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International Journal of Sport Communication, 2008, 1, 195-218 © 2008 Human Kinetics, Inc. Effectiveness of In-Game Advertisements in Sport Video Games: An Experimental Inquiry on Current Gamers Beth A. Cianfrone James J. Zhang Georgia State University, USA University of Florida, USA Galen T. Trail The Ohio State University, USA Richard J. Lutz University of Florida, USA Sport video games (SVGs) are a popular form of sport media and sponsorship, and advertising in SVGs is increasingly common. This study assessed the effectiveness of SVG in-game advertisements in 3 consumption domains: cognitive, affective, and conative. An experimental study was designed with 89 gamers randomly assigned to 1 of 2 conditions: (a) experimental, playing an SVG with advertisements, or (b) control, playing an SVG without advertisements. Consumption background and identification level were incorporated as covariates to ensure group equivalence. Participants responded to a questionnaire measuring brand awareness, brand attitude, and purchase intentions. MANCOVA revealed that after controlling for the effect of covariate variables, the experimental group had a significantly (p < .05) greater mean brand-awareness score than the control group. Mean brand-attitude and purchase-intention scores were not significantly (p > .05) different between groups. The findings indicated that SVG in-game advertising was effective in creating awareness. Keywords: sponsorship and advertising effects, brand awareness, brand attitude, purchase intention With the popularity of sports and the fanatical spending nature of sport spectators, advertising and sponsorships in the sport industry have reached record numbers (Meenaghan, 2001b). Corporations are constantly searching for innovative and effective advertising methods to reach sport audiences. One of the newest means of reaching sport audiences is the sponsorship of, and advertising within, sport video games (SVGs). The SVG genre is among the most popular types of video games, recording sales of $1.2 billion in the United States in 2004 (Adams, Cianfrone is with the Dept. of Kinesiology and Health, Georgia State University, Atlanta, GA 30302-3975. Zhang is with the Dept. of Tourism, Recreation and Sport Management, and Lutz, the Dept. of Marketing, University of Florida, Gainesville, FL 32611. Trail is with Sport Management, The Ohio State University, Columbus, OH 43210-1224. 195 196 Cianfrone et al. 2005). Approximately 33 million SVGs were sold in 2005 (Entertainment Software Association, 2006). A main reason for the games’ popularity is their authenticity and similarity to televised sporting events, made possible by licensing contracts with sport leagues. Sponsorships of SVGs, fulfilled as in-game advertisements, also enhance the authenticity of the video game because televised sporting events are generally littered with sponsors’ logos and advertisements. Similar to traditional sport sponsorships, there are various opportunities to sponsor SVGs. Sponsorships in the form of brand logos on-screen are common and known as in-game advertisements (e.g., the Pontiac Player of the Game). Product placement (e.g., brand of club or equipment selection in golf video games) and athlete endorsements (e.g., games such as Tiger Woods’ PGA Tour 2007 and Tony Hawk’s Pro Skater 4) are also common. Other types include on-screen venue signage (virtual logos similar to the venue signage seen at a live or televised sporting event), commentary plugs (game announcers’ fulfillment of sponsorships with prerecorded messages that play in appropriate game segments), and transition advertisements (the newest form of in-game advertising, in which a logo or advertisement is displayed with a 4- to 5-s pause before reaching the next gaming level). The major benefit of all the SVG sponsorship types is that they cannot be skipped by the player (Lefton, 2004). This article focuses on in-game advertisements because they are very prevalent in SVGs and are similar to sponsorships of televised sports. Corporations aiming to reach SVG players (gamers) are eager to place promotions in games. For the SVG audience, which includes the highly coveted 18- to 34-year-old male, SVGs often replace televised programs, along with the associated advertisements, as an entertainment source (Richtel, 2005). Corporations hope to gain some return on investment (ROI) by advertising in video games to enhance brand image and drive product sales. Because of this nontraditional approach, determining the cost of the advertising varies. Electronic Arts (EA) Sports, which owns 70% of the market for SVGs (Adams, 2005), generally charges 10 cents per in-game sign, multiplied by the number of games sold (Lefton, 2004). For EA Sports’ NASCAR 2005: Chase for the Cup, five sponsors (Levi’s, Mr. Clean, Old Spice, Wal-Mart, and Dodge) purchased a collective $1.5 million of in-game advertising (Adams, 2004). Parks Associates predicts that from 2005 to 2006 there will be a 50% increase in advertisement spending in video games, to approximately $154 million (“Video Game,” 2006). Corporations invest in SVGs for the potential benefits leading to eventual ROI, although the response to this form of advertising has rarely been systematically studied. To date, there is no evidence that SVG in-game advertising enhances consumers’ awareness of the sponsoring brand, which is often seen as a basic goal of any sponsorship or advertisement. It is expected that awareness would occur, but because it has never been examined, there is no research evidence to support this notion. Determining the effectiveness of these advertisements is critical because SVGs will continue to expand as a medium, especially as the sport leagues and game publishers become more accustomed to the potential types, opportunities, and advantages of this form of advertising (Lefton, 2004). In fact, a number of researchers have recently pointed out the need to assess the impacts of SVGs on the sport industry and even society at large (Coakley, 2004; Kim & Ross, 2006; Kim, Walsh, & Ross, 2006). In this initial article in a sequence of papers examining SVG in-game advertisements, we focused on investigating whether awareness Video-Game In-Game Advertising 197 (cognition) of an advertising brand occurred. The current study intends to provide an understanding of the cognitive effect of SVG in-game advertisements, which will allow future examination of the affective and conative domains. Advertising and Sponsorship Theory Many theories have been used to explain the potential effects of advertising and sponsorships. Beginning with the AIDA (attention, interest, desire, and action) theory, hierarchical models have become prevalent in both the advertising and the sponsorship literature (Mullin, Hardy, & Sutton, 2000). Lavidge and Steiner (1961) developed the hierarchy-of-effects model of advertising, which indicated seven steps starting with the consumer being unaware of the product and ending with the consumer purchasing the product. The steps correspond with the various goals of advertising, including creating awareness of the product, influencing consumer attitudes and feelings about the product, and stimulating desire for the product. Cognition is the thinking stage and is represented by the first few steps in the model. Awareness and knowledge are components of this stage and are usually measured via brand-recall and -awareness surveys. Affect, or attitude and feeling, is the second level of the model. Determining advertising effectiveness at this emotional level usually includes measuring consumers’ preferences for brands. Conation is related to the level of desire for consumption action, which is a motivational state that specifically examines intent to purchase. The actual purchase