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    Brand placements in video games

    History of Video games

    The first idea of making a video game came to the mind of an engineer named Ralph

    Baer in 1951. He was asked to make television by the company he worked for Loral,

    the basic idea was to develop a television which had games within it, but the

    company was not interested in such type of ideas. In the year 1950 the very firstvideo game was created by college students in a lab this was done using their free

    time. And again a similar with a similar idea in 1960s a student from MIT Steve

    Russell made space war a game on a minicomputer. And within that year in 1960s

    Ralph Baer created a game which was playable on a T.V. And in the year 1968 he

    got a patent right for the game (Gamesspot 1)

    1980 was the beginning of the new video game evolution, in the same year th ere

    were major games released which were very successful Space invaders from Atari

    and Pac Man of Namco. The main reason that led to the fortune of the gaming

    console was the success of arcade games. In particular the arcade game in the

    United States in 1981 alone created a profit of 5 billion dollars (Gamesspot2)

    The second biggest video game console was launched in the year 1982 along with

    the entrance of Colecovision. A major part of the companys profit came along from

    the gaming patents acquired by Nintendo, which exclusively included Donkey Kong

    and Dong Kong Junior. After a brief pause between the era of 1980s Nintendo took

    over as market leader with the launch of their Eight bit gaming system in 1986.

    Later on in 1980s Nintendo continued to rule the industry with blockbuster games

    like Super Mario Bros and Tetris. While at the start of 1989 Nintendo developed a

    niche market segment by launching a gaming set which was hand held and was

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    named GameBoy. As 1990s started Nintendo was facing a new opponent with

    serious completion from Segas 16- bit Genesis gaming system.

    The Genesis dominated the market for 5 long years, then in 1994 sega upgraded its

    system from 16 bit to 32x which helped it to play 32 -bit cassette games, but however majority of the console gaming industry choose not to work on the 32x console , later

    on in the 1990s an interactive multiplayer named 3DO was created by a company

    and was patented and produced by only limited companies like Sanyo , goldstar and

    Panasonic. But in turn the high price 699$ proved to be a downfall and lead to failure

    of the companies and its patent holders. (Gamespot3). In 1995 proved to be turn ing

    point in history of video game consoles when Sony arrived with the P S One (Play

    station One). Sonys console was priced at 299$ and soon captured the whole

    console gaming industry. After the launch of the P S 2 (Play station 2) in the year 2000 .Later on in 2001 Xbox

    was released by Microsoft into the console market. The play station was successful

    way beyond imagination and created a great deal of enthusiasm among gamers , it

    was as if every gamers dream to have one. The demand for the P S 2 was sky high,

    it was nearly impossible to buy one from retailers. So it turn out that the console

    game which was available for 299$ was sold for 1000$ and above due to short

    supply (Gamespot 4). Within a year Sony was able to sale more than 10 million Play

    Station 2 consoles.

    In 2005 Microsoft launched Xbox 360 which had efficiently processed power. In

    addition to that it also could play DVDs and also had its online community Xbox live

    which enabled the Xbox 360 owners to play multiplayer games online. Micr osoft

    made the first move and got advantage in capturing the market and gave good

    competition to Nintendo and Sony. The 360 also had a hard drive which allowed

    storing games.

    Sony released Play station 3 in November 2006 in Asia, America and March 2007 al l

    over Europe . Playstation had a special feature which allowed it play blu -ray disc and

    store games. It was the first and foremost which could deliver high definition output.

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    It also had wireless remotes using blue-tooth it has two versions the 160 GB and 250

    GB

    Wii launched by Nintendo in 2006 November is a video game console , it instantly

    gave competition to Sonys play station 3 and Xbox 360 of Microsoft . The Wii has a

    wider market reach than both of its competitors.(Nintendo) As on 2010 December ,

    wii is more successful over Sony and Microsoft in sales world over.(Nintendo 2) In

    last year on December 09 Wii broke all records for the fastest selling console in just

    a month ever in the U S.(Nintendo 3) .Wii has a unique characteristic quite unlike

    any of other video game consoles , it has wireless remote controller, that is used asa handheld remote which can detect movements is 3-D. It also has motion sensing

    technology. Like the Xbox has live similar to that Wii has Wii Connect 24, which

    helps the console to get updates and messages from the internet. (Nintendo 4) .Wii

    is the 5 th console game released by Nintendo just after gamecube, it also has

    playback which helps the players play all gamecube games on Wii.

