the actual effectiveness of the advertisements 
for the advertised brands (Bosch, 2013, pp. 6-7). In order to paint a more accurate picture of 
how in-game advertising is currently valued by developers and advertisers, interviews with 
professionals have been conducted. 
§ 1.2 - Shortcomings of in-game advertising research 
The main issues that are addressed in this thesis deal with the actual effectiveness of in-game 
advertising. There has been plenty of research that has looked into this problem, but it 
has not yet yielded a complete image. 
The majority of the early research on in-game advertising was focused on how well 
gamers could consciously recognize and recall the advertisements (Chaney, Lin & Chaney, 
2004; Grigorovici & Constantin, 2004; Herrewijn & Poels, 2011; Janssen & Helmich, 2011; 
Lee & Faber, 2007; Lemon, 2006; Leng, Quah & Zainuddin, 2010; Lewis & Porter, 2010; 
Nelson, 2002; Nelson, Yaros & Keum, 2006; Schneider & Cornwell, 2005; Winkler & 
Buckner, 2003; Yang, Roskos-Ewoldsen, Dinu & Arpan, 2006). The results of these studies 
mostly point at mediocre recall and recognition, suggesting that in-game advertising is not 
very efficient. Psychological research in other areas, however, has unveiled the possibility of 
information affecting people's memory and behaviour without the necessity for recalling or 
recognizing the information (Graf & Schacter, 1985; Schacter, 1987; Shapiro, MacInnis & 
Heckler, 1997; see also: Milner, Corkin & Teuber, 1968). Recent research seems to indicate 
that these subconscious effects are also present in in-game advertising (Yang et al., 2006; 
Glass, 2007; Bosch, 2013). This might be one of the most important aspects of the 
effectiveness of in-game advertising and warrants further investigation. 
For the purpose of achieving a better understanding of the effects of in-game advertising, 
this thesis investigates the effects on both the conscious, explicit attitude and the 
subconscious, implicit attitude (Greenwald & Banaji, 1995). For the experiment, participants 
played a game in which in-game billboards were manipulated to be one of two distinct brands. 
After the gaming session, their explicit and implicit attitudes were measured with the help of 
survey questions and an Implicit Association Test (IAT; Greenwald, McGhee & Schwartz, 
1998), respectively.
7 
Chapter 2 - Literature review 
§ 2.1 - Subconscious influences 
In the 1950s, when the western world had started to recover from the Second World War, 
the consumer society was flourishing in the United States. At first factories were producing 
their products en masse and the only thing that could hinder their profit was their inability to 
produce more. But as technological advances enabled factories to produce more and more, the 
American consumers started to be satisfied with what they had. The economy would surely 
collapse if consumers would stop buying new products because their needs were already 
satisfied. This is when the demand for advertising experts grew, for they were the ones to 
create demand for their products and keep the consumers consuming (Packard, 1957/1960). 
With the need for advertising, the need for advertising research grew as well. It became 
apparent to the researchers that it was hard to predict consumer behaviour. When a brewery 
that produced two different kinds of beer commissioned a study, the interviewers asked 
customers what their favourite kind of beer was: the regular beer or the export-quality. 75 % 
of the customers answered that they preferred the export-quality beer, but in reality the 
brewery sold 9 times more regular beer than export-quality (Packard, 1957/1960, p. 21). This 
led the researchers to believe there was more than meets the eye and they started investigating 
subconscious processes. 
In the beginning researchers tried to find consumers' true motives by using motivational 
research and psycho-analytical methods such as the Rorschach inkblot test, the Thematic 
Apperception Test and the Szondi test (Packard, 1957/1960, pp. 42-44). All of these tests 
seemed to indicate that people could have hidden motives differing from their conscious 
motives and that these hidden motives could influence consumer behaviour without them 
being aware of it. And not only did the researchers find that it was possible for consumers' 
decisions to be influenced by hidden motives, they later also discovered that it was possible 
for outside sources to influence these hidden motives without consumers being aware of it 
(e.g., Shapiro et al., 1997; Tulving & Schacter, 1990; Zajonc, 2001). Experiments with 
patients suffering from amnesia have indicated that people are capable of processing 
information without being fully aware of it (Graf & Schacter, 1985; Schacter, 1987; Tulving, 
Schacter & Stark, 1982; see also: Milner et al., 1968). Graf and Schacter (1985) call this 
‘implicit memory’; they called the conscious processing of information ‘explicit memory’.
8 
§ 2.2 - Explicit and implicit attitudes 
The distinction between explicit and implicit memory can also be made for attitudes 
(Greenwald & Banaji, 1995; Wilson, Lindsey & Schooler, 2000). People can have two 
attitudes about the same object that can differ from each other. Which attitude has the most 
influence on behaviour is determined by the amount of available cognitive capacity and the 
motivation to reason (Friese, Hofmann & Wänke, 2008; Wilson et al., 2000). When sufficient 
cognitive capacity is available and the motivation to reason is high, one will consciously 
consider one’s actions and behaviour will most likely be guided by the conscious, explicit 
attitude. When an individual is stressed for time or otherwise not motivated or able to 
consciously consider his actions, he will act spontaneously and his actions will unknowingly 
be guided by his implicit attitude (Fazio & Olson, 2003, pp. 304-305; Rydell & McConnell, 
2006). Not only do they guide behaviour in different situations, explicit and implicit attitude 
are also formed in different ways. Whereas explicit attitudes changed quickly and were 
affected by deliberate processing goals, implicit attitudes changed slowly, were unaffected by 
processing goals and more influenced by associative information (Rydell & McConnell, 2006, 
p. 1006). 
Two studies have looked at the potential effects of in-game advertising on the implicit 
attitude. They both seem to indicate that in-game advertising can affect the implicit attitude. 
Glass (2007) found that in-game product placements can positively affect the participants’ 
implicit attitude for the advertised brands. Bosch (2013) found that in-game billboards can 
positively affect the participants’ implicit attitude for the advertised brands when they were 
not under a high cognitive load. Results from studies that have looked into the effects on the 
explicit attitude (Grigorovici & Constantin, 2004; Herrewijn & Poels, 2011; Sharma, Mizerski 
& Lee, 2007) suggest that in-game billboards and product placements also have a positive 
effect on the corresponding explicit attitude. 
Distinguishing between explicit and implicit attitudes and including both in the same 
analysis can help yield a more complete image about the effects of in-game advertising. 
Hence the following hypotheses will be tested: 
Hypothesis 1: The presence of in-game billboards has a positive effect on the explicit attitude 
towards the advertised brand. 
Hypothesis 2: The presence of in-game billboards has a positive effect on the implicit attitude 
towards the advertised brand.
9 
§ 2.3 - The moderating effect of difficulty level 
Previous in-game advertising research has indicated that there may be an important 
moderator involved in the effects of in-game advertising on brand attitude. Herrewijn and 
Poels (2011) investigated the moderating effect of difficulty level on the effect of in-game 
advertising on the explicit brand attitude. They found that the positive effect of in-game 
advertising on the explicit attitude was significantly stronger in the lowest difficulty level than 
in the highest. Their explanation of this moderation was based on associations. They argued 
that this could be explained by participants enjoying the game more at the lower difficulty 
level and thus forming more positive associations with the advertised brands than participants 
who enjoyed the game less because they were more frustrated by playing at a higher difficulty 
level. In this thesis, an alternative explanation is proposed. 
This alternative explanation is provided by the Limited Capacity Model (LCM; Lang, 
2000) and is based on cognitive processing capacity. According to the LCM, a human being’s 
information processing capacity is limited. Before information can be processed any further, it 
will first have to reach our senses. Our sensory store may well be able to store a virtually 
unlimited amount of information (Lang, 2000, p.48), but is available for only a short amount 
of time. This information will have to be stored in the long term memory in order to be 
remembered or recognized. However, people cannot house all of the information in their 
sensory store in their long term memory, so specific information will have to be selected for 
further processing. Both controlled and automatic processes can influence this selection 
(Donohew, Lorch & Palmgreen, 1998, p. 454; Lang, 2000, p. 48). Controlled processes work 
towards the goals of individuals. They can, for instance, decide to pay extra attention to 
people in white shirts, which could mean they will no longer have sufficient cognitive 
capacity available to notice what else might happen (Simons & Chabris, 1999). Automatic 
processes are mostly activated by the stimulus because it is relevant to the goals and needs of 
the individual or represents change or an unexpected occurrence in the environment (Lang, 
2000, p. 49). These controlled and automatic processes guide the allocation of cognitive 
processing capacity. When playing a game, cognitive capacity will be allocated to the 
processing of the information that is needed to play the game through controlled processes. 
Through automatic processes, other stimuli in the digital environment may attract the 
allocation of the remaining available cognitive processing capacity. In the study by Herrewijn 
and Poels (2011), it is possible that there was a moderating effect of difficulty level because 
participants in higher difficulty levels would have to process more information through in 
order to play the game than in lower difficulty levels. This could lead participants in the
10 
higher difficulty levels to be so occupied with playing the game that they had insufficient 
cognitive resources left to process advertising to a degree where they would be influenced as 
much as the participants in the lower difficulty levels, who had more cognitive resources left 
to process other stimuli in the digital environment, like advertisements. 
This cognitive explanation would expect the same results as found in the article by 
Herrewijn and Poels (2011). Results from another study concerning the effects of in-game 
advertising on the explicit attitude seem to support the proposed cognitive explanation. This 
study by Grigorovici and Constantin (2004) included secondary tasks. It was found that for at 
least one out of three brands, the secondary tasks moderated the effects of the in-game 
advertising, indicating that participants under a high cognitive load were less positively 
affected by the in-game advertising. The cognitive explanation seems to fit the results of both 
of these studies. To test this, the following hypothesis is stated: 
Hypothesis 3: When the difficulty level of a game is higher, the positive effect of in-game 
billboards on the explicit attitude is weaker. 
A similar hypothesis was stated for the moderating effect of the difficulty level of the 
game on the relation between the in-game brand and the implicit attitude, even though Bosch 
(2013, p. 32) argued that an increased cognitive load would not necessarily hinder the effect 
of in-game advertising on the implicit attitude, because it is known that attention for the 
advertisement is no prerequisite for implicit memory (Shapiro & Krishnan, 2001) or the 
influence of the advertisement on the consideration of advertised brands (Shapiro et al., 
1997). Surprisingly, the results from his study showed that the positive effect of in-game 
advertising on the implicit attitude could only be found in the low difficulty condition, which 
does suggest a moderating effect of difficulty level. However, only two difficulty levels were 
used, which does not indicate whether the moderating effect might be linear or shaped like an 
inverted U. Adding a medium difficulty level will give us more information about the 
moderating effect of cognitive load. Hence the last hypothesis is as follows: 
Hypothesis 4: When the difficulty level of a game is higher, the positive effect of in-game 
billboards on the implicit attitude is weaker. 
However, testing these hypotheses will not give an estimation of whether the associative 
explanation by Herrewijn and Poels (2011) is superior to the proposed cognitive explanation
11 
of the effect. If the moderating effect of difficulty level is best explained by the associative 
explanation because difficulty level of the game correlates with the frustration level of the 
player which affects the associations with the advertised brand, then a more direct 
measurement of frustration during the play session should be able to give better a prediction 
of the player’s explicit or implicit attitude than the difficulty level. Whether this holds true 
will be examined in § 5.2. 
Chapter 3 - Method 
§ 3.1 - Interviews 
To paint a proper picture of how in-game advertising is currently valued by developers 
and advertisers, interviews have been conducted with professionals. These professionals were 
contacted using a snowball sample, starting with professionals who had previously been 
interviewed by the researcher. For the purpose of this research, the professional opinion of the 
interviewed on a number of subthemes were interesting and for this reason half-structured 
interviews (Baudoin, 2010) were used, using a topic list in accordance with the Grounded 
Theory approach (Hijmans & Wester, 2006, p. 508) to be able to expand upon the existing 
understanding of the in-game advertising business as is described in the first chapter. The 
topic list initially featured a set of topics regarding present professional opinions about in-game 
advertising and expected future directions. Once the first interviews had been conducted 
and relevant new topics had been brought up or previous topics had reached the point of 
saturation, the topic list was altered and new interviews were conducted until a relatively 
cohesive picture was discovered. The interviews were all conducted in Dutch, hence the 
interviewed will not be quoted, only paraphrased. 
The three in-game advertising professionals who were interviewed for this thesis were 
Hufen (personal communication, October 9th, 2013), owner of BrandNewGame and author of 
a book about in-game advertising, Yildiz (personal communication, October 10th, 2013), 
strategic sales manager at Ubisoft and Te Brake (personal communication, October 21th, 
2013), owner of iQU. Hufen has worked for a game developer (Atari Benelux), a clothing 
brand that has actively advertised in games (Diesel) and an advertising agency (Crossmarks). 
After that he founded BrandNewGame, a consultancy and concepting company. Yildiz has 
been successful as a strategic sales manager at game developer Ubisoft, setting up numerous 
partnerships that involved in-game advertising. Te Brake has been a successful investor,
12 
specializing in games and gaming companies. These three professionals were able to share the 
viewpoints of advertisers, game developers and investors in gaming companies. 
§ 3.2 - Experimental design and sample 
A two by three between-subjects experiment was conducted with male students at the 
Radboud University campus in Nijmegen in the Netherlands. The experiment was a variation 
of the experiment done by Bosch (2013). It differed from the original experiment in that an 
extra difficulty level was added during the gaming session and a different measure was used 
for the explicit attitude. The participants started the experiment with a gaming session, using a 
game in which billboard advertisements had been manipulated. Participants then filled in a 
paper questionnaire (Appendix III) to measure their explicit attitude and additional variables 
and demographics. After completing the questionnaire, they performed an IAT (Greenwald et 
al., 1998) to measure their implicit attitude. The IAT is described in greater detail in § 3.5.2. 
The sample consisted of 103 male students. The sample only included men in order to 
prevent sex differences from influencing the experiment and only students in order to limit 
age-related influences. It is likely that there are distinct differences in the ways men and 
women experience computer games (Hartmann & Klimmt, 2006) and in the pace at which 
men of differing ages can process information (Deary & Der, 2005). Hence it is possible that 
the effects of in-game advertising differ for people of different sexes or ages. 
§ 3.3 - Materials 
The game Need for Speed: Underground 2 (Electronic Arts, 2004) was used for the 
experiment. Similar to games used in many other research articles (Lee & Faber, 2007; 
Nelson, 2002; Nelson et al. 2006; Schneider & Cornwell, 2005; Sharma et al., 2007; Winkler 
& Buckner, 2006; Yang et al., 2006), this is a racing game. The racing game genre offers 
certain advantages for use in experiments, because it often includes in-game advertising and is 
easy to pick up for the participants (Bosch, 2013, p. 15). Moreover, this specific racing game 
has been used in previous studies (Bosch, 2013; Ho, 2007; Janssen & Helmich, 2011), which 
makes the results more easily comparable. 
Need for Speed: Underground 2 is the eighth title of the popular Need for Speed racing 
games. The goal in the game is to win races that are situated in a city. In-game advertising can 
be found on many billboards along the tracks throughout the city, as decoration on the racing 
cars and in the brands of the cars themselves. All of the playable cars in the game resemble 
real cars and brands outside of the game and the billboards in the city feature both fake and
13 
real brands such as Burger King, Autozone and Old Spice. For the purpose of this research, the 
branded decoration on the cars was not used in the experiment and the brand of the car was 
kept constant for all conditions. The brands of the fast cars in the high difficulty condition 
were randomly selected and the slow moving cars in the medium and high difficulty 
conditions were not branded. 
