英文摘要
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As the online game players increase dramatically, advertisers are aware of their potentials to place advertising and brand in the online games. Unlike the operation and evaluation of traditional media advertising, such as television, radio, newspaper, magazine and outdoor, have been firmly constructed both in theoretical and practical applications , the effectiveness of online game advertising and its evaluation are still ambiguous . It needs further study and investigation. Owing to the increasing of users and the families have connected to the internet, the ages of online game players have sprayed from young, teenager to other ages, thus make the advertisers willing to invest more budgets on the online game advertising. On the other hand, the categories of the online games are complexity, and their formats of advertising placement are also difficult to measure, therefore, very few of successful cases are found in the advertising industry. The study is to investigate the viewers' attention upon different format of advertising placements (both in-game and around game) from the perspective of advertising effectiveness, and understand viewers' recall and preference toward different brand. In the first year, the author evaluated the effectiveness of both in-game and around game advertising through eye-tracking study and observed subjects' scan paths, number of fixations, and times of duration. Fifty participants were recruited in the study. The authors found that the novel brand's advertisement's total numbers of fixations, times of visual gaze and subjects' eye movements were higher than the famous brand's advertisement. The authors referred that participants did not pay much attention on the game while they were waiting for patching, therefore they could put more efforts on the novel brand's advertisement. Because they were already familiar with the famous brand, the participants did not spend much time on the famous brand's advertisement. In the second year, the study was to verify the first year's finding from the eye-tracking experiment. The study collaborated with the online game company, Cayenne Entertainment Corporation, to place both novel brand and famous brand's advertisements in their online game, "the Baseball Online." The survey method was conducted to investigate the players' recall and brands' preferences. The survey recruited 7303 players to submit the questionnaires and 6443 samples were valid. The survey found that the novel brand's advertisement was attracted more attention than the famous brand's advertisement during the around game environment, but in the recall test, the famous brand's advertisement was better than the novel brand's. While during the in-game environment, the famous brand's advertisement performed better both in players' recall and visual attention, the authors inferred that players unconsciously gazed on the familiar message. On the other hand, the players were unable to pay attention on the novel brand message while they were immersing in the game scenario. In addition, the authors also found that both in around game environment and in-game environment, the experienced and high frequency players tended to ignore the advertisements. The authors concluded that those players are too familiar with the game environment or focusing on the game, therefore did not pay too much attention on the advertisements.
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