    Ever since Wii was released, its sales figures have been consistently much higher

    than that of its competitors, NDP group claims that Nintendo sold Wii consoles far

    greater in number than playstation and Microsoft combined together in mid2007.(Kuchera Ben)

    Introduction

    Gaming Market

    Games are not considered a niche market anymore. And no longer is the idea of

    game players are only those wearing specs and nerd types. Games are nowbelieved to be worth well over 10 Billion dollars (Sandoval, 2005). Games are now

    quickly replacing T.V music videos , movies and many other forms of entertainment

    media. Previous studies reveal that games are a bigger source of entertainment than

    T.V (Rodgers, 2002). Mediaedge:cia studies reveals that playing games as the 4 th

    most popular form of media after T.V , Internet, music, and estimated almost 150

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    million game players in the US alone. The study also shows the socio-demographic

    features of game-players, displaying strong male percentage of 64, in contrast of

    female percentage of 36, age group primaril y belonged to the age group of 12 to 34.

    Game-players were literate (64%)

    Brand placement in video games

    Advertisements in videogames can be classified under two categories

    1. Advergaming - Which refers to creating games specifically according to abrand in a way to popularise it ,

    2. In- game advertising Which refers to the brands and products which areplaced inside a game similar to that of a movie o r music video.

    (mediaedge:cia report, 2005).

    Games have quickly evolved as the new form of brand placements , though there

    has been comparatively less research done in the area and placements done in

    video games. Studies done by Nielsen Entertainment 2004 claims that in -game

    advertisements are more helpful in improving brand recall and recognition and

    almost one fourth of game-players recalled the advertisements displayed in the

    games played by them. Advertisements which are much better co-ordinated are

    much more convincing. Therefore exposure via in -game advertisements tends to

    increases the chances of selling of the brand. Past researches which explore product

    placements in games are done by Chaney, Lin, and Chaney (2004) and Nelson

    (2002).

    At the very beginning of product placement in 1980s , the video game company sega

    placed a Marlboro billboard in few of its video games (Neer, 2006). At the early

    stages of product placements it use to be practise to include brands in the videogames by their respective inventers , who in turn would pay the companies for

    placing the brands in the video games(Leeper, 2004). In todays time it is the exact

    opposite , now companies pay to the game inventors to have their brand placed in

    the video games. Before the game Need for speed was launched by a very huge

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    gaming company Electronic Arts, many advertising agencies were in the race for

    placing their products in the games(Delaney 2004).

    P roduct placements Vs Brand P lacements

    The earlier reviews of brand placements were done by Karrh (1988) who insists thatproduct placement is the very most popular form of depiction; on the other hand

    brand placements are more accurate. Karrh also believes that its a brand (Like

    Mercedes) not a car which a product thats actually placed.

    Though it is still unclear that whether a product placed is considered as a car or a

    brand placed called Mercedes, which is considered as a brand when placed in ad or

    billboards with just the Mercedes logo , The logo which is a way of symbolizes the

    car. But then it depends on persons perception who is watching ad or billboard.

    Hence in some way its a individualistic belief.However, according to Karrh(1988) it would be highly unlikely for anyone who is

    willing to pay to get their product pl aced. Till date none of the company has yet paid

    to anywhere to get their product segment placed. Hence it makes much more sense

    to call it brand placement rather then product placement.

    Literature Review

    Games are quickly evolving in a new form of advertising, moreover there is little

    research done over the marketing activities used in promoting brands in games. In

    America only the sales figure of PC and video games went to 7.4 billion dollars

    (Entertainment Software Association (ESA) 2007a). Market research group NDP

    declared 920 million in U.S last year (Bus iness Week).Where as in Australia the

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    estimated value of placements in games alone were predicted at 1.25 billion

    Australian dollars (Manktelow 2005; Schneider & Cornwell2005). Brand placement

    evolved out of free supplies by organisations to a Billion doll ar corporate companies

    which are run by commercial companies which are looking for new platforms to

    advertise brands. (Delorme & Reid 1999; Nelson et al. 2004; Shea 2004).One of thebiggest soft drink Company Coke declared to promote its product in the dir ection of

    Games and DVDs (Grover et al. 2004).