Billboards were manipulated in this study, resulting in two modified versions of the game, 
each with a different brand represented on certain billboards (Appendix I). Because 
differences in size and position of the billboards can have an impact on the effect of the 
advertisement (Janssen & Helmich, 2011) the exact same billboards were manipulated in both 
versions and the same track was used for all participants. In order to equalize the amount of 
exposure to the manipulated billboards as much as possible for all participants, special care 
was taken when selecting the billboards that were used in the experiment. The billboards that 
were selected are in positions along the track where it is unlikely for a participant to make a 
mistake which could cause the participant to slow down and be exposed to a manipulated 
billboard for a longer amount of time. The track called 'Jackpot' was used for the experiment, 
because it features very few alternate routes which could limit exposure to the manipulated 
billboards. 
The brands that were added to the game for the experiment were the beer brands 
Carlsberg and Budweiser. The effects of the advertisements for the two different brands were 
compared between subjects, because a standard IAT requires a comparison between two 
independent variables. Each experimental condition featured one of these brands on a selected 
numbers of billboards along the track. These brands are very well suited for researching the 
development of the attitudes of Dutch students (Bosch, 2013, p. 16), because in order to 
measurably affect an attitude with a manipulation as subtle as an in-game advertisement, the 
participants need to be interested in the subject of the advertisements, without already having 
a very strong attitude for the specific brand (Campbell & Keller, 2003). Carlsberg and 
Budweiser are both well advertised internationally, so that Dutch students were likely to know 
that they are beer brands. But because Carlsberg and Budweiser are hardly available in the 
Netherlands, it was unlikely that the participants would have a very strong preference for 
either of these brands. On top of that, these brands have clear brand logos that are both easily 
recognizable and distinguishable and featured a white background. These logos could both be 
implemented in the game and in the IAT.
14 
§ 3.4 - Experimental conditions 
For each brand, there were three different conditions featuring different difficulty levels. 
Each of these difficulty levels was meant to put a different amount of strain on the cognitive 
capacity of the participant (Bosch, 2013, p. 16). In each of these difficulty levels the goal for 
the participants was to race three laps as quickly as possible. In the low difficulty level, the 
participant only had to race three laps as quickly as possible on an empty track. In the medium 
difficulty level, the participant also had to race three laps as quickly as possible, but now had 
to avoid a low amount of slow moving traffic along the way. In the high difficulty level, the 
participant had to race three laps as quickly as possible while avoiding a high amount of slow 
moving traffic and a number of fast moving opponents guided by artificial intelligence. The 
easy difficulty level demanded the lowest amount of cognitive capacity to be directed at 
playing the game, because it provided the lowest amount of important information to be 
processed. The medium difficulty level demanded a moderate amount of cognitive capacity to 
be directed at playing the game, because the participant had to pay extra attention to avoid 
hitting other traffic on the track. Finally, the high difficulty level demanded the highest 
amount of cognitive capacity to be directed at playing the game, because there was much 
more traffic to avoid on the track and opponents to beat. Each of these difficulty levels 
confronted the participant with a different amount of important information to process in 
order to quickly reach the finish line. 
§ 3.5 - Measures 
All variables except for the implicit attitude were measured with a paper questionnaire. 
The implicit attitude was measured with an IAT. After the participants had played their 
gaming session, they first completed the paper questionnaire. Once they had completed the 
questionnaire, they returned to the computer to do the IAT. How the implicit and the explicit 
attitudes were measured and which control variables were taken into account is discussed in 
the following paragraphs. 
§ 3.5.1 - Explicit attitude 
In previous in-game advertising research, the explicit attitude has often been measured 
with a Likert-scale (Grigorovici & Constantin, 2004; Herrewijn & Poels, 2011; Lemon, 
2006). However, Bosch (2013, p. 31) suggested that a single 7-point scale might not have a 
level of sensitivity that is comparable to that of an IAT, making it possible that a similarly 
subtle effect of exposure to in-game advertising is picked up by the IAT, but not by the
15 
explicit attitude self-report measure. In previous studies that compared explicit attitudes to 
IAT outcomes (e.g., Greenwald et al. 1998; Karpinski & Hilton, 2001) respondents were often 
asked to rate their level of liking on a thermometer scale ranging from 0 (cold) to 50 (neutral) 
to 100 (hot). Hence, the explicit attitude was measured using a thermometer scale instead of 
Likert-scales so that subtler effects might still be measurable. To prevent this measure from 
influencing the participants for the recognition task at the end of the questionnaire, 
participants were asked to rate their level of liking for 24 different beer and soda brands, only 
one of which was the advertised beer brand. 
§ 3.5.2 - Implicit attitude 
The implicit attitude was measured by an IAT (Greenwald et al., 1998). There are many 
different versions of the IAT available, but in this study a version was used which was 
translated to Dutch and used pictures to represent the brands that are advertised in-game 
(Bosch, 2013, pp. 49-58). This IAT was designed to measure which of two categories of 
stimuli was associated most with either positive or negative evaluative terms. People associate 
their favourite brand more with positive terms and can more easily categorize their favourite 
brand in the same category as positive terms than negative terms, causing them to react 
quicker than when they are tasked to categorize the same brand in the same category as 
negative terms. The IAT can measure the reaction times for each task and compare them to 
calculate their implicit preference. 
The categories used in the IAT in this experiment represent Carlsberg and Budweiser - the 
brands that were advertised in the game. Nosek, Greenwald & Banaji (2005) noted that two 
pictures per category can be sufficient to find measurable effects. They also found that a 
larger amount of pictures increased the accuracy of the IAT by only a minimal amount; it is 
better to use a few pictures that are strong representations of the category than to use a 
multitude of pictures that are weak representations. Thus only three different pictures were 
chosen to form each category. The pictures were adopted from Bosch (2013, p. 48; Appendix 
II). They all clearly represented their category and were clearly distinguishable due to the 
dominance of the colour green in the pictures which represented Carlsberg and the colour red 
in the pictures which represented Budweiser. 
The IAT consisted of seven blocks. The participant received a different task for each 
block. Before the start of each block, they were provided with an explanation of their specific 
task for that block. During the IAT, the participants only had to use three keys: the 'e'-key and 
the 'i'-key during the block and the spacebar to continue after the explanation (the
16 
international default US keyboard settings were used). In the top left and the top right side of 
the screen, the categories which the keys represented were displayed. The 'e'-key, which is 
situated on the left side of the keyboard, always represented the categories on the top left side 
of the screen. The 'i'-key, which is situated on the right side of the 'e'-key, represented the 
categories on the top right side of the screen. The participant was to place one finger of each 
hand on one of these keys and every time an image or a word popped up in the middle of the 
screen, they had to press the key that corresponded to the right category for that image or 
word. For example: when the category 'good' was noted in the top left side of the screen and 
the word 'pleasant' appeared in the middle of the screen, the participant was to hit the 'e'-key. 
In the first two blocks, the participant was explained how they were supposed to use the 
IAT. In the first block, they were introduced to the pictures for the beer brands, which they 
were to categorize under Carlsberg or Budweiser. In the second block, they were introduced 
to the positive and negative evaluative terms, which they were to categorize under 'good' or 
'bad'. Every time they hit the right key, they instantly went on to the next picture or word until 
they had completed the entire block. If the participant hit the wrong key, he was notified that 
he made a mistake and had to click the other key before he moved on to the next picture or 
word. All participants were explicitly asked to complete the tasks as fast as they could. 
Once the introduction blocks had been completed, both tasks of categorizing the beer 
brand pictures and categorizing the evaluative words were merged into one block. In each top 
corner of the screen there were both the category 'good' or 'bad' and the name of one of the 
beer brands. The participants were now randomly assigned either an evaluative term or a beer 
brand picture to categorize. Once they had completed two blocks with this assignment, the 
placement of the brands changed. The brand that had been in the top left was now in the top 
right of the screen, causing the task to change: the beer brand the participants had been tasked 
to categorize on the same side as the positive evaluative terms was now to be paired with the 
negative evaluative terms and vice versa. For this task, the participants first completed one 
block in which they were introduced to the new task. After this, they completed two more 
blocks with this task. The recorded reaction times from the introduction blocks at the start and 
the one in the middle were not used in the calculation of the implicit preference. Because the 
task change in the middle of the IAT might have thrown off participants, causing them to 
react significantly slower and make more mistakes in the second part of the IAT, the outcome 
of the IAT might have been slightly biased towards the association in the first half of the IAT. 
To prevent this effect from interfering with the results, half of the participants began with the 
task to categorize Carlsberg on the same side as the positive evaluative terms in the first half
17 
of the IAT and the other half of the participants began with the task to categorize Budweiser 
on the same side as the positive evaluative terms in the first half of the IAT. 
§ 3.5.3 - Control variables 
In addition to the explicit measure, several extra questions were added to the paper 
questionnaire (Appendix III) about variables that might interfere with the results, but could 
not be excluded from the experiment entirely. 
Before the explicit self-report measure, a few questions about age, interest in beer, gaming 
experience and enjoyment were asked. Even though only students were invited to participate 
in the experiment, the influence of age differences could not be entirely excluded. To be able 
to account for these age differences, the year of birth was asked. Students are generally known 
for their interest in beer, but it was still possible that some students included in the experiment 
did not drink beer and were thus less likely to form an attitude after seeing a beer 
advertisement. It is also possible that extreme beer enthusiasts are less likely to change their 
attitude after seeing a beer advertisement, because they already have strong attitudes about 
beer brands. In order to be able to account for some of the varying levels of beer interest, 
participants were asked how many glasses of beer they drank in an average week. Several 
researchers have suggested that experienced gamers might process in-game advertising 
differently from inexperienced gamers (Chaney et al., 2004; Lee & Faber, 2007; Lemon, 
2006; Schneider & Cornwell, 2005). How experienced gamers' processing differs from 
inexperienced gamers is yet unclear, because the results from previous studies seem to be 
contradicting each other. Schneider and Cornwell (2005) found that experienced gamers were 
more capable of recognizing and remembering in-game banners than inexperienced gamers. 
Lemon (2006), however, could only partially confirm this. Lee and Faber (2007) found that 
experienced gamers were slightly better at recognizing brands that were placed in focal 
positions than brands placed in peripheral vision when they were only moderately involved 
with the brand. They did not find this effect for inexperienced players, suggesting that 
inexperienced players may distribute their attention more equally over all parts of the screen, 
whereas experienced players pay extra attention to the most important parts. Chaney et al. 
(2004) did not find any difference in the recall of advertised brands between experienced and 
inexperienced gamers. The apparent contradictions in these findings may be caused by 
different ways of measuring experience. This is why participants were asked whether they had 
played the specific version of the game used in the experiment (Need for Speed: Underground 
2, Electronic Arts, 2004) before and to make a judgement call about their own experience
18 
with racing games on a 7-point Likert-scale. The degree to which participants in the 
experiment were frustrated with the gaming session might have a moderating effect on the 
effects of in-game advertising, because gamers might form less favourable associations with 
the brand if they were frustrated while playing the game (Herrewijn & Poels, 2011, p. 5). To 
control for this effect, participants were asked to indicate their frustration during the gaming 
session on a 7-point Likert-scale. 
At the end of the questionnaire, after the participants had indicated their level of 
preference for 24 different beer and soda brands for the explicit attitude measure, they were 
asked which brands they believed to have seen during the gaming session. The same 24 beer 
and soda brands were displayed on a new page and the participants were asked to indicate 
which brands they had seen by marking them. For this task, the participants were asked to 
mark a brand even if they had only a vague suspicion that they might have seen it. They were 
able to mark any number of brands they liked and they were not told that there was only one 
correct answer. If they truly had no idea, they were allowed to leave all brands unmarked. 
§ 3.6 - Analysis 
Before the data were analyzed, outliers on the dependent variables for the explicit and 
implicit attitude and the outliers on the variable measuring beer interest were considered for 
removal from the dataset in order to prevent them from significantly skewing the results. Due 
to procedural mistakes, four participants were removed from the data entirely and for one 
participant the IAT results were removed. 
Greenwald, Banaji and Nosek (2003) have done extensive research on extrapolating a 
meaningful measure from the IAT. Several different methods were analyzed using a very 
large data pool in order to find the measure that has the highest correlation with the explicit 
attitude. This might not be the best way to find a good measure for the implicit attitude, 
because there is plenty of research indicating that the explicit and implicit attitudes are 
independent from each other (Friese et al., 2008; Karpinski & Hilton, 2001; Olson & Fazio, 
2001; Rydell & McConnell, 2006; Wilson et al., 2000). However, because the aim of this 
study was to find differences between the explicit and the implicit attitude, it was a good idea 
to follow the advice given by Greenwald et al. (2003) for data processing; if, after following 
this advice, a clear distinction between the explicit and implicit attitude could still be found, 
this could not be simply due to the manner in which the data were processed. 
Following the recommendations of Greenwald et al. (2003), an extremely slow reaction 
time of more than 10 seconds was removed from the data. Even though the first two reactions
19 
in each block were significantly slower than the rest of the reactions, Greenwald et al. (2003, 
p. 202) found that including these two reactions would cause the implicit attitude measure to 
correlate better with the explicit measure and correlate less with the extreme values in the 
IAT. Hence, they were included in the data. Extremely fast reactions and mistakes may have 
been caused by participants who did not take the IAT seriously and spammed random keys in 
order to complete the IAT as fast as possible. This can lead to uninterpretable data and while 
it is desirable to compensate for this, it is not desirable to delete too large an amount of data, 
which would increase the risk that important data would be lost. Greenwald et al. (2003, pp. 
204-205) recommended excluding participants with more than 10 % fast (< 300 milliseconds) 
or slow (> 3000 milliseconds) reactions. None of the participants fitted this description, so no 
data were removed on the basis of this criterion. 
No special treatment was given to false answers, because they were recorded as slow 
reactions (Greenwald et al., 2003, p. 202). Every time a participant made a mistake he was 
prompted to correct his answer. The IAT then recorded the time between the first appearance 
of the image or word and the moment the right answer was given. This way a false answer 
was composed of both the time it took to give a false answer and the time it took to correct it 
and thus the false answer was recorded as a slow reaction time. Because both slow and false 
answers indicate that the participant had trouble associating the matched evaluative terms and 
brand, there was no need to treat them differently. 
The best measure to calculate the implicit attitude, according to Greenwald et al. (2003, p. 
212), is the D-measure (p. 201; Bosch, 2013, p. 23), which was also used in this thesis. The 
D-measure is the standardised difference between the compatible (where brand A is to be 
categorized with positive evaluative terms) and the incompatible part (where brand A is to be 
categorized with negative evaluative terms) of the IAT. Each of these parts is divided up into 
introductory blocks which are not used in the calculation of the D-measure and two main 
blocks: one block with 20 reaction tasks, followed by a block with 40 reaction tasks. For the 
smaller blocks with the 20 reaction tasks and the larger blocks with the 40 reaction tasks, the 
difference was calculated and standardised separately. In practise, this means that the D-measure 
subtracts the mean reaction time in block 6 from the mean reaction time in block 3, 
then divides this by the standard deviation of blocks 3 and 6 combined. Similarly, the mean 
reaction time in block 7 is subtracted from the mean reaction time in block 4, then divided by 
the standard deviation of blocks 4 and 7 combined. These two values are then averaged to 
create the D-measure. Because the order of the IAT was varied to prevent order effects from 
affecting the results, the D-measure had to be adjusted to be in accordance with the order in
20 
which the brands appeared in the IAT. This was done so that a negative value would indicate 
an implicit preference for Budweiser and a positive value would indicate an implicit 
preference for Carlsberg. The value 0 is an indication of a participant who has no preference 
of one brand over the other. Values closer to 0 also indicate a smaller preference than values 
further away from 0. 
To strengthen the comparability to the implicit measure, the explicit measure was 
calculated in a similar fashion. The grade for Budweiser was subtracted from the grade for 
Carlsberg. In this way, a measure was created with negative values indicating an explicit 
preference for Budweiser compared to Carlsberg and positive values indicating an explicit 
preference for Carlsberg compared to Budweiser. The value 0 is an indication of a participant 
who graded both brands equally. Values closer to 0 also indicate a smaller preference of one 
brand over the other than values further away from 0. 