and consumption represent the behavioral stage of the hierarchy, which is usually measured by the volume, frequency, and longevity of consumption. Because of the time span required to accurately record behavioral consumption, the behavioral stage is the least realistic in practice to use to study this domain. A prominent sport-sponsorship model that follows a hierarchical method is Madrigal’s (2001) belief-attitude-intentions sponsorship model. This model is based on Oliver’s loyalty framework, which was designed to explain consumers’ consistent consumption of specific brands or products (Oliver, 1997). Madrigal claimed support for the belief-attitude-intentions model, noting, “People’s intentions to purchase products from a corporate sponsor are predicted by an attitude toward that behavior, which is, in turn, influenced by beliefs about consequences of that behavior” (p. 157). Although all four domains (cognitive, affective, conative, and behavioral) are the foundation of other hierarchical models, many researchers also believe that nonhierarchical models should contain at least one or more of the four domains. Vakratsas and Ambler (1999) proposed that advertising be studied in a nonhierarchical fashion, with affect, cognition, and behavior as the three dimensions. They suggested that the domains act independently, although all are indicators of effectiveness. In general, the advertising and sponsorship models agree that individuals receive information from an advertisement and establish or renew interest based on previous experience, individual attitude, and personal beliefs. These might not occur in a sequential order, however, and might become salient only when the need arises. Regardless of which theoretical basis is used, awareness of the brand is generally the first area to be studied and is an underlying goal of sponsors. It is apparent that the awareness of SVG in-game advertisements needs to be assessed 198 Cianfrone et al. to garner a better understanding of such ads and to determine whether a hierarchical approach to explain their effects should be applied. Without awareness, there is no support to indicate that SVG in-game advertisements are received by consumers, similar to other advertising or sponsorship types. Attitude toward the brand or product is another common measure of sponsorship and advertising effectiveness. Consumers’ attitudes represent the affective range of Lavidge and Steiner’s (1961) model and the middle stage of Madrigal’s (2001) belief-attitude-intentions sponsorship model. Brand attitudes are typically paired with consumers’ purchase intentions in sponsorship studies (e.g., Levin, Joiner, & Cameron, 2001; Quester & Farrelly, 1998). Similarly, attitudes are useful in predicting consumer behavior (Mitchell & Olson, 1981). A corporation’s sponsorship of an event or television program or advertising in an SVG might affect consumers’ attitude and feelings toward the sponsoring brand. This can be explained by the sheer repetition of exposure to the brand (Zajonc, 1968), which has been found to lead to positive affect toward it. Or perhaps as Gwinner (1997) noted, a favorable attitude toward an event or product can transfer to the sponsoring brand because of its affiliation with the event. This is known as the image-transfer effect and might have a considerable impact on a consumer’s attitude toward a brand (Gwinner, 1997). Favorable brand attitude is often linked with brand loyalty and favorable purchase intentions. The relationship between consumers’ attitudes and purchase intentions is critical in assessing sponsorship and advertising effectiveness (Levin et al.; Quester & Farrelly). Although recognizing a sponsoring or advertising brand is the first step of the hierarchy based on the aforementioned theories, acting on the knowledge of the brand, as manifested through actually purchasing it, is the ultimate objective. This is the conative stage of the hierarchy-of-effects model (Lavidge & Steiner, 1961). According to Oliver (1999), conative loyalty is the behavioral intention to purchase a specific brand or product. This is a motivational property and a deeply held commitment to purchase the brand or product (Oliver, 1997). Purchase intentions for an advertised or sponsoring brand or product are commonly studied and often found to be related to a spectator’s involvement level. This commitment likely varies with the consumer’s involvement level with the sport product (Madrigal, 2000; Pitts, 1998, 2004). In-Game Advertising Depicted as Sport Sponsorship Sport sponsorship is a common form of advertising and remains an effective mode of marketing communication (Sandler & Shani, 1993). Sponsorships are different from traditional advertisements, because a sponsorship has an association between the message and medium (Madrigal, 2001; Meenaghan, 2001a) and sometimes has a more immediate effect (Rajaretnam, 1993). Meenaghan (2001a) argued that sponsorships, unlike advertisements, could be viewed by consumers as being beneficial, as well as indirect, subtle, and disguised. These differences contribute to effectiveness of sponsorships, and some aspects might apply to SVG in-game advertisements, as well, because the SVG in-game advertisement seems to be a hybrid of the two. Advertisements that occur in the SVG often depict a sport sponsorship that actually exists in the associated sport league. These advertisements add to the realism and authenticity of the game being played; therefore, Video-Game In-Game Advertising 199 they might be viewed as similar to a sponsorship, with the associated benefits that a sponsorship has over an advertisement. Because the advertisements are in the form of brand logos that are flashed on-screen, they are relatively subtle and do not disseminate a commercial message, other than the assumed affiliation with the game. The commercial purpose of these advertisements, as presumed sport sponsorships, might be less blatant than other forms of advertisements. In fact, video-game advertisements appear in forms that do not interrupt the flow of the video game being played. This low intrusiveness is typically better received by consumers than television commercials (Pham, 1992). In addition, when these advertisements are seen by consumers in a relaxed and social environment, it is more likely that the consumers will develop positive affect toward the advertisements when they appear as sponsorships (Madrigal, 2001; Meenaghan, 2001a). This is usually the case for sport video gamers who see the brand logo on their own terms in an interactive environment. Nevertheless, as a relatively new and developing phenomenon, these advertisements, depicted as sponsorships in SVGs, have not been studied to determine whether they are similarly effective (Lefton, 2004). Effectiveness of In-Game Advertising in Sport Video Games Because of the limited research on SVG in-game advertising and the visual similarities between SVGs and televised sports, it is appropriate to look into studies that examined sponsorship and advertising effects on viewers of televised sporting events. Numerous researchers (e.g., Bennett, Henson, & Zhang, 2002; Cianfrone & Zhang, 2006; Cuneen & Hannan, 1993; Lardinoit & Derbaix, 2001; Levin et al., 2001; Pitts, 1998; Pope & Voges, 1997; Stotlar, 1993) have examined sponsorship and advertising effectiveness using one or more of the three consumptive domains: cognitive via awareness (recall and recognition), affective via consumer attitudes toward sponsor brands, and conative via consumer purchase intentions of a sponsor company’s product. Sport-sponsorship-awareness studies typically adopt methods of surveying event attendees (e.g., Bennett et al.; Cuneen & Hannan; Pitts, 1998; Pope & Voges; Stotlar; Stotlar & Johnson, 1989), although experimental designs have been increasingly