The control variables did not lead to the exclusion of any participants. Participants had an 
average age of M = 20 (SD = 2.46), the youngest being 17 and the oldest being 31. An 
exploration of the interest in beer, measured by the amount of glasses consumed weekly, did 
not produce more outliers than was to be expected. Other control variables were included in 
the regression analyses discussed in § 5.2. 
§ 3.7 - Analysis model 
The hypotheses can be presented in a model (Figure 1) with in-game advertising as an 
independent variable with direct effects on both the explicit and the implicit attitude, both 
modified by the available cognitive capacity. In-game advertising is a nominal factor 
consisting of two levels, determining the presence of one brand and the absence of the other. 
In-game advertising is hypothesized to have a direct influence on the explicit and implicit 
attitudes. This influence can be viewed as a positive relation, whereas the presence of a brand 
in-game will increase the explicit and implicit preference for that brand. The cognitive load 
acts as a moderating factor in this model. This ordinal factor consists of three levels: low, 
medium and high cognitive load. It was hypothesized that a higher cognitive load would lead 
to a lesser influence of the advertised brand on the explicit and implicit attitude. The implicit 
D-measure is an interval variable with both positive (preference for Carlsberg) and negative 
(preference for Budweiser) values, centred around 0, which means there was no preference for 
either brand. The explicit measure is the difference between two ratio variables, ranging from 
0 (cold) to 50 (neutral) to 100 (hot), to indicate the level of preference.
21 
Independent variables Dependent variables 
H3 (-) 
H4 (-) H1 (+) 
H2 (+) 
Cognitive load 
In-game 
advertising 
Explicit attitude 
Implicit attitude 
Figure 1: Hypothesized model of analysis 
This model will be tested in § 5.1 using an analysis of variance, looking at the main effects 
of the in-game brands and the difficulty level as indications of the effects of in-game 
advertising and cognitive load. Furthermore, the moderating effect of cognitive load will be 
tested by looking at the interaction effect of the in-game brands and the difficulty level. This 
interaction will be more closely examined using pairwise comparisons and separate univariate 
tests. This analysis will be done separately for the explicit attitude and the implicit attitude. 
Chapter 4 - Qualitative results 
§ 4.1 - In-game advertising in the present 
Even though they had all worked on multiple in-game advertising projects in the past, the 
interviewed were pessimistic about the usefulness of in-game advertising in the current 
gaming business. All of the interviewed could explain from their own perspective that in-game 
advertising was not that important. 
To advertisers, in-game advertising is not important because it is either unknown to them 
or they do not see the potential (Hufen, 2013). They will often contact advertising agencies to 
do their advertising for them and those advertising agencies are hardly ever experienced with 
in-game advertising (Hufen, 2013; Yildiz, 2013). According to Yildiz, advertising agencies 
hardly use in-game advertising because of numerous reasons that hardly have anything to do 
with in-game advertising itself. He was often confronted with people in advertising agencies 
who had a very negative or niche depiction of games, who do not view themselves as gamers, 
despite of them often playing games on their mobile phone or tablet. They would rather 
advertise on television, because that is easier and they can better understand it. In-game
22 
advertising seems risky and obscure to them since there is no model of effectiveness for in-game 
advertising yet. This lack of certainty and familiarity coupled with the high investment 
costs to do in-game advertising makes advertising agencies shy away from in-game 
advertising (Yildiz, 2013). 
Other issues for advertisers are the nature of the game and the nature of game 
development. A lot of popular games are quite violent and most brands are hesitant to 
associate themselves with a game like that (Yildiz, 2013). Only technological companies for 
which gamers are specifically an important target demographic dare to advertise in and 
around these games, because they know the gamers will associate the brand with a fun game, 
not the violence that occurs in the game. 
High budget games are complex and can take a long time to develop. Developing a game 
is a creative process and creating processes have difficulty dealing with restrictions, hence 
extended release dates for games are quite common. This is hard for advertisers to deal with, 
because they often have to report short term results (Yildiz, 2013). 
To big game developers, in-game advertising is not important because it delivers very 
little revenue compared to the often enormous investments they make in order to create a new 
game (Yildiz, 2013). For them, it can be more interesting as a part of an integrated 
partnership. For example, Yildiz launched a partnership with Nivea, a large global brand 
which would advertise in one of Ubisofts games and include the game in their global 
marketing campaign. Another reason for game developers to use in-game advertising is to 
strengthen the credibility of their game. 
For investors, in-game advertising is not all that important either. When asked about the 
importance of in-game advertising, Te Brake (2013) mentioned that it can be much more 
interesting to invest in a game that is driven by in-game purchases than a game that is driven 
by in-game advertising. Instead of relying on the income generated by advertisements, these 
games allow the players to purchase in-game items with actual money. While there is more 
risk involved with investing in a game that relies on in-game purchases to flourish because 
this source of income is less certain, there is a chance that the game might be the next big 
thing and profits go through the roof. Whereas if a game that relies on in-game advertising 
goes big, the profits will most likely have to be shared with an advertising agency that's 
shaving off a good percentage.
23 
§ 4.2 - In-game advertising in the future 
Even though they were pessimistic about the current state of in-game advertising, the 
interviewed were enthusiastic for the possibilities that games offer to advertising. Especially 
with the far-stretching integration of social networking and the possibilities of mobile games 
they saw potential in in-game advertising. 
All three thought that in-game advertising should not be used as a onetime thing; instead, 
it should be incorporated in a larger media campaign (Hufen, 2013; Te Brake, 2013) and 
preferably as part of a longer running project. This is currently hindered by a generation gap; 
the people who run advertising agencies are not familiar with games and do not see their 
advertising potential. Only certain progressive advertising agents actually dare to go with an 
in-game advertising project, but since these advertising agents are often only temporarily 
working for the agency, these are short term projects which do not utilize the fact that games 
can keep being played for years on end (Yildiz, 2013). Over time, these agents will be 
replaced with people from newer generations who are more familiar with games and this 
might give in-game advertising a new boost. Yildiz already mentioned that he had noticed the 
start of a trend towards this, saying that for example car brands are no longer hesitant to let 
game developers use their cars in games, where they used to be hesitant about this out of fear 
that gamers would damage their car in the game and that this would make their brand look 
bad. More recently the dynamic nature of games is more and more accepted and brands no 
longer see this as a serious issue. 
While game developers are in a good position to study the effectiveness of in-game 
advertising, none of them are interested because they would rather not do any research than 
risk finding out that in-game advertising is not effective. Mobile gaming might be a different 
story, since game developers are using customer information tools as a unique selling point, 
using the fact that most mobile phones are always online and have tools like GPS to gather 
data. Yet this is still in its infancy (Yildiz, 2013). Using this technology to create databases 
with customer profiles may help to advertise more efficiently (Hufen, 2013; Te Brake, 2013) 
and makes it easier to sell in-game advertising. Other information about the effectiveness of 
in-game advertising may also help convince advertising agencies of the value of in-game 
advertising. The results of the quantitative part of this study may contribute to that.
24 
Chapter 5 - Quantitative results 
§ 5.1 - Testing the main model 
Univariate analyses of variance were performed with IBM's SPSS Statistics (SPSS) to test 
the hypotheses with the explicit and implicit attitudes as the dependent variables. All analyses 
included the in-game brand (either Carlsberg or Budweiser) and the difficulty level (low, 
medium and high) as independent variables, including the interaction between the two. The 
interaction effects were more closely examined using pairwise comparisons and separate 
univariate tests. The results are discussed in this paragraph. 
§ 5.1.1 - Explicit attitude 
As can be seen in Table 1, the explicit attitude cannot be significantly predicted with brand 
(F < 1) or difficulty (F(2,90) = 1.183, p = .311, η2 = .026) alone. This does not support the 
first hypothesis, which stated that brands advertised in the game would affect the explicit 
attitude. 
Table 1: Analysis of Variance for the Effects on the Explicit Attitude 
Source df F η2 p 
Brand (B) 1 0.415 0.005 0.521 
Difficulty (D) 2 1.183 0.026 0.311 
Interaction (B x D) 2 3.674* 0.075 0.029 
Error 90 (541.8) 
Note. Value in parenthesis represents mean square error. *p <.05 
There is, however, a significant interaction between the two (F(2,90) = 3.674, p = .029, η2 
= .075). How effective the in-game branded billboards are at affecting the explicit attitude 
differed between difficulty levels. In the low difficulty condition, the in-game brand did not 
significantly affect the explicit attitude (F < 1), nor in the high difficulty condition (F(1,90) = 
2.544, p = .114, η2 = .027). Only in the medium difficulty condition did the in-game 
billboards significantly affect the explicit attitude (F(1,90) = 4.973, p = .028, η2 = .052). In the 
medium difficulty condition, participants who had played the game with Carlsberg billboards 
gave Carlsberg higher grades than Budweiser (M = 16.467, SE = 6.010) and participants who 
had played the game with Budweiser billboards gave Budweiser higher grades than Carlsberg 
(M = -2.188, SE = 5.819). This supports the first hypothesis that in-game brands influence the 
explicit attitude of the gamer and partially supports the third hypothesis, which stated that the
25 
effect that brands have on the explicit attitude is modified by difficulty. However, the 
effectiveness of brands does not simply decrease with increased difficulty; there seems to be a 
certain optimum at the medium difficulty level where brands can have a significant effect on 
the explicit attitude, whereas brands do not significantly affect the explicit attitude at a low or 
high difficulty level (Figure 2). 
20 
15 
10 
5 
0 
-5 
-10 
Budweiser 
Carlsberg 
Low Medium* High 
Difficulty level *p < .05 
Figure 2: Explicit preference for Carlsberg after playing a game with Carlsberg or 
Budweiser billboards in low, medium and high difficulty conditions. 
Note: Positive values correspond with a preference for Carlsberg; negative values 
correspond with a preference for Budweiser. 
§ 5.1.2 - Implicit attitude 
As can be seen in Table 2, the results were rather different for the implicit attitude. There 
was no significant interaction between brand and difficulty, but both brand (F(1,90) = 10.422, 
p = .002, η2 = .102) and difficulty (F(2,90) = 3.203, p = .045, η2 = .065) could significantly 
explain some of the variation in the implicit attitude. Participants who had played the game 
with billboards advertising Carlsberg preferred Carlsberg over Budweiser (M = .206, SE = 
.082) and participants who had played the game with billboards advertising Budweiser 
preferred Budweiser over Carlsberg (M = -.168, SE = .082). The three difficulty levels
26 
together showed a significant trend whereby participants in the easiest difficulty condition 
preferred Carlsberg over Budweiser (M = .147, SE = .101), participants in the medium 
difficulty condition preferred Carlsberg over Budweiser, but less strongly (M = .097, SE = 
.098) and participants in the high difficulty condition preferred Budweiser over Carlsberg (M 
= -.188, SE = .101), although pairwise comparisons did not yield any significant differences 
between the average implicit attitudes of participants in conditions with different difficulty 
levels. These results support the second hypothesis, stating that in-game brands can affect the 
implicit attitude, but they do not support the fourth hypothesis. Instead of the hypothesized 
moderating effect of the difficulty level, a main effect of difficulty level was found. 
Table 2: Analysis of Variance for the Effects on the Implicit Attitude 
Source df F η2 p 
Brand (B) 1 10.422* 0.102 0.002 
Difficulty (D) 2 3.203* 0.065 0.045 
Interaction (B x D) 2 0.555 0.012 0.576 
Error 92 (.329) 
Note. Value in parenthesis represents mean square error. *p <.05 
A closer inspection of the interaction of brand and difficulty level reveals that while the 
interaction variable did not reach significance in the analysis of variance, the means do follow 
a pattern that fits an interaction model. Participants who had played the game in which 
Budweiser was advertised showed greater preference for Budweiser than participants who had 
played the version of the game in which Carlsberg was advertised at all difficulty levels, but 
the differences of the implicit attitude between the participants of both versions was largest in 
the lowest difficulty condition (M = -.126, SE = .143 for Budweiser, M = .421, SE = .143 for 
Carlsberg), smaller in the medium difficulty condition (M = -.056 SE = .139 for Budweiser, M 
= .251, SE = .139 for Carlsberg) and smallest in the high difficulty condition (M = -.323, SE = 
.143 for Budweiser, M = -.054, SE = .143 for Carlsberg). The difference between the two 
versions in the low difficulty condition was significant (F(1,92) = 7.269, p = .008, η2 = .073), 
whereas the differences in the medium difficulty condition (F(1,92) = 2.442, p = .122, η2 = 
.026) and the high difficulty condition (F(1,92) = 1.754, p =.189, η2 = .019) were not. This 
leads to a more easily interpretable model, detailed in Figure 3.
27 
0,5 
0,4 
0,3 
0,2 
0,1 
0 
-0,1 
-0,2 
-0,3 
-0,4 
Budweiser 
Carlsberg 
Low* Medium High 
Difficulty level *p < .05 
Figure 3: Implicit preference for Carlsberg after playing a game with Carlsberg or 
Budweiser billboards in low, medium and high difficulty conditions. 
Note: Positive values correspond with a preference for Carlsberg; negative values 
correspond with a preference for Budweiser. 
§ 5.2 - Testing the associative explanation and other control variables 
In the theory chapter, the explanation of the moderating effect of difficulty level by 
Herrewijn and Poels (2011) was considered and several control variables were added to the 
questionnaire. Using regression analysis, the predictive strength of their explanation and the 
control variables can be compared to that of the variables used in the main analysis. The 
results of these analyses are discussed in this paragraph. 
§ 5.2.1 - Explicit attitude 
In this analysis, the associative explanation of the moderating effect of difficulty level is 
tested. It was theorized that difficulty level would interact with brand because a higher 
difficulty level would introduce more information to process, leaving less cognitive capacity 
to process the advertisements. However difficulty level is also likely to correlate with 
frustration, meaning participants were more likely to get frustrated in higher difficulty levels. 
This frustration could lead to less positive associations with the brand, reducing the 
advertising effectiveness in higher difficulty levels. While it is not possible to completely
28 
disentangle difficulty level in this study, it is possible to compare the predictors of difficulty 
level and frustration in a regression analysis, using the standardized Beta coefficients. If the 
associative explanation is superior to the cognitive explanation, an interaction between the 
effects of frustration and in-game brand should be able to explain more variance than an 
interaction between difficulty level and in-game brand. Additionally, recognition was added 
to the analysis in order to check if it might be a prerequisite for the influence of the in-game 
brands or if it is possible to be influenced by the in-game billboards without recognizing them 
after the gaming session. 
Several adaptations had to be made to properly execute the regression analysis. Even 
though there were not more outliers than was to be expected, two outliers were extreme 
outliers of more than three times the standard deviation, which is why they were filtered out 
for the regression analyses regarding the explicit attitude. Because difficulty level is an 
ordinal variable containing three categories, dummy variables were used. The variables 
regarding difficulty level, frustration and recognition were then centred to prevent collinearity 
from hindering the regression and new interaction variables were calculated using these 
centred variables. After that, sheaf coefficients were calculated from the dummy variables to 
allow them to be compared to the other variables. 
Table 3: Regression Analysis for the Effects on the Explicit Attitude 
Source β t p 
Brand (B) 0.088 0.895 0.374 
Difficulty (D) 0.111 1.115 0.268 
Frustration (F) 0.102 1.109 0.311 
Recognition (R) -0.147 -1.411 0.162 
Interaction (B x D) 0.258 2.598* 0.011 
Interaction (B x F) 0.014 0.014 0.891 
Interaction (B x R) 0.232 2.243* 0.027 
R2 = .200, *p <.05 
The seven included predictors explained 20 % of the variance (R2 = .200, F(7,85) = 3.042, 
p = .007, see Table 3). Of these seven predictors, only the interaction between brand and 
difficulty (β = .258, t = 2.598, p = .011) and the interaction between brand and recognition (β 
= .232, t = 2.243, p = .027) significantly predicted the explicit attitude. The interaction 
between brand and frustration (β = .014, t < 1) could not significantly predict the explicit
29 
attitude and no significant main effects were found. These results do not suggest that the 
associative explanation is superior to the cognitive capacity explanation regarding the 
influence of in-game advertising on the explicit attitude. Additionally, it shows that 
recognition of the brand may help the in-game brand to influence the explicit attitude. 