used in recent years (e.g., Cianfrone & Zhang; Lardinoit & Derbaix; Levin et al.). Experimental designs allow for a controlled environment to isolate the varying extraneous variables that influence sponsorship or advertising effects. This is beneficial when attempting to determine the cause–effect relationship, compare with media sponsorship, and identify differential effects among various promotional forms (Sadish, Cook, & Campbell, 2002). A consumer’s recall and recognition of a company as a sponsor indicate a level of awareness that is often a basic goal of sport sponsorship and advertising. Unaided recall, aided recall, and recognition have been studied for their effectiveness in measuring awareness levels. Recognition scores have been found to represent an expression of interest and not merely memory (Sandler & Shani, 1993; Wells, 2000). Sport-sponsorship and -advertising studies have frequently adopted unaided-recall, aided-recall, and recognition rates as measures of brand awareness for event attendees and television viewers. These studies have generally focused on assessing television commercials, venue signage (by both event attendees and televised viewers), and athlete endorsements. Sport-sponsorship-recall and -recognition studies have included a few television-viewing-based studies (i.e., Cianfrone 200 Cianfrone et al. & Zhang, 2006; d’Ydewalle, Vanden Abeele, Van Rensberger, & Couke, 1988; Lardinoit & Derbaix, 2001; Levin et al., 2001; Pope & Voges, 1997). In these studies, venue signage was usually assessed on television and compared with television commercials. An early study by d’Ydewalle et al. revealed that soccer television viewers noticed field signage less than 3% of the time. With the increase in numbers of sponsorships in the form of venue signage and on-screen virtual signage, more recent studies of television viewers’ awareness of venue signage have shown more favorable results. For instance, Cianfrone and Zhang found 26% recognition of venue signage. Although there are visual similarities between SVGs and televised sports, brand logos displayed in SVGs are quite different from venue signage and television commercials. Alternatively, these logos can be compared with virtual advertising. A virtual advertisement, such as a digitally inserted logo of a sponsor into a specific portion of a game, can lead to positive promotional results (Cianfrone, Bennett, Siders, & Tsuji, 2006). Television commercials can often be avoided by viewers who change channels or move away from the television during the breaks, but sponsorships in SVGs cannot be avoided because they cannot be skipped. SVG gamers have different experiences than television viewers (Coakley, 2004). Because the gamers’ interaction with the video game is necessary, it is uncertain whether they notice brands advertised in the games. The gamers’ attention might be much more focused and intense because they are playing a game and controlling players, rather than watching a game on television. Because of this high degree of interaction, on-screen brand logos might be noticed less than when passively watching a televised game. Conversely, because the gamer might be so engaged in the game, he or she might be more likely to recognize the brands and develop positive affect toward them. In addition, some gamers spend numerous hours a week playing, leading to high repetition and exposure to the advertised brands. Each time a gamer plays an SVG, he or she is exposed to multiple in-game advertisements. Playing an SVG a few times a week continually promotes the brands to the gamers. This constant playing with exposure to the same brands also differs from watching televised sports, which tend to have many different sponsoring and advertising brands. The high behavioral involvement of the gamer with the sport game might have a strong influence on sponsorship effectiveness; likewise, those who play more might have better retention of the sponsorships because of their greater exposure time. Because of these differences between SVGs and televised sports, it is uncertain to what extent the findings of previous studies of televised sports are applicable to SVGs. The effects of advertising and sponsorship have rarely been assessed in the medium of SVGs. Nelson (2002) performed an experimental study, the only examination of video games to date, in an effort to determine consumers’ awareness of and attitudes toward advertisements in computer and video games. This study consisted of two small, exploratory preexperimental designs: an experiment testing console gamers’ attitudes toward and awareness of advertisements in a car-racing game (n = 13) and an experiment testing computer gamers’ attitudes toward and awareness of local- and national-brand advertisements in a different car-racing game (n = 10). The participants were surveyed 5 months after each study to assess the decay of their recall and recognition of sponsors. The results of the experiments revealed that advertisements were somewhat recalled and recognized initially but decayed Video-Game In-Game Advertising 201 drastically by 5 months later. The positive recall scores are interesting to note, but the design of the study had numerous weaknesses and limitations, including, but not limited to, the adoption of a one-shot preexperimental design, small sample size, lack of a control group, lack of controlling for video-game-involvement background, and mixing high-level video gamers and novice players in the studies. For instance, novice players might be so focused on learning how to play the game that they miss the advertisements altogether. In brief, findings of this study had limited generalizability, although the study itself was noteworthy because it has been the only attempt to study the effectiveness of SVG in-game advertising. Moderating Factors Consumer involvement has been shown to influence sponsorship effectiveness. Involvement is usually composed of three domains: cognitive, affective, and behavioral. Cognitive involvement can be defined in terms of a consumer’s identification level or psychological commitment. Identification theories, such as the socialidentity theory (Hogg & Abrams, 1988; Stryker, 1980; Tajfel, 1982), indicate that consumer identification can moderate cognitive, affective, and behavioral responses to sport products (Trail, Anderson, & Fink, 2000). This suggests that varying levels of identification result in differing levels of recognition of the sponsor’s product, feelings toward the product, and consumption of the product (Branscombe & Wann, 1991; Madrigal, 1995; Murrell & Dietz, 1992; Sloan, 1989; Trail et al.; Wann & Branscombe, 1993). Identification can be composed of different potential points of attachment that might include team, player, coach, community, sport, university, and level of play (Robinson & Trail, 2005). In particular, attachment to a team was found to be a strong indicator of sport consumption (Fink, Trail, & Anderson, 2002). In an analysis of consumption behaviors associated with SVG playing, Kim et al. (2006) found that individuals highly identified with a team might act differently than those less identified, which might in turn influence the effectiveness of SVG in-game advertisements. In addition to identification, involvement can be defined by past consumption of sport (i.e., behavioral involvement; Lardinoit & Derbaix, 2001; Levin et al., 2001). Previous research suggests that gamers are often sport fans who consume other forms of sport media (Coakley, 2004; Kim et al., 2006). Thus, they are likely to respond differently to advertised brands in terms of awareness, attitude, and purchase intentions as their levels of involvement vary. Because of varying behavioral patterns and levels of repetition of video-game playing, frequent video-game consumers might have more recall and recognition of the brands than less frequent game consumers. Gamers who do not play often might be too concerned with mastering the game and not notice the advertisements. Conversely, if gamers play too often or are highly involved with the game, they might actually be “immune” to the advertising and begin to have a lower retention rate than lower level gamers. It has yet to be determined how the involvement levels of the individuals influence the effectiveness of video-game advertisements. In brief, numerous researchers have found that both identification and behavioral involvement influence consumers’ response to advertising and sponsorships in the cognitive, affective, and conative domains. For example, Pham (1992) introduced the concept of fan involvement with respect to recognition of sport sponsorships. 