An analysis of variance was used to examine the interaction between brand and 
recognition more closely, using pairwise comparisons and separate univariate analyses. The 
difference in the explicit attitude of participants that were able to indicate which brand was 
advertised between the condition in which Budweiser was advertised (M = -9.429, SE = 
5.223) and the condition in which Carlsberg was advertised (M = 12.604, SE = 6.691) was 
significant (F = 6.410, p = .013, η2 = .069). This difference was also greater than the 
difference in explicit attitude of participants that did not recognize the brand between the 
condition in which Budweiser was advertised (M = 8.282, SE = 3.005) and the condition in 
which Carlsberg was advertised (M = 6.148, SE = 2.897), which was not significant (F < 1). 
This suggests that participants were more susceptible to the in-game advertising when they 
were able to correctly guess the brand that was advertised in the game (Figure 4). 
15 
10 
5 
0 
-5 
-10 
-15 
Budweiser 
Carlsberg 
Not recognized Recognized 
Recognition *p < .05 
Figure 4: Explicit preference for Budweiser or Carlsberg when participants were able or 
unable to recognize the advertised brand. 
Note: Positive values correspond with a preference for Carlsberg; negative values 
correspond with a preference for Budweiser.
30 
To test for any possible interference of gaming experience, another regression analysis 
was performed. Gaming experience was measured in two ways: the participants indicated 
whether they had previously played this specific version of the game and how much 
experience they deemed themselves to have playing racing games. Both of these variables and 
their interactions with the in-game brands and the main effect of in-game brands were 
included. This model could not significantly predict the explicit attitude (R2 = .045, F(5,88) < 
1). Both having previously played the game (β = -0.030, t < 1) and self-reported race game 
experience (β = .053, t < 1) had no significant main effect on the explicit attitude, nor did they 
significantly interact with the in-game brand conditions (respectively: β = .164, t = 1.471, p = 
.145; β = .045, t < 1). 
§ 5.2.2 - Implicit attitude 
The same explanation and control variables were tested for the implicit attitude. The same 
adaptations that were made for the regression analysis involving the explicit attitude were 
made for this regression analysis, except no extreme outliers were found. 
The seven included predictors explained 19.1 % of the variance (R2 = .191, F(7,88) = 
2.968, p = .008, see Table 4). Of these seven predictors, only the main effects of brand (β = 
.305, t = 3.158, p = .002) and difficulty (β = .232, t = 2.366, p = .020) significantly predicted 
the implicit attitude. Interactions between brand and frustration (β = .121, t = 1.191, p = .237), 
brand and difficulty (β = .127, t = 1.298, p = .198) and brand and recognition (β = .087, t < 1) 
could not significantly predict the explicit attitude and no significant main effects were found 
for frustration (β = -.061, t < 1) and recognition (β = .100, t < 1). These results do not suggest 
that the associative explanation is superior to the cognitive capacity explanation regarding the 
influence of in-game advertising on the implicit attitude. Additionally, it suggests that 
recognition of the brand is not required for the in-game brand to influence the implicit 
attitude. 
To test for any possible interference of gaming experience, another regression analysis 
was performed. Gaming experience was measured in two ways: the participants indicated 
whether they had previously played this specific version of the game and how much 
experience they deemed themselves to have playing racing games. Both of these variables and 
their interactions with the in-game brands and the main effect of in-game brands were 
included. This model could significantly predict the implicit attitude (R2 = .119, F(5,91) = 
2.449, p = .040). However only the main effect of brand could significantly predict the
31 
implicit attitude (β = .301, t = 3.050, p = .003). Having previously played the game (β = 
0.024, t < 1) and self-reported race game experience (β = -0.036, t < 1) had no significant 
main effect on the implicit attitude, nor did they significantly interact with the in-game brand 
conditions (β = -0.075, t < 1; β = -0.112, t = -1.064, p = .290, respectively). 
Table 4: Regression Analysis for the Effects on the Implicit Attitude 
Source β t p 
Brand (B) 0.305 3.158* 0.002 
Difficulty (D) 0.232 2.366* 0.020 
Frustration (F) -0.061 -0.598 0.522 
Recognition (R) 0.100 0.981 0.329 
Interaction (B x D) 0.127 1.298 0.198 
Interaction (B x F) 0.121 1.191 0.237 
Interaction (B x R) 0.087 0.865 0.389 
R2 = .191, *p <.05 
Chapter 6 - Conclusion and discussion 
§ 6.1 Conclusion 
This thesis consists of two parts, a qualitative part with interviews to place the study in the 
right professional context and a quantitative part with an experiment testing the effectiveness 
of in-game advertising in influencing both the explicit and the implicit attitudes. In this 
chapter, the conclusions to each of these will be given are discussed, followed by a short 
paragraph touching on some of the limitations of the current study and finally a general 
discussion. 
§ 6.1.1 Interviews 
The qualitative part of this study largely confirms the introduction to this thesis: in-game 
advertising shows potential as a great advertising platform, yet it is currently underutilized. 
Some of the reasons behind why in-game advertising is not more common became clear. 
There are a lot of factors around games that complicate investing in in-game advertising. High 
costs, long development and thus a late return on investment, a lack of knowledge about in-game 
advertising and unfamiliarity with in-game advertising and games in general are some 
of the major hindering factors for advertisers and the often involved advertising agencies. For 
game developers in-game advertising adds only a relatively small amount to their revenue and
32 
investors can seek greater rewards from games that rely on in-game purchases instead of 
advertising. Yet the interviewed still all saw potential for in-game advertising with some 
trends in integrating social networking and mobile gaming. In addition, it was found that 
game developers do not research the effectiveness of their in-game advertisements out of fear 
that the results may be unbeneficial to them. The efforts of the current study can help create a 
clearer image of the value of in-game advertising that may reassure the advertising agencies. 
§ 6.1.2 Explicit attitude 
The analysis of variance regarding the explicit attitude showed that the explicit attitude 
was not affected by only the in-game advertisements. Rather, the influence of in-game 
advertisements on the explicit attitude was moderated by difficulty level. Contrary to the 
expectations, this moderating effect was not linear. Instead the effect of in-game brands was 
absent in the low and high difficulty levels and only present in the medium difficulty level. 
This suggests that there may be a optimum difficulty level where gamers are intrigued to 
allocate enough cognitive resources to the game, yet are not overly burdened with information 
processing that they can no longer process the advertisements. 
Furthermore the regression analysis regarding the explicit attitude showed clear results. It 
showed that frustration wasn't able to more accurately predict when in-game advertising was 
effective than simply difficulty level, which means that both the associative and the cognitive 
explanation of the moderating effect of difficulty still stand. Further research is needed to 
settle which explanation is superior or whether both partially explain the moderating effect of 
difficulty level. The interaction between brand and recognition in the regression analysis also 
showed that gamers who manage to recognize the in-game brand after the playing session are 
more influenced by the in-game advertisement than those who did not recognize the brand 
after the play session. Finally, it did not matter whether the participants knew the game or 
were experience with racing games. 
§ 6.1.3 Implicit attitude 
The results of the analysis of variance regarding the implicit attitude showed at first glance 
that was no interaction effect between the in-game brands and the difficulty level. It was clear 
that the in-game brand significantly predicted the implicit attitude. Furthermore, there seemed 
to be a main effect of difficulty level, which would mean that participants preferred Carlsberg 
in the low difficulty level and Budweiser in the high difficulty level. Such an effect proves 
difficult to explain. However, pairwise comparisons showed that the participants in the
33 
different difficulty conditions did not have significantly different implicit attitudes and the 
data showed a pattern that could be expected in case of an interaction between the in-game 
brands and the difficulty level. This more easily comprehensible explanation showed that the 
implicit attitudes of participants who had played the low difficulty version of the game with 
in-game Carlsberg billboards were significantly more in favour of Carlsberg than the 
participants who had played the version of the game with in-game Budweiser billboards, 
while there were no significant differences between the versions in the medium and high 
difficulty conditions. This explanation also fits the results found by Bosch (2013). While it is 
clear that brands do affect the implicit attitude and the data do seem to indicate that difficulty 
plays a role in this, it is not clear cut what that role is. Most of the data seems to point at an 
interaction effect, but the analysis of variance did not confirm that. 
The regression analysis suggests that frustration and recognition do not play any role of 
significance. It is worth noting that while recognition did explain some of the variance in the 
influence of the in-game advertisements on the explicit attitude, it does not significantly 
predict any of the variance of the effect of the in-game advertisements on the implicit attitude. 
This suggests that the effect of in-game advertising on the implicit attitude is indeed different 
from the effect on the explicit attitude. Finally, it did not matter whether the participants knew 
the game or were experienced with racing games. 
§ 6.2 Limitations 
Special care should be taken when generalizing the results of this thesis. The study was 
conducted with Dutch male university students only and specifically involved a racing game. 
It can be expected that these results do not directly translate to how in-game advertising 
affects people of another nationality, gender, age or education and they may not apply to other 
games or ways of advertising within a game other than billboards. Moreover, while it is 
designed specifically to limit the hindrance of external factors, the laboratory where the 
experiments were conducted was very different from a natural gaming environment. Next, the 
statistical evidence pointing at an interaction effect of brand and difficulty on the implicit 
attitude is weak at best. Finally, while the regression analysis did indicate that the associative 
explanation of the moderating effect of difficulty was not superior to just difficulty level, 
neither the associative nor the cognitive explanation can be ruled out at this point.
34 
§ 6.3 Discussion 
This thesis bears theoretical and practical relevance. There is strong evidence that brands 
on in-game billboards can affect both gamers' explicit and the implicit attitude towards those 
brands. This information can provide advertisers and advertising agencies with some 
reassurance that even a very short exposure to a game with in-game advertising can have a 
significant positive effect on gamers' attitudes towards their brands. Moreover, this thesis 
found that difficulty level likely moderates these effects, which provides some insight in 
which conditions the in-game billboards may have an effect. More specifically, in-game 
billboards are likely to have an effect on the implicit attitude on a low difficulty level, 
whereas they are more likely to have an effect on the explicit attitude on a medium difficulty 
level. 
On a theoretical level this thesis provides more insight in the processes that are behind the 
effects of in-game advertising. The results suggest that in-game billboards can both affect the 
explicit and the implicit attitude. Moreover, an interaction between the in-game brand and 
difficulty level seems to influence the explicit attitude, whereas Bosch (2013) did not find an 
effect of in-game advertising on the explicit attitude at all. This fits better with other studies 
that have found effects of in-game advertising on the explicit attitude (Grigorovici & 
Constantin, 2004; Herrewijn & Poels, 2011; Sharma et al., 2007). The difference with the 
study by Bosch (2013) can be explained by looking at the number of difficulty levels. Bosch 
only used a low and a high difficulty level and found no effects of brand on the explicit 
attitude. In the current study, no significant effects of the in-game brand could be found at 
these difficulty levels either, despite improving on the sensitivity of the measurement. Only at 
the newly added medium difficulty level could a significant effect of the in-game brand on the 
explicit attitude be found. It seems that there may be an optimum difficulty level to stimulate 
the gamer to assign a large amount of cognitive resources to the game without providing too 
much information so that an optimum amount of unallocated resources is available. Further 
research may add different difficulty levels in order to find out what the extend is of this 
optimum level. 
The results surrounding the effects of the in-game brands on the implicit attitude were less 
conclusive. The main effects of both the in-game brand and difficulty level were significant, 
but their interaction was not. A main effect of difficulty level is unexpected and has no 
meaningful explanation. Pairwise comparisons may however have indicated that there was a 
interaction effect that did not predict enough of the variance to reach significance, which 
provides a more meaningful explanation and would fit the results of Bosch (2013). This does
35 
mean that an interaction between brand and difficulty level on the implicit attitude could not 
be confirmed, perhaps because of noise caused by an unknown variable. Further research with 
a different sample may be needed to confirm or reject the interaction hypothesis. 
The associative explanation of the interaction effect between in-game brand and difficulty 
level by Herrewijn and Poels (2011) involved varying levels of frustration. However, 
frustration could not provide a better prediction than just difficulty level, so for now, the 
cognitive explanation explains the moderating effect of difficulty just as well. A new study in 
which an extremely easy condition is added which is more frustrating than the easy difficulty 
level, but does not provide more information to process, may be able to settle this. 
Other than that it was discovered that recognition may play an important role in the effect 
of in-game brands on the explicit attitude. The in-game brands seem to predict the explicit 
attitude better when gamers can recognize the in-game brand after the play session. 
Interestingly, this was not the case for the effect of in-game brands on the implicit attitude, 
which suggests that the processes involved with the effect on the explicit attitude may differ 
from the processes involved with the effect on the implicit attitude. It would be interesting to 
see what other differences there could be between the effects of in-game brands on these 
attitudes.
36 
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43 
Appendices 
Appendix I: In-game screenshots
44
45
46
47 
Appendix II: IAT pictures
On the Explicit and Implicit Effects of In-Game Advertising
On the Explicit and Implicit Effects of In-Game Advertising
On the Explicit and Implicit Effects of In-Game Advertising
On the Explicit and Implicit Effects of In-Game Advertising

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On the Explicit and Implicit Effects of In-Game Advertising

  • 1. On the Explicit and Implicit Effects of In-Game Advertising A master's thesis by Joël Bosch
  • 2. On the Explicit and Implicit Effects of In- Game Advertising Joël Bosch s0823287 mail@joelbosch.nl January 2014 Master's Thesis Communication and Information Sciences Radboud University Nijmegen Tutor: Prof. dr. W. Spooren Second assessor: I. Stassen, MA
  • 3. 1 Summary In this thesis, a study is reported on the effects of in-game advertising. The study combines qualitative and quantitative methods. Interviews with in-game advertising professionals have been conducted to help understand the current thoughts of professionals about the effectiveness of in-game advertising and how it is currently used within the industry. After that an experiment was conducted to investigate the effectiveness of in-game billboards using a paper questionnaire and an Implicit Association Test. The professionals were pessimistic about the current state of in-game advertising, optimistic about its possibilities and potential, but noted that game developers were hesitant to conduct research themselves out of fear for unbeneficial results. The experimental results provide evidence for the positive effects of in-game brands on the explicit and implicit attitudes and possible moderating effects of cognitive capacity. Additionally, it was found that recognition may play an important role in the effects of in-game advertising on the explicit attitude.
  • 4. 2 Table of contents Summary .............................................................................................................................. 1 Chapter 1 - Introduction ..................................................................................................... 4 § 1.1 - In-game advertising and the gaming industry ....................................................... 4 § 1.2 - Shortcomings of in-game advertising research ..................................................... 6 Chapter 2 - Literature review ............................................................................................. 7 § 2.1 - Subconscious influences ........................................................................................ 7 § 2.2 - Explicit and implicit attitudes ................................................................................ 8 § 2.3 - The moderating effect of difficulty level ................................................................ 9 Chapter 3 - Method ........................................................................................................... 11 § 3.1 - Interviews ............................................................................................................ 11 § 3.2 - Experimental design and sample ......................................................................... 12 § 3.3 - Materials .............................................................................................................. 12 § 3.4 - Experimental conditions ...................................................................................... 14 § 3.5 - Measures .............................................................................................................. 14 § 3.5.1 - Explicit attitude ................................................................................................ 14 § 3.5.2 - Implicit attitude ................................................................................................ 15 § 3.5.3 - Control variables .............................................................................................. 17 § 3.6 - Analysis ................................................................................................................ 18 § 3.7 - Analysis model ..................................................................................................... 20 Chapter 4 - Qualitative results ......................................................................................... 21 § 4.1 - In-game advertising in the present ...................................................................... 21 § 4.2 - In-game advertising in the future ........................................................................ 23 Chapter 5 - Quantitative results ....................................................................................... 24 § 5.1 - Testing the main model ........................................................................................ 24 § 5.1.1 - Explicit attitude ................................................................................................ 24
  • 5. 3 § 5.1.2 - Implicit attitude ................................................................................................ 25 § 5.2 - Testing the associative explanation and other control variables ........................ 27 § 5.2.1 - Explicit attitude ................................................................................................ 27 § 5.2.2 - Implicit attitude ................................................................................................ 30 Chapter 6 - Conclusion and discussion ............................................................................ 31 § 6.1 Conclusion ............................................................................................................. 31 § 6.1.1 Interviews ............................................................................................................ 31 § 6.1.2 Explicit attitude ................................................................................................... 32 § 6.1.3 Implicit attitude ................................................................................................... 32 § 6.2 Limitations ............................................................................................................. 33 § 6.3 Discussion .............................................................................................................. 34 References ........................................................................................................................... 36 Ludology ............................................................................................................................. 42 Appendices ......................................................................................................................... 43 Appendix I: In-game screenshots .................................................................................... 43 Appendix II: IAT pictures ............................................................................................... 47 Appendix III: Paper questionnaire ................................................................................. 48
  • 6. 4 Chapter 1 - Introduction § 1.1 - In-game advertising and the gaming industry In-game advertising is a form of advertising that holds a lot of promise for advertisers, game developers and even gamers. It is hard to place a number on how many people play games exactly because of how many different gaming platforms there are and because not all companies involved share sales figures. It is apparent, however, that games enjoy a large audience, most of which is very interesting for advertisers. A few examples of the popularity of some of the more successful games will illustrate the impressive size of the gaming industry: The game World of Warcraft (Blizzard Entertainment, 2004) currently has over 8 million active subscribers (Nunneley, 2013; Tassi, 2013), all paying a fairly substantial fee of €11 to €13 per month. The fairly recent game Call of Duty: Black Ops 2 (Activision Blizzard, 2012) hit one billion dollars in sales in just fifteen days (Thier, 2012). And one of the currently most played pc games is League of Legends (Riot Games, 2009). The game is played by 32 million players each month and they play it for more than one billion hours every month (Merrill, 2012). Besides these high-budget games, low-budget games are sold more and more with the increased popularity of social media and smartphones. The popular game Candy Crush Saga (King, 2012), available both on Facebook and as an application on phones, has over 6.6 million daily active users with an estimated $632.867 daily revenue (MacIsaac, 2013). Other big players on the market are Rovio and Zynga. Rovio has had its games downloaded more than 1 billion times (Rovio, 2013) thanks to the success of Angry Birds (Rovio, 2009) and in 2012 Zynga had a total revenue of close to $1.3 billion thanks to popular games such as Farmville (Zynga, 2009; Zynga, 2013). The gaming audience is more diverse than is usually assumed. The stereotypical image of a gamer is a young male. According to research by Newzoo (2011) amongst 20.000 people from ten different countries, 47 % of all gamers are female, although with an average of 3.6 hours per week they spend less time on gaming than males (5.3 hours per week on average). According to research by the Entertainment Software Association (ESA; 2012), 47 % of the gamers in the USA is female as well (p. 3). While games are mostly played by younger people, older people also play games frequently. According to the ESA the average age of gamers in the USA is thirty and only 32 % of the gamers is younger than eighteen (p. 2).
  • 7. 5 Besides the potential to reach a very large audience, another important advantage of in-game advertising for advertisers is that this type of advertising cannot be easily avoided. Because advertisements are mainly seen as a nuisance by many consumers, they may try to avoid advertising (Stühmeister & Wenzel, 2010, p. 2) and they have various ways of doing so. They can avoid television commercials by changing the channel, diverting their attention to other things, by leaving the room entirely, muting or turning off the television while the commercials are playing and with the aid of a digital video recorder they can even fast-forward through the commercials to the next program (Wilbur, 2008, p. 143). On the internet it is not so different. Of all the different forms of advertising, unsolicited e-mails and pop-up ads are found to be the most intrusive and annoying (Kim & Pasadeos, 2006), causing consumers to ignore the advertisements (called 'banner blindness', see Cho & Cheon, 2004, p. 89) and even use software like spam-filters and ad-blockers (e.g., adblockplus.org) to prevent themselves from being exposed to the advertisements entirely. In-game advertising does not suffer nearly as much from these issues. Even though in-game advertising can be ignored, there is hardly any software and no hardware available that will remove it completely and because gamers are busy working on their game objectives, they cannot easily walk away from the advertising. Another key aspect of in-game advertising is that most gamers do not want to avoid exposure to it. Several studies have indicated that gamers do not mind in-game advertising or even appreciate it when used congruently and in an appropriate gaming genre, so that it may enhance the realism of the game (Lewis & Porter, 2010; Nelson, 2002; Nelson, Keum & Yaros, 2004). This is both of benefit to consumers, who can enjoy games with in-game advertising more, and to game developers, who do not receive as much criticism for including in-game advertisements. Game developers can sell in-game advertising space to advertisers to help finance the investments that are involved with the development of the games, which can be up to €40 million for a top-quality game (Yildiz, personal communication, March 29th, 2011). Except for the income some developers manage to get through pre-order sales, in-game advertising is the only income games can generate before they are released. Another way in which game developers can benefit from in-game advertising is through joint promotion. An example is the extra downloadable content (DLC) for the game Your Shape Fitness Evolved (Ubisoft, 2010) by Nivea. This DLC involved some extra workouts for the game provided by Nivea and had plenty of in-game advertising for Nivea. The benefit for Ubisoft was that this DLC would be also be included in a Nivea advertising campaign, creating much more exposure for the
  • 8. 6 game than Ubisoft would have been able to afford by themselves (Yildiz, personal communication, March 29th, 2011). In-game advertising sees great use, achieving an extra yearly revenue in the gaming industry of between one and two billion dollars (Batchelor, 2011; MarketingCharts, 2007; Yildiz, 2007), although they are not sure about the actual effectiveness of the advertisements for the advertised brands (Bosch, 2013, pp. 6-7). In order to paint a more accurate picture of how in-game advertising is currently valued by developers and advertisers, interviews with professionals have been conducted. § 1.2 - Shortcomings of in-game advertising research The main issues that are addressed in this thesis deal with the actual effectiveness of in-game advertising. There has been plenty of research that has looked into this problem, but it has not yet yielded a complete image. The majority of the early research on in-game advertising was focused on how well gamers could consciously recognize and recall the advertisements (Chaney, Lin & Chaney, 2004; Grigorovici & Constantin, 2004; Herrewijn & Poels, 2011; Janssen & Helmich, 2011; Lee & Faber, 2007; Lemon, 2006; Leng, Quah & Zainuddin, 2010; Lewis & Porter, 2010; Nelson, 2002; Nelson, Yaros & Keum, 2006; Schneider & Cornwell, 2005; Winkler & Buckner, 2003; Yang, Roskos-Ewoldsen, Dinu & Arpan, 2006). The results of these studies mostly point at mediocre recall and recognition, suggesting that in-game advertising is not very efficient. Psychological research in other areas, however, has unveiled the possibility of information affecting people's memory and behaviour without the necessity for recalling or recognizing the information (Graf & Schacter, 1985; Schacter, 1987; Shapiro, MacInnis & Heckler, 1997; see also: Milner, Corkin & Teuber, 1968). Recent research seems to indicate that these subconscious effects are also present in in-game advertising (Yang et al., 2006; Glass, 2007; Bosch, 2013). This might be one of the most important aspects of the effectiveness of in-game advertising and warrants further investigation. For the purpose of achieving a better understanding of the effects of in-game advertising, this thesis investigates the effects on both the conscious, explicit attitude and the subconscious, implicit attitude (Greenwald & Banaji, 1995). For the experiment, participants played a game in which in-game billboards were manipulated to be one of two distinct brands. After the gaming session, their explicit and implicit attitudes were measured with the help of survey questions and an Implicit Association Test (IAT; Greenwald, McGhee & Schwartz, 1998), respectively.
  • 9. 7 Chapter 2 - Literature review § 2.1 - Subconscious influences In the 1950s, when the western world had started to recover from the Second World War, the consumer society was flourishing in the United States. At first factories were producing their products en masse and the only thing that could hinder their profit was their inability to produce more. But as technological advances enabled factories to produce more and more, the American consumers started to be satisfied with what they had. The economy would surely collapse if consumers would stop buying new products because their needs were already satisfied. This is when the demand for advertising experts grew, for they were the ones to create demand for their products and keep the consumers consuming (Packard, 1957/1960). With the need for advertising, the need for advertising research grew as well. It became apparent to the researchers that it was hard to predict consumer behaviour. When a brewery that produced two different kinds of beer commissioned a study, the interviewers asked customers what their favourite kind of beer was: the regular beer or the export-quality. 75 % of the customers answered that they preferred the export-quality beer, but in reality the brewery sold 9 times more regular beer than export-quality (Packard, 1957/1960, p. 21). This led the researchers to believe there was more than meets the eye and they started investigating subconscious processes. In the beginning researchers tried to find consumers' true motives by using motivational research and psycho-analytical methods such as the Rorschach inkblot test, the Thematic Apperception Test and the Szondi test (Packard, 1957/1960, pp. 42-44). All of these tests seemed to indicate that people could have hidden motives differing from their conscious motives and that these hidden motives could influence consumer behaviour without them being aware of it. And not only did the researchers find that it was possible for consumers' decisions to be influenced by hidden motives, they later also discovered that it was possible for outside sources to influence these hidden motives without consumers being aware of it (e.g., Shapiro et al., 1997; Tulving & Schacter, 1990; Zajonc, 2001). Experiments with patients suffering from amnesia have indicated that people are capable of processing information without being fully aware of it (Graf & Schacter, 1985; Schacter, 1987; Tulving, Schacter & Stark, 1982; see also: Milner et al., 1968). Graf and Schacter (1985) call this ‘implicit memory’; they called the conscious processing of information ‘explicit memory’.
  • 10. 8 § 2.2 - Explicit and implicit attitudes The distinction between explicit and implicit memory can also be made for attitudes (Greenwald & Banaji, 1995; Wilson, Lindsey & Schooler, 2000). People can have two attitudes about the same object that can differ from each other. Which attitude has the most influence on behaviour is determined by the amount of available cognitive capacity and the motivation to reason (Friese, Hofmann & Wänke, 2008; Wilson et al., 2000). When sufficient cognitive capacity is available and the motivation to reason is high, one will consciously consider one’s actions and behaviour will most likely be guided by the conscious, explicit attitude. When an individual is stressed for time or otherwise not motivated or able to consciously consider his actions, he will act spontaneously and his actions will unknowingly be guided by his implicit attitude (Fazio & Olson, 2003, pp. 304-305; Rydell & McConnell, 2006). Not only do they guide behaviour in different situations, explicit and implicit attitude are also formed in different ways. Whereas explicit attitudes changed quickly and were affected by deliberate processing goals, implicit attitudes changed slowly, were unaffected by processing goals and more influenced by associative information (Rydell & McConnell, 2006, p. 1006). Two studies have looked at the potential effects of in-game advertising on the implicit attitude. They both seem to indicate that in-game advertising can affect the implicit attitude. Glass (2007) found that in-game product placements can positively affect the participants’ implicit attitude for the advertised brands. Bosch (2013) found that in-game billboards can positively affect the participants’ implicit attitude for the advertised brands when they were not under a high cognitive load. Results from studies that have looked into the effects on the explicit attitude (Grigorovici & Constantin, 2004; Herrewijn & Poels, 2011; Sharma, Mizerski & Lee, 2007) suggest that in-game billboards and product placements also have a positive effect on the corresponding explicit attitude. Distinguishing between explicit and implicit attitudes and including both in the same analysis can help yield a more complete image about the effects of in-game advertising. Hence the following hypotheses will be tested: Hypothesis 1: The presence of in-game billboards has a positive effect on the explicit attitude towards the advertised brand. Hypothesis 2: The presence of in-game billboards has a positive effect on the implicit attitude towards the advertised brand.