202 Cianfrone et al. Madrigal (2000) found identification and involvement to be determinants of purchase intention of sponsoring brands in NASCAR, where fans routinely recognized and purchased from their favorite team’s sponsoring companies. Pitts (1998, 2004) found supporters of the Gay Games to be very brand aware and willing to purchase from the event’s sponsoring companies. Thus, to determine the true treatment effect of exposure to in-game advertisements, identification and behavioral involvement should be controlled. This study was designed to assess the effectiveness of SVG in-game advertisements in the cognitive, affective, and conative domains of current gamers. An experimental study was designed with two conditions: experimental, playing an SVG with in-game advertisements, and control, playing an SVG without in-game advertisements. Because of varying backgrounds of sport video gamers, behavioral involvement and identification level were incorporated as covariate variables to ensure group equivalence. We hypothesized that after controlling for the effect of covariates, individuals who were exposed for the first time (acute exposure) to the advertised brands would display higher cognitive, affective, and conative scores. Specifically, this study examined the following research questions: • What is the effect of advertising in SVGs on cognitive consumption? • What is the effect of advertising in SVGs on affective consumption? • What is the effect of advertising in SVGs on conative consumption? Method Participants According to a sample-size calculation with a midlevel effect size and an alpha level of .05, each of the two experimental conditions required about 45 gamers (Thomas & Nelson, 2005). A total of 89 college undergraduate students from a large southeastern university with an enrollment of over 50,000 students were recruited to participate in the study. This university had a strong football tradition in terms of program achievement and fan support. The institutional culture and tradition were consistent with the adoption of an NCAA football video game in this study. To reduce the excessive time needed to learn how to play the college-football video game that was adopted for the study, and more important, to understand the effect of in-game advertising on the consumers who would normally play the games, only individuals who regularly played EA Sports’ NCAA Football games (30 min or more per week) were recruited for the study. The participants were randomly assigned into two groups: experimental (n = 45) and control (n = 44). Descriptive statistics for the demographic-background variables with respect to the two experimental conditions are presented in Table 1. The participants in the groups displayed consistency in terms of their gender, age, school year in college, and ethnicity, although there were small variations. Participants were from 35 general physical activity classes available as elective courses to all university students. In addition, some gamers were obtained via snowball sampling (asking participants to identify or bring friends who were also gamers). The participants did not come from classes in which the researchers were teaching, thus eliminating Video-Game In-Game Advertising 203 Table 1 Descriptive Statistics for the Personal Background Variables With Respect to Experimental Group Experimental Group (n = 45) Background variable Gender Age, years School year Ethnicity Control Group (n = 44) Total (N = 89) Category n % n % n % male female 18–19 20–21 22–23 24 or older freshman sophomore junior senior African American/ Black Asian Caucasian/White Latin American/ Hispanic other 42 3 12 17 14 2 4 13 12 16 93.3 6.7 26.6 37.8 31.1 4.4 8.9 28.9 26.7 35.6 40 4 7 21 12 4 3 6 13 22 90.9 9.1 15.9 47.7 27.3 9.1 6.8 13.6 29.5 50.0 82 7 19 38 26 6 7 19 25 38 92.1 7.9 21.3 42.7 29.2 6.7 7.9 21.3 28.1 42.7 6 1 34 13.3 2.2 75.6 4 5 29 9.1 11.4 65.9 10 6 63 11.2 6.7 70.8 2 2 4.4 4.4 5 1 11.4 2.3 7 3 7.9 3.4 any perceived pressure not to withdraw from the study. The sample of the study represented 21 undergraduate academic majors. Experimental Design A randomized-group experimental study was designed that included two conditions: experimental (game with in-game advertisement) and control (game without in-game advertisement). Before playing a video game as treatment, participants were first measured on behavioral involvement and identification level as covariate variables. After playing the video game, the participants were measured on cognitive-, affective-, and conative-consumption levels. The design of the study is illustrated below, where R represents randomization, O1 represents observation or measurement of covariate variables, O2 represents observation or measurement of dependent variables, T1 represents experimental treatment, and T2 represents control treatment: R O1 T1 O2 R O1 T2 O2 Because of the popularity of college SVGs among college students, this study adopted EA Sports’ NCAA Football video game as the medium. The NCAA Football 204 Cianfrone et al. 2005 version was used as the treatment medium for the experimental group (T1) because it has three in-game advertisements that appear numerous times throughout game play. This was also the most recent version of the game at the time of data collection. The NCAA Football 2003 version was used as the medium for the control group (T2) because it did not have any in-game advertisements. NCAA Football 2003 and 2005 are very similar games; NCAA Football 2004 was not used because it only had one very minor in-game advertisement that was exposed only once during the entire game. The experiment lasted approximately 60 min and was conducted in a livingroom-type laboratory setting with a television and gaming console. To make the playing realistic, the participants used the console they would normally play on, either Microsoft’s Xbox or Sony’s Playstation2. On arrival, each participant was presented an informed-consent form explaining that the study was related to videogame playing; however, the exact purpose of the study and experimental conditions were not explained to the participant until after the study. After agreeing to participate in the study, he or she was randomly assigned to an experimental or control group and then stationed in one of the four laboratory rooms. To ensure consistency, a standardized protocol was followed with each participant: (a) filling out the informed-consent form; (b) being randomly assigned to an experimental condition; (c) choosing console type; (d) identifying his or her favorite college football team; (e) responding to a questionnaire measuring covariates; (f) playing the game; (g) responding to a questionnaire measuring cognitive, affective, and conative effectiveness of in-game advertising; and (h) receiving poststudy debriefing. Participants in the experimental group played a single game of NCAA Football 2005. The game consisted of four 3-min quarters, and total game play lasted approximately 30 min. The entire game had three different forms of in-game advertisements: (a) “Old Spice Red Zone” on-screen logo when the player advanced inside the 20-yd line (i.e., the Red Zone), (b) “Pontiac Drive Summary” on-screen logo that features the Pontiac logo next to the scoring-drive information (i.e., number of plays, drive time, and total yards) that follows each touchdown or field goal scored, and (c) “Pontiac Player of the Game” on-screen logo that features the game’s top two players, their statistics, and the Pontiac logo at one time near the end of the fourth quarter. Before playing, the participants selected the teams they wished to play for and against. They were instructed to score as many points as possible in an attempt to get a high score, which would enhance the number of times they were exposed to the Old Spice Red Zone and the Pontiac Drive Scoring Summary. Similarly, participants in the control group played a single game of NCAA Football 2003 and received identical instructions. This version, however, did not have any in-game advertising. We included a control group as part of the experimental study to obtain baseline information without the purposeful treatment. It is likely that all participants in both experimental and control conditions had been somewhat exposed to varying advertisements through different types of media outlets before the study. Those in the control group and not exposed to the treatment could have been exposed to advertisements in their other sport-consumption behaviors. In addition, there could be a guessing factor to the cognitive, affective, and conative measures. Having the control group provided a parameter for comparison so that we could determine whether there was a treatment effect. Video-Game In-Game Advertising 205 Measurement Two questionnaires were formulated, one for the pretreatment test and one for the posttreatment test. The first questionnaire included three sections: demographics, behavioral involvement, and identification level. The demographic section had five variables: age, gender, ethnicity, school year, and academic major. Formulation of behavioral-involvement items was based on the work of previous researchers (Lardinoit & Derbaix, 2001; Levin et al., 2001; Madrigal, 2000; Meenaghan, 2001b). The gamers were asked to identify versions of games they had played in the past year, versions of games they currently owned, and amount of time they spent per week playing each game. To account for the effect of past in-game-advertising exposure, the latest three versions were only assessed because they all had advertisements. Because NCAA football sponsors are also NCAA Football video-game sponsors, overall NCAA football consumption levels in terms of live, televised, radio, and Internet games were also measured (Kim, Scott, & Crompton, 1997). Three factors (team, university, and sport) from the Points of Attachment Index (PAI; Robinson & Trail, 2005) were used to represent identification level. Each factor had three items on a Likert-type, 7-point scale. The PAI has good measurement properties in terms of validity and reliability. Two recent studies (James & Ross, 2002; Kwon, Trail, & Anderson, 2006) found that team, university, and sport were significant factors affecting sport consumption; thus they were included in the current study. To accurately assess identification levels, we asked each participant to identify his or her favorite college football team and then fill out the three PAI factors for the appropriate team and university. Based on a review of literature (Cianfrone & Zhang, 2006; Cuneen & Hannan, 1993; Stotlar, 1993; Stotlar & Johnson, 1989), the second questionnaire included five sections that measured cognitive-, affective-, and conative-consumption domains (i.e., unaided recall, aided recall, recognition, brand attitude, and purchase intention). For unaided recall, participants were asked to provide a list of sponsors in the video game. For aided recall, hints about the spots of the advertisers were given (e.g., what brands or logos, if any, did you see in the Red Zone Banner? in the Scoring Drive Summary Banner? in the Player of the Game Banner?). For recognition, eight different brands were listed in the questionnaires for the different types of advertising spots. Two of the brands were the correct sponsors (Pontiac and Old Spice), and the other six brands acted as dummy brands. The dummy brands included two brands in the same product categories as Pontiac and Old Spice (Chevy and Axe). The other four brands (Gatorade, PowerAde, State Farm, and Allstate) were included because they were current advertisers in college sports. The brands were phrased into a Likert-type 3-point scale (1 = definitely did not see it to 3 = definitely saw it). The brand-attitude scale contained the same eight potential advertising brands (i.e., two actual brands and six dummy brands) on a Likert 7-point scale (1 = dislike very much to 7 = like very much). This scale was consistent with previous brandattitude measures (Machleit & Wilson, 1998; Munch, Boller, & Swasy, 1993). The purchase-intention scale listed the same eight potential brands on a Likert 7-point scale (1 = definitely would not buy to 7 = definitely would buy). Participants were instructed to answer the questions with respect to the video game they just played to ensure the testing of an acute measure of their exposure (experimental group) or nonexposure (control group) to the in-game advertisements. 206 Cianfrone et al. Data Analysis SPSS for Windows version 14.0 (Norusis, 2006) was used to summarize each of the three behavioral-involvement variables of NCAA Football video games (versions of games played in the past year, versions of games currently owned, and amount of time spent per week on each game). For the purpose of data reduction (Nunnally & Bernstein, 1994), a principal-components analysis was conducted for these NCAA Football video-game-consumption variables. Likewise, a principalcomponents analysis was conducted for the NCAA football-games-consumption variables in terms of live event, as well as televised, radio, and Internet broadcasts. Although some researchers have suggested a minimum of 250 respondents for an exploratory-factor analysis (Comrey, 1988; Guadagnoli & Velicer, 1988), others have indicated that a factor analysis is appropriate when there are at least 10 times as many observations as there are variables to be analyzed, which is particularly suitable when the purpose is merely data reduction (Disch, 1989; Nunnally & Bernstein; Tabachnick & Fidell, 1996). Thus, the sample size of 89 in the current study was adequate for factor analyses with three and four variables. The KaiserMeyer-Olkin (KMO) measure of sampling adequacy was also used to assist with this judgment (Kaiser, 1974). Descriptive statistics were calculated for the behavioralinvolvement variables and the three PAI factors. For cognitive-consumption variables, data were first transformed to a percentage to represent unaided, aided, and recognition rates. For the affective consumption variables, data were summarized into two categories: attitude toward sponsoring brands and attitude toward nonsponsoring brands. Similarly, for the conative-consumption variables, data were also summarized into two categories: intent to purchase advertised brands and intent to purchase nonadvertised brands. A multivariate analysis of covariance (MANCOVA) was conducted for the consumption variables in the cognitive, affective, and conative domains to compare mean vector scores between the two experimental conditions after adjusting for the effects of behavioral consumption- and identification-level variables. According to Pedhazur and Schmelkin (1991) and Stevens (1996), there should be at least 20 times as many participants as there are