  • 11. 9 § 2.3 - The moderating effect of difficulty level Previous in-game advertising research has indicated that there may be an important moderator involved in the effects of in-game advertising on brand attitude. Herrewijn and Poels (2011) investigated the moderating effect of difficulty level on the effect of in-game advertising on the explicit brand attitude. They found that the positive effect of in-game advertising on the explicit attitude was significantly stronger in the lowest difficulty level than in the highest. Their explanation of this moderation was based on associations. They argued that this could be explained by participants enjoying the game more at the lower difficulty level and thus forming more positive associations with the advertised brands than participants who enjoyed the game less because they were more frustrated by playing at a higher difficulty level. In this thesis, an alternative explanation is proposed. This alternative explanation is provided by the Limited Capacity Model (LCM; Lang, 2000) and is based on cognitive processing capacity. According to the LCM, a human being’s information processing capacity is limited. Before information can be processed any further, it will first have to reach our senses. Our sensory store may well be able to store a virtually unlimited amount of information (Lang, 2000, p.48), but is available for only a short amount of time. This information will have to be stored in the long term memory in order to be remembered or recognized. However, people cannot house all of the information in their sensory store in their long term memory, so specific information will have to be selected for further processing. Both controlled and automatic processes can influence this selection (Donohew, Lorch & Palmgreen, 1998, p. 454; Lang, 2000, p. 48). Controlled processes work towards the goals of individuals. They can, for instance, decide to pay extra attention to people in white shirts, which could mean they will no longer have sufficient cognitive capacity available to notice what else might happen (Simons & Chabris, 1999). Automatic processes are mostly activated by the stimulus because it is relevant to the goals and needs of the individual or represents change or an unexpected occurrence in the environment (Lang, 2000, p. 49). These controlled and automatic processes guide the allocation of cognitive processing capacity. When playing a game, cognitive capacity will be allocated to the processing of the information that is needed to play the game through controlled processes. Through automatic processes, other stimuli in the digital environment may attract the allocation of the remaining available cognitive processing capacity. In the study by Herrewijn and Poels (2011), it is possible that there was a moderating effect of difficulty level because participants in higher difficulty levels would have to process more information through in order to play the game than in lower difficulty levels. This could lead participants in the
  • 12. 10 higher difficulty levels to be so occupied with playing the game that they had insufficient cognitive resources left to process advertising to a degree where they would be influenced as much as the participants in the lower difficulty levels, who had more cognitive resources left to process other stimuli in the digital environment, like advertisements. This cognitive explanation would expect the same results as found in the article by Herrewijn and Poels (2011). Results from another study concerning the effects of in-game advertising on the explicit attitude seem to support the proposed cognitive explanation. This study by Grigorovici and Constantin (2004) included secondary tasks. It was found that for at least one out of three brands, the secondary tasks moderated the effects of the in-game advertising, indicating that participants under a high cognitive load were less positively affected by the in-game advertising. The cognitive explanation seems to fit the results of both of these studies. To test this, the following hypothesis is stated: Hypothesis 3: When the difficulty level of a game is higher, the positive effect of in-game billboards on the explicit attitude is weaker. A similar hypothesis was stated for the moderating effect of the difficulty level of the game on the relation between the in-game brand and the implicit attitude, even though Bosch (2013, p. 32) argued that an increased cognitive load would not necessarily hinder the effect of in-game advertising on the implicit attitude, because it is known that attention for the advertisement is no prerequisite for implicit memory (Shapiro & Krishnan, 2001) or the influence of the advertisement on the consideration of advertised brands (Shapiro et al., 1997). Surprisingly, the results from his study showed that the positive effect of in-game advertising on the implicit attitude could only be found in the low difficulty condition, which does suggest a moderating effect of difficulty level. However, only two difficulty levels were used, which does not indicate whether the moderating effect might be linear or shaped like an inverted U. Adding a medium difficulty level will give us more information about the moderating effect of cognitive load. Hence the last hypothesis is as follows: Hypothesis 4: When the difficulty level of a game is higher, the positive effect of in-game billboards on the implicit attitude is weaker. However, testing these hypotheses will not give an estimation of whether the associative explanation by Herrewijn and Poels (2011) is superior to the proposed cognitive explanation
  • 13. 11 of the effect. If the moderating effect of difficulty level is best explained by the associative explanation because difficulty level of the game correlates with the frustration level of the player which affects the associations with the advertised brand, then a more direct measurement of frustration during the play session should be able to give better a prediction of the player’s explicit or implicit attitude than the difficulty level. Whether this holds true will be examined in § 5.2. Chapter 3 - Method § 3.1 - Interviews To paint a proper picture of how in-game advertising is currently valued by developers and advertisers, interviews have been conducted with professionals. These professionals were contacted using a snowball sample, starting with professionals who had previously been interviewed by the researcher. For the purpose of this research, the professional opinion of the interviewed on a number of subthemes were interesting and for this reason half-structured interviews (Baudoin, 2010) were used, using a topic list in accordance with the Grounded Theory approach (Hijmans & Wester, 2006, p. 508) to be able to expand upon the existing understanding of the in-game advertising business as is described in the first chapter. The topic list initially featured a set of topics regarding present professional opinions about in-game advertising and expected future directions. Once the first interviews had been conducted and relevant new topics had been brought up or previous topics had reached the point of saturation, the topic list was altered and new interviews were conducted until a relatively cohesive picture was discovered. The interviews were all conducted in Dutch, hence the interviewed will not be quoted, only paraphrased. The three in-game advertising professionals who were interviewed for this thesis were Hufen (personal communication, October 9th, 2013), owner of BrandNewGame and author of a book about in-game advertising, Yildiz (personal communication, October 10th, 2013), strategic sales manager at Ubisoft and Te Brake (personal communication, October 21th, 2013), owner of iQU. Hufen has worked for a game developer (Atari Benelux), a clothing brand that has actively advertised in games (Diesel) and an advertising agency (Crossmarks). After that he founded BrandNewGame, a consultancy and concepting company. Yildiz has been successful as a strategic sales manager at game developer Ubisoft, setting up numerous partnerships that involved in-game advertising. Te Brake has been a successful investor,
  • 14. 12 specializing in games and gaming companies. These three professionals were able to share the viewpoints of advertisers, game developers and investors in gaming companies. § 3.2 - Experimental design and sample A two by three between-subjects experiment was conducted with male students at the Radboud University campus in Nijmegen in the Netherlands. The experiment was a variation of the experiment done by Bosch (2013). It differed from the original experiment in that an extra difficulty level was added during the gaming session and a different measure was used for the explicit attitude. The participants started the experiment with a gaming session, using a game in which billboard advertisements had been manipulated. Participants then filled in a paper questionnaire (Appendix III) to measure their explicit attitude and additional variables and demographics. After completing the questionnaire, they performed an IAT (Greenwald et al., 1998) to measure their implicit attitude. The IAT is described in greater detail in § 3.5.2. The sample consisted of 103 male students. The sample only included men in order to prevent sex differences from influencing the experiment and only students in order to limit age-related influences. It is likely that there are distinct differences in the ways men and women experience computer games (Hartmann & Klimmt, 2006) and in the pace at which men of differing ages can process information (Deary & Der, 2005). Hence it is possible that the effects of in-game advertising differ for people of different sexes or ages. § 3.3 - Materials The game Need for Speed: Underground 2 (Electronic Arts, 2004) was used for the experiment. Similar to games used in many other research articles (Lee & Faber, 2007; Nelson, 2002; Nelson et al. 2006; Schneider & Cornwell, 2005; Sharma et al., 2007; Winkler & Buckner, 2006; Yang et al., 2006), this is a racing game. The racing game genre offers certain advantages for use in experiments, because it often includes in-game advertising and is easy to pick up for the participants (Bosch, 2013, p. 15). Moreover, this specific racing game has been used in previous studies (Bosch, 2013; Ho, 2007; Janssen & Helmich, 2011), which makes the results more easily comparable. Need for Speed: Underground 2 is the eighth title of the popular Need for Speed racing games. The goal in the game is to win races that are situated in a city. In-game advertising can be found on many billboards along the tracks throughout the city, as decoration on the racing cars and in the brands of the cars themselves. All of the playable cars in the game resemble real cars and brands outside of the game and the billboards in the city feature both fake and
  • 15. 13 real brands such as Burger King, Autozone and Old Spice. For the purpose of this research, the branded decoration on the cars was not used in the experiment and the brand of the car was kept constant for all conditions. The brands of the fast cars in the high difficulty condition were randomly selected and the slow moving cars in the medium and high difficulty conditions were not branded. Billboards were manipulated in this study, resulting in two modified versions of the game, each with a different brand represented on certain billboards (Appendix I). Because differences in size and position of the billboards can have an impact on the effect of the advertisement (Janssen & Helmich, 2011) the exact same billboards were manipulated in both versions and the same track was used for all participants. In order to equalize the amount of exposure to the manipulated billboards as much as possible for all participants, special care was taken when selecting the billboards that were used in the experiment. The billboards that were selected are in positions along the track where it is unlikely for a participant to make a mistake which could cause the participant to slow down and be exposed to a manipulated billboard for a longer amount of time. The track called 'Jackpot' was used for the experiment, because it features very few alternate routes which could limit exposure to the manipulated billboards. The brands that were added to the game for the experiment were the beer brands Carlsberg and Budweiser. The effects of the advertisements for the two different brands were compared between subjects, because a standard IAT requires a comparison between two independent variables. Each experimental condition featured one of these brands on a selected numbers of billboards along the track. These brands are very well suited for researching the development of the attitudes of Dutch students (Bosch, 2013, p. 16), because in order to measurably affect an attitude with a manipulation as subtle as an in-game advertisement, the participants need to be interested in the subject of the advertisements, without already having a very strong attitude for the specific brand (Campbell & Keller, 2003). Carlsberg and Budweiser are both well advertised internationally, so that Dutch students were likely to know that they are beer brands. But because Carlsberg and Budweiser are hardly available in the Netherlands, it was unlikely that the participants would have a very strong preference for either of these brands. On top of that, these brands have clear brand logos that are both easily recognizable and distinguishable and featured a white background. These logos could both be implemented in the game and in the IAT.
  • 16. 14 § 3.4 - Experimental conditions For each brand, there were three different conditions featuring different difficulty levels. Each of these difficulty levels was meant to put a different amount of strain on the cognitive capacity of the participant (Bosch, 2013, p. 16). In each of these difficulty levels the goal for the participants was to race three laps as quickly as possible. In the low difficulty level, the participant only had to race three laps as quickly as possible on an empty track. In the medium difficulty level, the participant also had to race three laps as quickly as possible, but now had to avoid a low amount of slow moving traffic along the way. In the high difficulty level, the participant had to race three laps as quickly as possible while avoiding a high amount of slow moving traffic and a number of fast moving opponents guided by artificial intelligence. The easy difficulty level demanded the lowest amount of cognitive capacity to be directed at playing the game, because it provided the lowest amount of important information to be processed. The medium difficulty level demanded a moderate amount of cognitive capacity to be directed at playing the game, because the participant had to pay extra attention to avoid hitting other traffic on the track. Finally, the high difficulty level demanded the highest amount of cognitive capacity to be directed at playing the game, because there was much more traffic to avoid on the track and opponents to beat. Each of these difficulty levels confronted the participant with a different amount of important information to process in order to quickly reach the finish line. § 3.5 - Measures All variables except for the implicit attitude were measured with a paper questionnaire. The implicit attitude was measured with an IAT. After the participants had played their gaming session, they first completed the paper questionnaire. Once they had completed the questionnaire, they returned to the computer to do the IAT. How the implicit and the explicit attitudes were measured and which control variables were taken into account is discussed in the following paragraphs. § 3.5.1 - Explicit attitude In previous in-game advertising research, the explicit attitude has often been measured with a Likert-scale (Grigorovici & Constantin, 2004; Herrewijn & Poels, 2011; Lemon, 2006). However, Bosch (2013, p. 31) suggested that a single 7-point scale might not have a level of sensitivity that is comparable to that of an IAT, making it possible that a similarly subtle effect of exposure to in-game advertising is picked up by the IAT, but not by the
  • 17. 15 explicit attitude self-report measure. In previous studies that compared explicit attitudes to IAT outcomes (e.g., Greenwald et al. 1998; Karpinski & Hilton, 2001) respondents were often asked to rate their level of liking on a thermometer scale ranging from 0 (cold) to 50 (neutral) to 100 (hot). Hence, the explicit attitude was measured using a thermometer scale instead of Likert-scales so that subtler effects might still be measurable. To prevent this measure from influencing the participants for the recognition task at the end of the questionnaire, participants were asked to rate their level of liking for 24 different beer and soda brands, only one of which was the advertised beer brand. § 3.5.2 - Implicit attitude The implicit attitude was measured by an IAT (Greenwald et al., 1998). There are many different versions of the IAT available, but in this study a version was used which was translated to Dutch and used pictures to represent the brands that are advertised in-game (Bosch, 2013, pp. 49-58). This IAT was designed to measure which of two categories of stimuli was associated most with either positive or negative evaluative terms. People associate their favourite brand more with positive terms and can more easily categorize their favourite brand in the same category as positive terms than negative terms, causing them to react quicker than when they are tasked to categorize the same brand in the same category as negative terms. The IAT can measure the reaction times for each task and compare them to calculate their implicit preference. The categories used in the IAT in this experiment represent Carlsberg and Budweiser - the brands that were advertised in the game. Nosek, Greenwald & Banaji (2005) noted that two pictures per category can be sufficient to find measurable effects. They also found that a larger amount of pictures increased the accuracy of the IAT by only a minimal amount; it is better to use a few pictures that are strong representations of the category than to use a multitude of pictures that are weak representations. Thus only three different pictures were chosen to form each category. The pictures were adopted from Bosch (2013, p. 48; Appendix II). They all clearly represented their category and were clearly distinguishable due to the dominance of the colour green in the pictures which represented Carlsberg and the colour red in the pictures which represented Budweiser. The IAT consisted of seven blocks. The participant received a different task for each block. Before the start of each block, they were provided with an explanation of their specific task for that block. During the IAT, the participants only had to use three keys: the 'e'-key and the 'i'-key during the block and the spacebar to continue after the explanation (the
  • 18. 16 international default US keyboard settings were used). In the top left and the top right side of the screen, the categories which the keys represented were displayed. The 'e'-key, which is situated on the left side of the keyboard, always represented the categories on the top left side of the screen. The 'i'-key, which is situated on the right side of the 'e'-key, represented the categories on the top right side of the screen. The participant was to place one finger of each hand on one of these keys and every time an image or a word popped up in the middle of the screen, they had to press the key that corresponded to the right category for that image or word. For example: when the category 'good' was noted in the top left side of the screen and the word 'pleasant' appeared in the middle of the screen, the participant was to hit the 'e'-key. In the first two blocks, the participant was explained how they were supposed to use the IAT. In the first block, they were introduced to the pictures for the beer brands, which they were to categorize under Carlsberg or Budweiser. In the second block, they were introduced to the positive and negative evaluative terms, which they were to categorize under 'good' or 'bad'. Every time they hit the right key, they instantly went on to the next picture or word until they had completed the entire block. If the participant hit the wrong key, he was notified that he made a mistake and had to click the other key before he moved on to the next picture or word. All participants were explicitly asked to complete the tasks as fast as they could. Once the introduction blocks had been completed, both tasks of categorizing the beer brand pictures and categorizing the evaluative words were merged into one block. In each top corner of the screen there were both the category 'good' or 'bad' and the name of one of the beer brands. The participants were now randomly assigned either an evaluative term or a beer brand picture to categorize. Once they had completed two blocks with this assignment, the placement of the brands changed. The brand that had been in the top left was now in the top right of the screen, causing the task to change: the beer brand the participants had been tasked to categorize on the same side as the positive evaluative terms was now to be paired with the negative evaluative terms and vice versa. For this task, the participants first completed one block in which they were introduced to the new task. After this, they completed two more blocks with this task. The recorded reaction times from the introduction blocks at the start and the one in the middle were not used in the calculation of the implicit preference. Because the task change in the middle of the IAT might have thrown off participants, causing them to react significantly slower and make more mistakes in the second part of the IAT, the outcome of the IAT might have been slightly biased towards the association in the first half of the IAT. To prevent this effect from interfering with the results, half of the participants began with the task to categorize Carlsberg on the same side as the positive evaluative terms in the first half