dependent variables to be analyzed in a multivariate analysis of variance. Because there were three dependent variables for the cognitive domain, two dependent variables for the affective domain, and two dependent variables for the conative domain, group sample sizes were rather small for a total of seven dependent variables. Thus, a decision was made to conduct separate MANCOVA for the three domains while using Bonferroni’s adjustment of α level (Norusis, 2006). To reduce Type I error in hypothesis testing, the alpha level was set at .0167 for statistical significance for each analysis as indicated by the Bonferroni procedure, which requires the alpha level to be divided by the number of tests. Because there were three MANCOVA analyses conducted, an alpha level of .05 was divided by 3, resulting in a level of .0167 (Hair, Anderson, Tatham, & Black, 1998). Video-Game In-Game Advertising 207 Results Descriptive statistics for the behavioral consumption variables of the groups are presented in Table 2. On average, participants in the groups had played two versions of NCAA Football video game, owned one version of the game, and played almost 3 hr of games weekly. There were some differences in actual NCAA football consumption in the forms of game attendance and watching broadcasted programs via television, radio, and Internet. Although group membership was randomly assigned, this apparently did not ensure a complete equivalence between groups with respect to all behavioral consumption background variables. These differences provided supporting evidence to conduct MANCOVAs. A principal-components analysis was conducted for the behavioral consumption variables of the NCAA Football video games. The KMO was .593, indicating that the sample size was acceptable for the factor analysis. Bartlett’s test of sphericity Table 2 Descriptive Statistics for the Behavioral Involvement Variables (NCAA Football Video Game and NCAA Football Consumption) With Respect to Experimental Group Consumption variable NCAA football video games 1. Which version(s) of NCAA Football have you played in the last year? (3 maximum) 2. Which version(s) of NCAA Football do you own? (3 maximum) 3. Amount of time spent each week playing NCAA Foot- ball games (hr) NCAA football games 1. NCAA football games watched on TV per week 2. NCAA football games attended per season 3. NCAA football games lis- tened to on the radio per week 4. NCAA football games fol- lowed on the Internet per week Experimental group, M (SD) Control group, M (SD) 1.73 (0.83) 2.00 (0.78) 1.87 (0.81) .618 0.80 (0.89) 1.34 (1.08) 1.07 (1.02) .765 2.72 (2.78) 2.81 (2.24) 2.76 (2.51) .787 4.07 (2.40) 5.42 (3.97) 4.74 (3.33) .739 3.70 (2.59) 3.84 (2.75) 3.77 (2.66) .775 0.35 (0.49) 0.74 (1.90) 0.54 (1.39) .291 2.09 (2.90) 4.13 (6.79) 3.12 (5.31) .565 Total, M (SD) Factor loadings 208 Cianfrone et al. yielded 22.131 (p = .000), indicating that the hypothesis of the variance and covariance matrix of the variables as an identity matrix was rejected; therefore, the factor analysis was appropriate. One factor had an eigenvalue ≥1.0, with a total of 52.88% variance explained. Adopting a criterion that an item had a factor loading ≥.40 without double loading (Disch, 1989; Nunnally & Bernstein, 1994; Tabachnick & Fidell, 1996), all three items were retained under the new factor labeled NCAA football-video-game consumption, and factor scores were calculated. Similarly, a principal-components analysis was conducted for the behavioral consumption variables of the NCAA football games. Values for both the KMO (.591) and Bartlett’s test of sphericity (18.406, p = .005) on the behavioral consumption variables of the NCAA football games were good. One factor had an eigenvalue ≥1.0, with a total of 38.77% of the variance explained. Three of the four items had a factor loading >.40 and were retained under the factor labeled NCAA football consumption. One item, “listening to NCAA football games on radio,” was eliminated because of a low factor loading. Factor scores are shown in Table 2. Descriptive statistics for the three PAI factors are presented in Table 3. Considering that PAI factors were evaluated on a Likert-type 7-point scale, participants in the three groups consistently displayed high levels (i.e., 5.0 or higher) of identification with the team, sport, and university. Among them, identification with team had the highest mean scores for the groups. In addition, the mean scores of the factors were quite similar across groups. Alpha coefficients for the three factors were all above .70 across groups, indicating that the factors exhibited adequate internal consistency (Hair et al., 1998). Descriptive statistics for the cognitive-, affective-, and conative-consumption variables are presented in Table 4. The means and standard deviations did not take into consideration the effects of the covariate variables. The overall mean scores for unaided recall, aided recall, and recognition were 11.24%, 15.73%, and 32.58%, respectively. Results from the MANCOVA and adjusted descriptive statistics are presented in Tables 5 and 6, respectively. For the first MANCOVA, two covariates (NCAA football-video-game consumption and NCAA football consumption) were significant (p < .05) factors related to the three cognitive variables, explaining 35.4% of variance. After adjusting for the effects of behavioral involvement and identification levels, the mean vector scores of the cognitive variables for the experimental group were significantly (p < .017) higher than for the control group and indicated that the treatment explained 19.5% of variance in cognitive consumption of SVG in-game advertisements. To further illustrate the comparisons of the cognitive variables among the groups, the adjusted mean scores are presented in Figure 1. Table 3 Descriptive Statistics for the Points of Attachment Index’s Involvement Factors Point of attachment 1. Attachment to team 2. Attachment to sport (football) 3. Attachment to university Experimental Group M SD α M 6.10 0.93 .791 5.95 1.31 5.08 5.99 1.55 0.71 .894 .726 5.11 5.64 1.91 1.31 Control Group SD α M Total SD α .832 6.03 1.13 .817 .897 .829 5.82 5.09 1.06 1.73 .895 .809 Table 4 Descriptive Statistics for Cognitive-, Affective-, and ConativeConsumption Variables Experimental Group M SD Dependent variable Cognitive variables unaided-recall percentage aided-recall percentage recognition percentage Affective variables attitudes toward advertised brands (1–7 scale) attitudes toward nonadvertised brands (1–7 scale) Conative variables intent to purchase advertised brands (1–7 scale) intent to purchase nonadvertised brands (1–7 scale) Control Group M SD Total M SD 19.05 20.63 40.47 31.14 24.36 27.58 4.55 9.85 24.24 21.07 21.05 28.18 11.24 15.73 32.58 26.92 23.62 28.75 4.31 0.89 4.45 0.99 4.40 0.94 4.61 0.93 4.51 1.02 4.54 0.97 3.85 1.13 4.22 1.50 4.07 1.34 4.58 1.17 4.67 1.25 4.62 1.19 Table 5 Multivariate Analysis of Covariance on the Effect of In-Game Advertising After Adjusting for the Effects of Behavioral Involvement and Identification Levels Variable Cognitive variables NCAA video-game consumption NCAA football consumption team identification university identification sport identification treatment Affective variables NCAA video-game consumption NCAA football consumption team identification university identification sport identification treatment Conative variables NCAA video-game consumption NCAA football consumption team identification university identification sport identification treatment Wilks’s Λ F Hypo. df Error df p η2 1–β .816 5.947 3 79 .001 .184 .948 .830 .989 .973 .995 .805 5.384 0.303 0.735 0.134 6.368 3 3 3 3 3 79 79 79 79 79 .002 .823 .534 .939 .001 .170 .011 .027 .005 .195 .942 .106 .200 .074 .961 .972 1.142 2 80 .324 .028 .245 .987 .937 .923 .979 .992 0.538 2.669 3.343 0.868 0.335 2 2 2 2 2 80 80 80 80 80 .586 .075 .040 .424 .716 .013 .063 .077 .021 .008 .136 .516 .617 .195 .102 .945 2.322 2 80 .105 .055 .458 .982 .879 .974 .981 .987 0.749 5.501 1.067 0.795 0.537 2 2 2 2 2 80 80 80 80 80 .476 .006 .349 .455 .587 .018 .121 .026 .019 .013 .173 .838 .231 .181 .136 209 210 Cianfrone et al. Table 6 Adjusted Descriptive Statistics for Cognitive-, Affective-, and Conative-Consumption Variables Dependent variable Cognitive variables unaided-recall percentage aided-recall percentage recognition percentage Affective variables attitudes toward advertised brands (1–7 scale) attitudes toward nonadvertised brands (1–7 scale) Conative variables intent to purchase advertised brands (1–7 scale) intent to purchase nonadver- tised brands (1–7 scale) Experimental Group M SE Control Group M SE Total M SE 18.79 23.97 44.07 4.05 3.30 3.75 3.94 7.84 21.46 4.05 3.30 3.75 11.36 15.91 32.76 2.77 2.25 2.56 4.31 0.15 4.48 0.15 4.40 0.10 4.53 0.15 4.56 0.15 4.55 0.10 3.93 0.21 4.18 0.21 4.06 0.14 4.49 0.18 4.73 0.18 4.61 0.12 Figure 1 — Adjusted mean percentage of unaided recall, aided recall, and recognition for experimental and control groups. Video-Game In-Game Advertising 211 For the second MANCOVA, only one covariate (identification with university) was identified as a significant (p < .05) factor related to the two affective variables, explaining 7.7% of the variance. After we adjusted for the effects of covariates, the mean vector scores of affective variables were not significantly (p > .017) different between the groups and explained merely 0.8% of variance in affective consumption of SVG in-game advertisements. Adjusted mean scores for the affective variables were similar for advertised brands and nonadvertised brands, with most being slightly above the midpoint (4.0). For the third MANCOVA, only one covariate (identification with team) was identified as a significant (p < .05) factor related to the two conative variables, explaining 12.1% of variance. After adjusting for the effects of covariates, the mean vector scores of conative variables were not significantly (p > .017) different between the groups and explained merely 1.3% of variance in conative consumption of SVG advertisements. Adjusted mean scores for the conative variables were similar for advertised brands and nonadvertised brands, with most being slightly above 4.0. Discussion With $1.2 billion in sales in 2004, SVGs have grown from a popular hobby to a serious business (Adams, 2005). Because of this popularity, corporate sponsorship and in-game advertising in SVGs is an emerging trend in the sport industry. In many SVGs, virtually inserting a brand in the game has become commonplace. Today, the sport industry is intertwined with the video-game culture, as many professional leagues and amateur-sport organizations have endorsed SVGs. Corporations have spent an increasing amount of money on SVG advertisements in an effort to reach the SVG consumers (Lefton, 2004), despite little academic research on the effectiveness of such sponsorship. Similar to other forms of sponsorships and advertisements, SVG in-game advertising is aimed at generating and increasing brand awareness, communicating information about the brand, developing or changing an image or personality, associating a brand with feelings and emotions, creating norm groups, and enhancing behavioral consumption. Corporations are eager to know whether they receive adequate ROI from investing in SVGs (Batra, Myers, & Aaker, 1996). Recently, a number of researchers (e.g., Coakley, 2004; Kim et al., 2006) called for studying the impact of SVGs as a new segment of the sport industry and as a marketing tool. Thus, examining the effectiveness of SVG in-game advertising provides valuable information for game publishers, corporate sponsors, sport leagues and organizations, and gamers. Vakratsas and Ambler (1999) pointed out that affect, cognition, and experience should be studied as three separate dimensions when one is examining advertising effectiveness. This study was designed to assess the effectiveness of SVGs in terms of consumer cognition, affect, and conation of the advertised brands while controlling for behavioral involvement and identification levels of gamers. Although advertising in SVGs is a relatively new business venture, the findings of this exploratory study provide some encouraging information about the value of SVG in-game advertising. The college football gamers usually owned the most recent versions of the football video games with in-game advertising and 212 Cianfrone et al. normally played for about 3 hr/week. The evidence of consumers purchasing the most recent versions of the game is valuable for the game publishers, advertisers, and sport organizations. Likewise, the high level of SVG consumption indicates that the gamers had repetitive exposure to the advertised brands. The effect of the repeated exposure was revealed by the high levels of unaided recall, aided recall, and recognition of in-game advertisements. With 44% of the experimental group recognizing the in-game advertisements of the SVG, awareness level was as high as other forms of sport advertising and sponsorship that have been examined, such as spectators’ recognition rates of venue signage at live or televised events, which are typically less than 40% (Cianfrone & Zhang, 2006; d’Ydewalle et al., 1988; Lardinoit & Derbaix, 2001; Levin et al., 2001; Pope & Voges, 1997). The first of the three research questions of this study was, what is the effect of advertising in SVGs on cognitive consumption? Based on Lavidge and Steiner (1961), a consumer’s awareness of an advertiser is the first step toward consumption. The rate of unaided recall of sponsors was lower than aided recall and, in turn, lower than recognition for both groups. Aided recall and recognition provide additional cues to enhance cognitive recollection. This is consistent with the difficulty level of memory recollection and also with previous research findings (e.g., Cianfrone & Zhang, 2006; d’Ydewalle et al., 1988; Lardinoit & Derbaix, 2001; Levin et al., 2001; Pope & Voges, 1997). The experimental group reported much greater brand awareness in terms of unaided recall, aided recall, and recognition than the control group, indicating that gamers were aware of the in-game advertising, and they were able to distinguish the advertised brands from nonadvertised brands. It is interesting to note, however, that even though the gamers in the control group did not play a game with the in-game advertisements, they still reported moderate levels of awareness (e.g., approximately 21% in adjusted recognition). This indicates that the gamers were so accustomed to playing the games with in-game advertisements that they did not even realize the advertisements were not in the game they played in the experiment and assumed that they had seen them. The second and third research questions of the study were, what is the effect of advertising in SVGs on affective consumption, and, what is the effect of advertising in SVGs on conative consumption? Although playing an SVG for 30 min did influence awareness levels, it did not enhance the affective and conative levels of gamers. Possibly, affective and conative reactions to in-game advertisements are more personal and psychological than pure awareness, thus making them more resistant to change. Previous studies on advertising and sponsorships found that consumers’ cognitive awareness of a sponsoring or advertising brand did not necessarily lead to positive brand attitudes or purchase intentions (Boddewyn, 1994; McDaniel & Heald, 2000; Mizerski, 1995). The gamers had high recognition rates, but the inability of the advertisements to influence their conative levels was evident. McDaniel and Heald also found that sport-event sponsorship