  • 19. 17 of the IAT and the other half of the participants began with the task to categorize Budweiser on the same side as the positive evaluative terms in the first half of the IAT. § 3.5.3 - Control variables In addition to the explicit measure, several extra questions were added to the paper questionnaire (Appendix III) about variables that might interfere with the results, but could not be excluded from the experiment entirely. Before the explicit self-report measure, a few questions about age, interest in beer, gaming experience and enjoyment were asked. Even though only students were invited to participate in the experiment, the influence of age differences could not be entirely excluded. To be able to account for these age differences, the year of birth was asked. Students are generally known for their interest in beer, but it was still possible that some students included in the experiment did not drink beer and were thus less likely to form an attitude after seeing a beer advertisement. It is also possible that extreme beer enthusiasts are less likely to change their attitude after seeing a beer advertisement, because they already have strong attitudes about beer brands. In order to be able to account for some of the varying levels of beer interest, participants were asked how many glasses of beer they drank in an average week. Several researchers have suggested that experienced gamers might process in-game advertising differently from inexperienced gamers (Chaney et al., 2004; Lee & Faber, 2007; Lemon, 2006; Schneider & Cornwell, 2005). How experienced gamers' processing differs from inexperienced gamers is yet unclear, because the results from previous studies seem to be contradicting each other. Schneider and Cornwell (2005) found that experienced gamers were more capable of recognizing and remembering in-game banners than inexperienced gamers. Lemon (2006), however, could only partially confirm this. Lee and Faber (2007) found that experienced gamers were slightly better at recognizing brands that were placed in focal positions than brands placed in peripheral vision when they were only moderately involved with the brand. They did not find this effect for inexperienced players, suggesting that inexperienced players may distribute their attention more equally over all parts of the screen, whereas experienced players pay extra attention to the most important parts. Chaney et al. (2004) did not find any difference in the recall of advertised brands between experienced and inexperienced gamers. The apparent contradictions in these findings may be caused by different ways of measuring experience. This is why participants were asked whether they had played the specific version of the game used in the experiment (Need for Speed: Underground 2, Electronic Arts, 2004) before and to make a judgement call about their own experience
  • 20. 18 with racing games on a 7-point Likert-scale. The degree to which participants in the experiment were frustrated with the gaming session might have a moderating effect on the effects of in-game advertising, because gamers might form less favourable associations with the brand if they were frustrated while playing the game (Herrewijn & Poels, 2011, p. 5). To control for this effect, participants were asked to indicate their frustration during the gaming session on a 7-point Likert-scale. At the end of the questionnaire, after the participants had indicated their level of preference for 24 different beer and soda brands for the explicit attitude measure, they were asked which brands they believed to have seen during the gaming session. The same 24 beer and soda brands were displayed on a new page and the participants were asked to indicate which brands they had seen by marking them. For this task, the participants were asked to mark a brand even if they had only a vague suspicion that they might have seen it. They were able to mark any number of brands they liked and they were not told that there was only one correct answer. If they truly had no idea, they were allowed to leave all brands unmarked. § 3.6 - Analysis Before the data were analyzed, outliers on the dependent variables for the explicit and implicit attitude and the outliers on the variable measuring beer interest were considered for removal from the dataset in order to prevent them from significantly skewing the results. Due to procedural mistakes, four participants were removed from the data entirely and for one participant the IAT results were removed. Greenwald, Banaji and Nosek (2003) have done extensive research on extrapolating a meaningful measure from the IAT. Several different methods were analyzed using a very large data pool in order to find the measure that has the highest correlation with the explicit attitude. This might not be the best way to find a good measure for the implicit attitude, because there is plenty of research indicating that the explicit and implicit attitudes are independent from each other (Friese et al., 2008; Karpinski & Hilton, 2001; Olson & Fazio, 2001; Rydell & McConnell, 2006; Wilson et al., 2000). However, because the aim of this study was to find differences between the explicit and the implicit attitude, it was a good idea to follow the advice given by Greenwald et al. (2003) for data processing; if, after following this advice, a clear distinction between the explicit and implicit attitude could still be found, this could not be simply due to the manner in which the data were processed. Following the recommendations of Greenwald et al. (2003), an extremely slow reaction time of more than 10 seconds was removed from the data. Even though the first two reactions
  • 21. 19 in each block were significantly slower than the rest of the reactions, Greenwald et al. (2003, p. 202) found that including these two reactions would cause the implicit attitude measure to correlate better with the explicit measure and correlate less with the extreme values in the IAT. Hence, they were included in the data. Extremely fast reactions and mistakes may have been caused by participants who did not take the IAT seriously and spammed random keys in order to complete the IAT as fast as possible. This can lead to uninterpretable data and while it is desirable to compensate for this, it is not desirable to delete too large an amount of data, which would increase the risk that important data would be lost. Greenwald et al. (2003, pp. 204-205) recommended excluding participants with more than 10 % fast (< 300 milliseconds) or slow (> 3000 milliseconds) reactions. None of the participants fitted this description, so no data were removed on the basis of this criterion. No special treatment was given to false answers, because they were recorded as slow reactions (Greenwald et al., 2003, p. 202). Every time a participant made a mistake he was prompted to correct his answer. The IAT then recorded the time between the first appearance of the image or word and the moment the right answer was given. This way a false answer was composed of both the time it took to give a false answer and the time it took to correct it and thus the false answer was recorded as a slow reaction time. Because both slow and false answers indicate that the participant had trouble associating the matched evaluative terms and brand, there was no need to treat them differently. The best measure to calculate the implicit attitude, according to Greenwald et al. (2003, p. 212), is the D-measure (p. 201; Bosch, 2013, p. 23), which was also used in this thesis. The D-measure is the standardised difference between the compatible (where brand A is to be categorized with positive evaluative terms) and the incompatible part (where brand A is to be categorized with negative evaluative terms) of the IAT. Each of these parts is divided up into introductory blocks which are not used in the calculation of the D-measure and two main blocks: one block with 20 reaction tasks, followed by a block with 40 reaction tasks. For the smaller blocks with the 20 reaction tasks and the larger blocks with the 40 reaction tasks, the difference was calculated and standardised separately. In practise, this means that the D-measure subtracts the mean reaction time in block 6 from the mean reaction time in block 3, then divides this by the standard deviation of blocks 3 and 6 combined. Similarly, the mean reaction time in block 7 is subtracted from the mean reaction time in block 4, then divided by the standard deviation of blocks 4 and 7 combined. These two values are then averaged to create the D-measure. Because the order of the IAT was varied to prevent order effects from affecting the results, the D-measure had to be adjusted to be in accordance with the order in
  • 22. 20 which the brands appeared in the IAT. This was done so that a negative value would indicate an implicit preference for Budweiser and a positive value would indicate an implicit preference for Carlsberg. The value 0 is an indication of a participant who has no preference of one brand over the other. Values closer to 0 also indicate a smaller preference than values further away from 0. To strengthen the comparability to the implicit measure, the explicit measure was calculated in a similar fashion. The grade for Budweiser was subtracted from the grade for Carlsberg. In this way, a measure was created with negative values indicating an explicit preference for Budweiser compared to Carlsberg and positive values indicating an explicit preference for Carlsberg compared to Budweiser. The value 0 is an indication of a participant who graded both brands equally. Values closer to 0 also indicate a smaller preference of one brand over the other than values further away from 0. The control variables did not lead to the exclusion of any participants. Participants had an average age of M = 20 (SD = 2.46), the youngest being 17 and the oldest being 31. An exploration of the interest in beer, measured by the amount of glasses consumed weekly, did not produce more outliers than was to be expected. Other control variables were included in the regression analyses discussed in § 5.2. § 3.7 - Analysis model The hypotheses can be presented in a model (Figure 1) with in-game advertising as an independent variable with direct effects on both the explicit and the implicit attitude, both modified by the available cognitive capacity. In-game advertising is a nominal factor consisting of two levels, determining the presence of one brand and the absence of the other. In-game advertising is hypothesized to have a direct influence on the explicit and implicit attitudes. This influence can be viewed as a positive relation, whereas the presence of a brand in-game will increase the explicit and implicit preference for that brand. The cognitive load acts as a moderating factor in this model. This ordinal factor consists of three levels: low, medium and high cognitive load. It was hypothesized that a higher cognitive load would lead to a lesser influence of the advertised brand on the explicit and implicit attitude. The implicit D-measure is an interval variable with both positive (preference for Carlsberg) and negative (preference for Budweiser) values, centred around 0, which means there was no preference for either brand. The explicit measure is the difference between two ratio variables, ranging from 0 (cold) to 50 (neutral) to 100 (hot), to indicate the level of preference.
  • 23. 21 Independent variables Dependent variables H3 (-) H4 (-) H1 (+) H2 (+) Cognitive load In-game advertising Explicit attitude Implicit attitude Figure 1: Hypothesized model of analysis This model will be tested in § 5.1 using an analysis of variance, looking at the main effects of the in-game brands and the difficulty level as indications of the effects of in-game advertising and cognitive load. Furthermore, the moderating effect of cognitive load will be tested by looking at the interaction effect of the in-game brands and the difficulty level. This interaction will be more closely examined using pairwise comparisons and separate univariate tests. This analysis will be done separately for the explicit attitude and the implicit attitude. Chapter 4 - Qualitative results § 4.1 - In-game advertising in the present Even though they had all worked on multiple in-game advertising projects in the past, the interviewed were pessimistic about the usefulness of in-game advertising in the current gaming business. All of the interviewed could explain from their own perspective that in-game advertising was not that important. To advertisers, in-game advertising is not important because it is either unknown to them or they do not see the potential (Hufen, 2013). They will often contact advertising agencies to do their advertising for them and those advertising agencies are hardly ever experienced with in-game advertising (Hufen, 2013; Yildiz, 2013). According to Yildiz, advertising agencies hardly use in-game advertising because of numerous reasons that hardly have anything to do with in-game advertising itself. He was often confronted with people in advertising agencies who had a very negative or niche depiction of games, who do not view themselves as gamers, despite of them often playing games on their mobile phone or tablet. They would rather advertise on television, because that is easier and they can better understand it. In-game
  • 24. 22 advertising seems risky and obscure to them since there is no model of effectiveness for in-game advertising yet. This lack of certainty and familiarity coupled with the high investment costs to do in-game advertising makes advertising agencies shy away from in-game advertising (Yildiz, 2013). Other issues for advertisers are the nature of the game and the nature of game development. A lot of popular games are quite violent and most brands are hesitant to associate themselves with a game like that (Yildiz, 2013). Only technological companies for which gamers are specifically an important target demographic dare to advertise in and around these games, because they know the gamers will associate the brand with a fun game, not the violence that occurs in the game. High budget games are complex and can take a long time to develop. Developing a game is a creative process and creating processes have difficulty dealing with restrictions, hence extended release dates for games are quite common. This is hard for advertisers to deal with, because they often have to report short term results (Yildiz, 2013). To big game developers, in-game advertising is not important because it delivers very little revenue compared to the often enormous investments they make in order to create a new game (Yildiz, 2013). For them, it can be more interesting as a part of an integrated partnership. For example, Yildiz launched a partnership with Nivea, a large global brand which would advertise in one of Ubisofts games and include the game in their global marketing campaign. Another reason for game developers to use in-game advertising is to strengthen the credibility of their game. For investors, in-game advertising is not all that important either. When asked about the importance of in-game advertising, Te Brake (2013) mentioned that it can be much more interesting to invest in a game that is driven by in-game purchases than a game that is driven by in-game advertising. Instead of relying on the income generated by advertisements, these games allow the players to purchase in-game items with actual money. While there is more risk involved with investing in a game that relies on in-game purchases to flourish because this source of income is less certain, there is a chance that the game might be the next big thing and profits go through the roof. Whereas if a game that relies on in-game advertising goes big, the profits will most likely have to be shared with an advertising agency that's shaving off a good percentage.
  • 25. 23 § 4.2 - In-game advertising in the future Even though they were pessimistic about the current state of in-game advertising, the interviewed were enthusiastic for the possibilities that games offer to advertising. Especially with the far-stretching integration of social networking and the possibilities of mobile games they saw potential in in-game advertising. All three thought that in-game advertising should not be used as a onetime thing; instead, it should be incorporated in a larger media campaign (Hufen, 2013; Te Brake, 2013) and preferably as part of a longer running project. This is currently hindered by a generation gap; the people who run advertising agencies are not familiar with games and do not see their advertising potential. Only certain progressive advertising agents actually dare to go with an in-game advertising project, but since these advertising agents are often only temporarily working for the agency, these are short term projects which do not utilize the fact that games can keep being played for years on end (Yildiz, 2013). Over time, these agents will be replaced with people from newer generations who are more familiar with games and this might give in-game advertising a new boost. Yildiz already mentioned that he had noticed the start of a trend towards this, saying that for example car brands are no longer hesitant to let game developers use their cars in games, where they used to be hesitant about this out of fear that gamers would damage their car in the game and that this would make their brand look bad. More recently the dynamic nature of games is more and more accepted and brands no longer see this as a serious issue. While game developers are in a good position to study the effectiveness of in-game advertising, none of them are interested because they would rather not do any research than risk finding out that in-game advertising is not effective. Mobile gaming might be a different story, since game developers are using customer information tools as a unique selling point, using the fact that most mobile phones are always online and have tools like GPS to gather data. Yet this is still in its infancy (Yildiz, 2013). Using this technology to create databases with customer profiles may help to advertise more efficiently (Hufen, 2013; Te Brake, 2013) and makes it easier to sell in-game advertising. Other information about the effectiveness of in-game advertising may also help convince advertising agencies of the value of in-game advertising. The results of the quantitative part of this study may contribute to that.
  • 26. 24 Chapter 5 - Quantitative results § 5.1 - Testing the main model Univariate analyses of variance were performed with IBM's SPSS Statistics (SPSS) to test the hypotheses with the explicit and implicit attitudes as the dependent variables. All analyses included the in-game brand (either Carlsberg or Budweiser) and the difficulty level (low, medium and high) as independent variables, including the interaction between the two. The interaction effects were more closely examined using pairwise comparisons and separate univariate tests. The results are discussed in this paragraph. § 5.1.1 - Explicit attitude As can be seen in Table 1, the explicit attitude cannot be significantly predicted with brand (F < 1) or difficulty (F(2,90) = 1.183, p = .311, η2 = .026) alone. This does not support the first hypothesis, which stated that brands advertised in the game would affect the explicit attitude. Table 1: Analysis of Variance for the Effects on the Explicit Attitude Source df F η2 p Brand (B) 1 0.415 0.005 0.521 Difficulty (D) 2 1.183 0.026 0.311 Interaction (B x D) 2 3.674* 0.075 0.029 Error 90 (541.8) Note. Value in parenthesis represents mean square error. *p <.05 There is, however, a significant interaction between the two (F(2,90) = 3.674, p = .029, η2 = .075). How effective the in-game branded billboards are at affecting the explicit attitude differed between difficulty levels. In the low difficulty condition, the in-game brand did not significantly affect the explicit attitude (F < 1), nor in the high difficulty condition (F(1,90) = 2.544, p = .114, η2 = .027). Only in the medium difficulty condition did the in-game billboards significantly affect the explicit attitude (F(1,90) = 4.973, p = .028, η2 = .052). In the medium difficulty condition, participants who had played the game with Carlsberg billboards gave Carlsberg higher grades than Budweiser (M = 16.467, SE = 6.010) and participants who had played the game with Budweiser billboards gave Budweiser higher grades than Carlsberg (M = -2.188, SE = 5.819). This supports the first hypothesis that in-game brands influence the explicit attitude of the gamer and partially supports the third hypothesis, which stated that the
  • 27. 25 effect that brands have on the explicit attitude is modified by difficulty. However, the effectiveness of brands does not simply decrease with increased difficulty; there seems to be a certain optimum at the medium difficulty level where brands can have a significant effect on the explicit attitude, whereas brands do not significantly affect the explicit attitude at a low or high difficulty level (Figure 2). 20 15 10 5 0 -5 -10 Budweiser Carlsberg Low Medium* High Difficulty level *p < .05 Figure 2: Explicit preference for Carlsberg after playing a game with Carlsberg or Budweiser billboards in low, medium and high difficulty conditions. Note: Positive values correspond with a preference for Carlsberg; negative values correspond with a preference for Budweiser. § 5.1.2 - Implicit attitude As can be seen in Table 2, the results were rather different for the implicit attitude. There was no significant interaction between brand and difficulty, but both brand (F(1,90) = 10.422, p = .002, η2 = .102) and difficulty (F(2,90) = 3.203, p = .045, η2 = .065) could significantly explain some of the variation in the implicit attitude. Participants who had played the game with billboards advertising Carlsberg preferred Carlsberg over Budweiser (M = .206, SE = .082) and participants who had played the game with billboards advertising Budweiser preferred Budweiser over Carlsberg (M = -.168, SE = .082). The three difficulty levels
  • 28. 26 together showed a significant trend whereby participants in the easiest difficulty condition preferred Carlsberg over Budweiser (M = .147, SE = .101), participants in the medium difficulty condition preferred Carlsberg over Budweiser, but less strongly (M = .097, SE = .098) and participants in the high difficulty condition preferred Budweiser over Carlsberg (M = -.188, SE = .101), although pairwise comparisons did not yield any significant differences between the average implicit attitudes of participants in conditions with different difficulty levels. These results support the second hypothesis, stating that in-game brands can affect the implicit attitude, but they do not support the fourth hypothesis. Instead of the hypothesized moderating effect of the difficulty level, a main effect of difficulty level was found. Table 2: Analysis of Variance for the Effects on the Implicit Attitude Source df F η2 p Brand (B) 1 10.422* 0.102 0.002 Difficulty (D) 2 3.203* 0.065 0.045 Interaction (B x D) 2 0.555 0.012 0.576 Error 92 (.329) Note. Value in parenthesis represents mean square error. *p <.05 A closer inspection of the interaction of brand and difficulty level reveals that while the interaction variable did not reach significance in the analysis of variance, the means do follow a pattern that fits an interaction model. Participants who had played the game in which Budweiser was advertised showed greater preference for Budweiser than participants who had played the version of the game in which Carlsberg was advertised at all difficulty levels, but the differences of the implicit attitude between the participants of both versions was largest in the lowest difficulty condition (M = -.126, SE = .143 for Budweiser, M = .421, SE = .143 for Carlsberg), smaller in the medium difficulty condition (M = -.056 SE = .139 for Budweiser, M = .251, SE = .139 for Carlsberg) and smallest in the high difficulty condition (M = -.323, SE = .143 for Budweiser, M = -.054, SE = .143 for Carlsberg). The difference between the two versions in the low difficulty condition was significant (F(1,92) = 7.269, p = .008, η2 = .073), whereas the differences in the medium difficulty condition (F(1,92) = 2.442, p = .122, η2 = .026) and the high difficulty condition (F(1,92) = 1.754, p =.189, η2 = .019) were not. This leads to a more easily interpretable model, detailed in Figure 3.
  • 29. 27 0,5 0,4 0,3 0,2 0,1 0 -0,1 -0,2 -0,3 -0,4 Budweiser Carlsberg Low* Medium High Difficulty level *p < .05 Figure 3: Implicit preference for Carlsberg after playing a game with Carlsberg or Budweiser billboards in low, medium and high difficulty conditions. Note: Positive values correspond with a preference for Carlsberg; negative values correspond with a preference for Budweiser. § 5.2 - Testing the associative explanation and other control variables In the theory chapter, the explanation of the moderating effect of difficulty level by Herrewijn and Poels (2011) was considered and several control variables were added to the questionnaire. Using regression analysis, the predictive strength of their explanation and the control variables can be compared to that of the variables used in the main analysis. The results of these analyses are discussed in this paragraph. § 5.2.1 - Explicit attitude In this analysis, the associative explanation of the moderating effect of difficulty level is tested. It was theorized that difficulty level would interact with brand because a higher difficulty level would introduce more information to process, leaving less cognitive capacity to process the advertisements. However difficulty level is also likely to correlate with frustration, meaning participants were more likely to get frustrated in higher difficulty levels. This frustration could lead to less positive associations with the brand, reducing the advertising effectiveness in higher difficulty levels. While it is not possible to completely
  • 30. 28 disentangle difficulty level in this study, it is possible to compare the predictors of difficulty level and frustration in a regression analysis, using the standardized Beta coefficients. If the associative explanation is superior to the cognitive explanation, an interaction between the effects of frustration and in-game brand should be able to explain more variance than an interaction between difficulty level and in-game brand. Additionally, recognition was added to the analysis in order to check if it might be a prerequisite for the influence of the in-game brands or if it is possible to be influenced by the in-game billboards without recognizing them after the gaming session. Several adaptations had to be made to properly execute the regression analysis. Even though there were not more outliers than was to be expected, two outliers were extreme outliers of more than three times the standard deviation, which is why they were filtered out for the regression analyses regarding the explicit attitude. Because difficulty level is an ordinal variable containing three categories, dummy variables were used. The variables regarding difficulty level, frustration and recognition were then centred to prevent collinearity from hindering the regression and new interaction variables were calculated using these centred variables. After that, sheaf coefficients were calculated from the dummy variables to allow them to be compared to the other variables. Table 3: Regression Analysis for the Effects on the Explicit Attitude Source β t p Brand (B) 0.088 0.895 0.374 Difficulty (D) 0.111 1.115 0.268 Frustration (F) 0.102 1.109 0.311 Recognition (R) -0.147 -1.411 0.162 Interaction (B x D) 0.258 2.598* 0.011 Interaction (B x F) 0.014 0.014 0.891 Interaction (B x R) 0.232 2.243* 0.027 R2 = .200, *p <.05 The seven included predictors explained 20 % of the variance (R2 = .200, F(7,85) = 3.042, p = .007, see Table 3). Of these seven predictors, only the interaction between brand and difficulty (β = .258, t = 2.598, p = .011) and the interaction between brand and recognition (β = .232, t = 2.243, p = .027) significantly predicted the explicit attitude. The interaction between brand and frustration (β = .014, t < 1) could not significantly predict the explicit
  • 31. 29 attitude and no significant main effects were found. These results do not suggest that the associative explanation is superior to the cognitive capacity explanation regarding the influence of in-game advertising on the explicit attitude. Additionally, it shows that recognition of the brand may help the in-game brand to influence the explicit attitude. An analysis of variance was used to examine the interaction between brand and recognition more closely, using pairwise comparisons and separate univariate analyses. The difference in the explicit attitude of participants that were able to indicate which brand was advertised between the condition in which Budweiser was advertised (M = -9.429, SE = 5.223) and the condition in which Carlsberg was advertised (M = 12.604, SE = 6.691) was significant (F = 6.410, p = .013, η2 = .069). This difference was also greater than the difference in explicit attitude of participants that did not recognize the brand between the condition in which Budweiser was advertised (M = 8.282, SE = 3.005) and the condition in which Carlsberg was advertised (M = 6.148, SE = 2.897), which was not significant (F < 1). This suggests that participants were more susceptible to the in-game advertising when they were able to correctly guess the brand that was advertised in the game (Figure 4). 15 10 5 0 -5 -10 -15 Budweiser Carlsberg Not recognized Recognized Recognition *p < .05 Figure 4: Explicit preference for Budweiser or Carlsberg when participants were able or unable to recognize the advertised brand. Note: Positive values correspond with a preference for Carlsberg; negative values correspond with a preference for Budweiser.
  • 32. 30 To test for any possible interference of gaming experience, another regression analysis was performed. Gaming experience was measured in two ways: the participants indicated whether they had previously played this specific version of the game and how much experience they deemed themselves to have playing racing games. Both of these variables and their interactions with the in-game brands and the main effect of in-game brands were included. This model could not significantly predict the explicit attitude (R2 = .045, F(5,88) < 1). Both having previously played the game (β = -0.030, t < 1) and self-reported race game experience (β = .053, t < 1) had no significant main effect on the explicit attitude, nor did they significantly interact with the in-game brand conditions (respectively: β = .164, t = 1.471, p = .145; β = .045, t < 1). § 5.2.2 - Implicit attitude The same explanation and control variables were tested for the implicit attitude. The same adaptations that were made for the regression analysis involving the explicit attitude were made for this regression analysis, except no extreme outliers were found. The seven included predictors explained 19.1 % of the variance (R2 = .191, F(7,88) = 2.968, p = .008, see Table 4). Of these seven predictors, only the main effects of brand (β = .305, t = 3.158, p = .002) and difficulty (β = .232, t = 2.366, p = .020) significantly predicted the implicit attitude. Interactions between brand and frustration (β = .121, t = 1.191, p = .237), brand and difficulty (β = .127, t = 1.298, p = .198) and brand and recognition (β = .087, t < 1) could not significantly predict the explicit attitude and no significant main effects were found for frustration (β = -.061, t < 1) and recognition (β = .100, t < 1). These results do not suggest that the associative explanation is superior to the cognitive capacity explanation regarding the influence of in-game advertising on the implicit attitude. Additionally, it suggests that recognition of the brand is not required for the in-game brand to influence the implicit attitude. To test for any possible interference of gaming experience, another regression analysis was performed. Gaming experience was measured in two ways: the participants indicated whether they had previously played this specific version of the game and how much experience they deemed themselves to have playing racing games. Both of these variables and their interactions with the in-game brands and the main effect of in-game brands were included. This model could significantly predict the implicit attitude (R2 = .119, F(5,91) = 2.449, p = .040). However only the main effect of brand could significantly predict the
  • 33. 31 implicit attitude (β = .301, t = 3.050, p = .003). Having previously played the game (β = 0.024, t < 1) and self-reported race game experience (β = -0.036, t < 1) had no significant main effect on the implicit attitude, nor did they significantly interact with the in-game brand conditions (β = -0.075, t < 1; β = -0.112, t = -1.064, p = .290, respectively). Table 4: Regression Analysis for the Effects on the Implicit Attitude Source β t p Brand (B) 0.305 3.158* 0.002 Difficulty (D) 0.232 2.366* 0.020 Frustration (F) -0.061 -0.598 0.522 Recognition (R) 0.100 0.981 0.329 Interaction (B x D) 0.127 1.298 0.198 Interaction (B x F) 0.121 1.191 0.237 Interaction (B x R) 0.087 0.865 0.389 R2 = .191, *p <.05 Chapter 6 - Conclusion and discussion § 6.1 Conclusion This thesis consists of two parts, a qualitative part with interviews to place the study in the right professional context and a quantitative part with an experiment testing the effectiveness of in-game advertising in influencing both the explicit and the implicit attitudes. In this chapter, the conclusions to each of these will be given are discussed, followed by a short paragraph touching on some of the limitations of the current study and finally a general discussion. § 6.1.1 Interviews The qualitative part of this study largely confirms the introduction to this thesis: in-game advertising shows potential as a great advertising platform, yet it is currently underutilized. Some of the reasons behind why in-game advertising is not more common became clear. There are a lot of factors around games that complicate investing in in-game advertising. High costs, long development and thus a late return on investment, a lack of knowledge about in-game advertising and unfamiliarity with in-game advertising and games in general are some of the major hindering factors for advertisers and the often involved advertising agencies. For game developers in-game advertising adds only a relatively small amount to their revenue and
  • 34. 32 investors can seek greater rewards from games that rely on in-game purchases instead of advertising. Yet the interviewed still all saw potential for in-game advertising with some trends in integrating social networking and mobile gaming. In addition, it was found that game developers do not research the effectiveness of their in-game advertisements out of fear that the results may be unbeneficial to them. The efforts of the current study can help create a clearer image of the value of in-game advertising that may reassure the advertising agencies. § 6.1.2 Explicit attitude The analysis of variance regarding the explicit attitude showed that the explicit attitude was not affected by only the in-game advertisements. Rather, the influence of in-game advertisements on the explicit attitude was moderated by difficulty level. Contrary to the expectations, this moderating effect was not linear. Instead the effect of in-game brands was absent in the low and high difficulty levels and only present in the medium difficulty level. This suggests that there may be a optimum difficulty level where gamers are intrigued to allocate enough cognitive resources to the game, yet are not overly burdened with information processing that they can no longer process the advertisements. Furthermore the regression analysis regarding the explicit attitude showed clear results. It showed that frustration wasn't able to more accurately predict when in-game advertising was effective than simply difficulty level, which means that both the associative and the cognitive explanation of the moderating effect of difficulty still stand. Further research is needed to settle which explanation is superior or whether both partially explain the moderating effect of difficulty level. The interaction between brand and recognition in the regression analysis also showed that gamers who manage to recognize the in-game brand after the playing session are more influenced by the in-game advertisement than those who did not recognize the brand after the play session. Finally, it did not matter whether the participants knew the game or were experience with racing games. § 6.1.3 Implicit attitude The results of the analysis of variance regarding the implicit attitude showed at first glance that was no interaction effect between the in-game brands and the difficulty level. It was clear that the in-game brand significantly predicted the implicit attitude. Furthermore, there seemed to be a main effect of difficulty level, which would mean that participants preferred Carlsberg in the low difficulty level and Budweiser in the high difficulty level. Such an effect proves difficult to explain. However, pairwise comparisons showed that the participants in the
  • 35. 33 different difficulty conditions did not have significantly different implicit attitudes and the data showed a pattern that could be expected in case of an interaction between the in-game brands and the difficulty level. This more easily comprehensible explanation showed that the implicit attitudes of participants who had played the low difficulty version of the game with in-game Carlsberg billboards were significantly more in favour of Carlsberg than the participants who had played the version of the game with in-game Budweiser billboards, while there were no significant differences between the versions in the medium and high difficulty conditions. This explanation also fits the results found by Bosch (2013). While it is clear that brands do affect the implicit attitude and the data do seem to indicate that difficulty plays a role in this, it is not clear cut what that role is. Most of the data seems to point at an interaction effect, but the analysis of variance did not confirm that. The regression analysis suggests that frustration and recognition do not play any role of significance. It is worth noting that while recognition did explain some of the variance in the influence of the in-game advertisements on the explicit attitude, it does not significantly predict any of the variance of the effect of the in-game advertisements on the implicit attitude. This suggests that the effect of in-game advertising on the implicit attitude is indeed different from the effect on the explicit attitude. Finally, it did not matter whether the participants knew the game or were experienced with racing games. § 6.2 Limitations Special care should be taken when generalizing the results of this thesis. The study was conducted with Dutch male university students only and specifically involved a racing game. It can be expected that these results do not directly translate to how in-game advertising affects people of another nationality, gender, age or education and they may not apply to other games or ways of advertising within a game other than billboards. Moreover, while it is designed specifically to limit the hindrance of external factors, the laboratory where the experiments were conducted was very different from a natural gaming environment. Next, the statistical evidence pointing at an interaction effect of brand and difficulty on the implicit attitude is weak at best. Finally, while the regression analysis did indicate that the associative explanation of the moderating effect of difficulty was not superior to just difficulty level, neither the associative nor the cognitive explanation can be ruled out at this point.
  • 36. 34 § 6.3 Discussion This thesis bears theoretical and practical relevance. There is strong evidence that brands on in-game billboards can affect both gamers' explicit and the implicit attitude towards those brands. This information can provide advertisers and advertising agencies with some reassurance that even a very short exposure to a game with in-game advertising can have a significant positive effect on gamers' attitudes towards their brands. Moreover, this thesis found that difficulty level likely moderates these effects, which provides some insight in which conditions the in-game billboards may have an effect. More specifically, in-game billboards are likely to have an effect on the implicit attitude on a low difficulty level, whereas they are more likely to have an effect on the explicit attitude on a medium difficulty level. On a theoretical level this thesis provides more insight in the processes that are behind the effects of in-game advertising. The results suggest that in-game billboards can both affect the explicit and the implicit attitude. Moreover, an interaction between the in-game brand and difficulty level seems to influence the explicit attitude, whereas Bosch (2013) did not find an effect of in-game advertising on the explicit attitude at all. This fits better with other studies that have found effects of in-game advertising on the explicit attitude (Grigorovici & Constantin, 2004; Herrewijn & Poels, 2011; Sharma et al., 2007). The difference with the study by Bosch (2013) can be explained by looking at the number of difficulty levels. Bosch only used a low and a high difficulty level and found no effects of brand on the explicit attitude. In the current study, no significant effects of the in-game brand could be found at these difficulty levels either, despite improving on the sensitivity of the measurement. Only at the newly added medium difficulty level could a significant effect of the in-game brand on the explicit attitude be found. It seems that there may be an optimum difficulty level to stimulate the gamer to assign a large amount of cognitive resources to the game without providing too much information so that an optimum amount of unallocated resources is available. Further research may add different difficulty levels in order to find out what the extend is of this optimum level. The results surrounding the effects of the in-game brands on the implicit attitude were less conclusive. The main effects of both the in-game brand and difficulty level were significant, but their interaction was not. A main effect of difficulty level is unexpected and has no meaningful explanation. Pairwise comparisons may however have indicated that there was a interaction effect that did not predict enough of the variance to reach significance, which provides a more meaningful explanation and would fit the results of Bosch (2013). This does
  • 37. 35 mean that an interaction between brand and difficulty level on the implicit attitude could not be confirmed, perhaps because of noise caused by an unknown variable. Further research with a different sample may be needed to confirm or reject the interaction hypothesis. The associative explanation of the interaction effect between in-game brand and difficulty level by Herrewijn and Poels (2011) involved varying levels of frustration. However, frustration could not provide a better prediction than just difficulty level, so for now, the cognitive explanation explains the moderating effect of difficulty just as well. A new study in which an extremely easy condition is added which is more frustrating than the easy difficulty level, but does not provide more information to process, may be able to settle this. Other than that it was discovered that recognition may play an important role in the effect of in-game brands on the explicit attitude. The in-game brands seem to predict the explicit attitude better when gamers can recognize the in-game brand after the play session. Interestingly, this was not the case for the effect of in-game brands on the implicit attitude, which suggests that the processes involved with the effect on the explicit attitude may differ from the processes involved with the effect on the implicit attitude. It would be interesting to see what other differences there could be between the effects of in-game brands on these attitudes.
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  • 44. 42 Ludology Angry Birds (2009). Rovio. Call of Duty: Black Ops 2 (2012). Activision Blizzard. Candy Crush Saga (2012). King. Farmville (2009). Zynga. League of Legends (2009). Riot Games. Need for Speed: Underground 2 (2004). Electronic Arts. Your Shape Fitness Evolved (2010). Ubisoft. World of Warcraft (2004). Blizzard Entertainment.
  • 45. 43 Appendices Appendix I: In-game screenshots
  • 46. 44
  • 47. 45
  • 48. 46
  • 49. 47 Appendix II: IAT pictures