did not influence purchase intentions; perhaps SVGs follow a similar pattern. A consumer’s past exposure to other promotional methods (e.g., television commercials during sporting events, print advertisements, and other sport or venue sponsorships) might create schematic memory used to interpret promotional stimuli (Braun, 1999; Goodstein, 1993; McDaniel & Heald). The gamers’ previous knowledge and their schematic memory might have influenced their attitudinal responses and purchase intentions for the advertised brands; thus, the gamers might have had preconceived affective Video-Game In-Game Advertising 213 and conative responses for the brands used in this study that could not be controlled for and, therefore, do not necessarily indicate whether they were influenced by the SVG in-game advertising. It is possible that more playing time is needed to alter affective and conative states; with repeated exposure, an individual’s views might change through image-transfer effects. In addition, possibly because of their newness in the sport industry, SVG ingame advertising has yet to reach full effectiveness in transforming consumers’ attitudes and purchase intentions. Stewart and Rice (1995) suggest that behavioral intentions might not be influenced by nontraditional promotions. When SVG ingame advertising becomes more common, it might be better received by gamers. Nonetheless, the experimental group’s low attitudes toward and low intent to purchase advertised brands might have been a result of their immediate exposure to the advertised brands and attitude toward in-game advertising in general. The gamers who only played the game with advertisements (experimental group) were exposed to the brand logos repeatedly throughout the game (on average 11 times per 30-min game). This repeated exposure might have annoyed them and perhaps was reflected in this group’s poor attitudes toward the brands and low intent to purchase. This is an area that should be further assessed, because in-game advertising’s effectiveness via the affective and conative domain might be influenced by gamers’ annoyance with or tolerance of the sponsorship of the SVGs and their overall attitudes toward SVG in-game advertising. The brands used in the study (Pontiac and Old Spice) might have also influenced the affective and conative responses of the gamers. The two advertised brands in the video game might not be popular products among college students in general. When studying sport-sponsorship effectiveness of highly familiar brands, Carrillat, Lafferty, and Harris (2005) found that consumers’ affective- and conative-consumption levels did not change when a brand was a sponsor of a sporting event compared with being a nonsponsor. They suggest that with the brand’s high familiarity and the consumers’ associative memory (Anderson & Bower, 1973), the brand association might not be affected by the sponsorship stimuli (Carrillat et al.). This might have been the case in this study, because Pontiac and Old Spice are highly familiar brands, especially in the realm of sport advertising and sponsorship. Gamers’ associative memory of sport advertising might have negated the influence of the SVG in-game-advertising exposure in the experiment. This might simply be a result of the preferences of the age group studied. Concluding Comments The descriptive statistics and covariance analyses indicated that SVG players had high levels of behavioral involvement with college-football video games, as well as with live and broadcast college football. They also had high identification levels with the team, university, and sport (football). Essentially, the SVG players were avid consumers of college football, watching many games in person and on television. The high level of behavioral involvement and identification is positive to note for companies that use in-game advertising, sport organizations, and game publishers. Corporations who advertise both in an SVG and the corresponding league or organization profit because the gamers are following both the actual and the virtual games. These league-sponsorship packages (such as the NCAA’s agreements 214 Cianfrone et al. with Pontiac and Old Spice) that include various media outlets (television and video game) appear beneficial because they are providing repeated exposure to the same target market. SVG publishers such as EA Sports can be confident that in-game advertising can be effective in creating awareness. For companies with the goal of brand awareness, SVGs were found to be effective based on the high recall and recognition rates. The differences noted between the experimental and control groups are indicative of the fact that gamers can recognize and distinguish between advertisers and nonadvertisers. The high brand-awareness rates indicate that future studies on SVGs can examine the hierarchy of effects and other elements of in-game-advertising response. This study was limited to the experimental medium used. The use of actual SVGs and advertised brands was somewhat problematic because of participants’ previous knowledge, thoughts, feelings, experience, and consumption of the game or advertising brand. It would be interesting if a new SVG could be created to alleviate any previous history and thereby permit a clear focus on the effects of the in-game advertising. If a new SVG is used, however, there might be a steep learning curve to play the new game, which would affect attention paid to sponsorships. Although this study might serve as a foundation for future SVG in-gameadvertising studies, future studies should examine the effectiveness of in-game advertising in other types of SVGs, other types of sponsorships (e.g., athlete endorsement or product placement in the games), and different target markets. In this study, college football was pertinent to and popular with the participant groups—college students. Data were collected during the 2005–06 academic year, so the 2005 version of the game was the most up-to-date SVG product at the time of data collection. Because of rapidly changing technology and new games, the procedures of advertising in SVGs are constantly being advanced. Future researchers should adopt the newest versions of SVGs when studying the effects of in-game advertisements. It is common knowledge that last year’s video games are already in the discount section of stores; therefore, researchers need to keep up with technology. Future studies are also needed to examine differential effects of various types of SVG advertising and types of games in the context of diverse consumer demographics. Considering that a major market segment of the SVG audience is highly coveted 18- to 34-year-old males (Richtel, 2005), future research needs to expand into other segments of this age group. Meanwhile, female consumers of video games, although a small minority at present, are on the rise (Entertainment Software Association, 2006); thus, future studies should consider potential gender differences, as well. In addition, this study examined the effect of advertising in SVGs on cognitive, affective, and conative consumption, respectively. Future studies need to take into consideration the hierarchical nature and linkage among the cognitive, affective, and conative domains (e.g., Madrigal, 2001; Mullin et al., 2000). Although consumer-involvement variables in terms of sport identification and past consumption were included in the current study as covariate variables, gamers’ attitudes toward the in-game advertisements could be incorporated into the design of future studies. References Adams, R. (2004, August 30). In-game advertising a growing, but not easy, sell. Street & Smith’s SportsBusiness Journal, p. 19. Video-Game In-Game Advertising 215 Adams, R. (2005, January 24). 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