    While technological advancements over a period of time have (for eg satellite T.V

    DVDs blu-ray) have made much easier for the audience to avoid advertisements. In

    return the corporate companies need to find a lternatives to traditional advertising.

    Brand placement in the field of media is one of the strategies which marketers have

    started to implement. Brand placement refers to the involvement of brand identifiers

    in entertainment field , in place of commercia l advertisements(Karrh1998; McCarty2004; Morton and Friedman 2002)

    Brand placements have been marketed in a various forms of entertainment media

    which consist of video songs , movies, T.V shows (Gould and Gupta 2006; Karrh

    1998; Vollmers and Mizerski 1994).

    Increasing brand awareness is among the most common goals advertisers have in

    using product placement in games. It is often assumed that the number of people

    playing a game is equal to the number of people actually paying attention to

    the brand names embedded in the game. A game player is engaged in playing the

    game, however, and that is what occupies primary attention. Since brand names

    displayed in a game are not the focal object of attention, it is important for

    advertisers to determine whether their brand name is actually being noticed.

    Most cognitive psychologists believe that attention is the process of allocating

    cognitive capacity to an object or task (Kahneman 1973; Lang and Basil 1998). In

    discussing attention, researchers often focus on two aspects: its selective aspect

    and its intensive aspect (Kahneman 1973; Lynch and Srull 1982; Olshavsky 1993).

    Intensity of attention refers to the amount of cognitive capacity that is allocated to a

    particular task. Selectivity refers to the selective alloca tion of cognitive capacity to a

    particular task in preference to others.

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    The concept of branding is becoming more and more popular in the world of entertainment as a result of decline in traditional forms of advertising. (Lowrey,

    Shrum, and McCarty 2005). Other than brand promotion in television(e.g., Gould and

    Gupta 2006),, print media ie magazines(e.g., Van Reijmersdal, Neijens, and Smith

    2005) and newspapers, and movies, games have proven to be a new platform of

    brand placements. (e.g., Garcia and VanBaker 2004). Nowadays there are games

    which are specially developed to work as adverts to promote brands, there is a clear

    difference between a real game and advergame. (Kretchmer 2005, p. 7). The

    advergame is less complex , short and simple with short game play, it can bepromoted easily via, interenet on gaming websites , or suggesting friends , viral

    marketing.

    Conjoining brands in games is becoming a popular business in todays world.

    PricewaterhouseCoopers estimates that brand placements in games would be a 3$

    Billion business by 2009, which should come as a surprise because 69% of

    American males have claimed to play games(Entertainment Video Software

    Association 2006) . As per the Boston research fi rm Yankee Group , the

    advergaming industry, which is a part of gaming industry , is estimated to create a

    huge sum of 312. Million by 2009.

    Popular brands such Burger King, Coke , Honda, and Gillette have started investing

    in advergaming (Shields 2006.) In a particular coke advergame the gamer has to

    grab soda bottles that are dropped off a conveyer belt. And the results of the

    advergame for Burger King show 40% increase in sales. (Wilson 2007).

    Steady increase in academic interest as to how customers behav e to the persuasive

    messages (e.g., Farrar, Krcmar, and Nowak 2006; Nelson, Yaros, and Keum 2006;

    Yang et al. 2006).

    Wh at is Brand placement

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    What is brand placement? Its popularly known as, and less correctly referred as

    product placement, its a brand which comes on more highlight than a product , as

    per (Babin and Carder 1996; Delorme, Reid, and Zimmer 1994; Karrh 1995a. 1994),

    brand placement is able to project the proper essence of activity.

    In other words brand placement is also defined by including branded merchandise ,

    via the medium of video , audio in electronic media

    Types of brand placements

    Brand placements in Movies

    In spite of the wide-spread significance of brand placements, very less information is

    available, and known to consumers; Mau, Kehres, and Silberer (2006, p1),

    The very first researches conducted by Nebenzahl and Secunda (1993), covered the

    customers view point on brand placements , it was done in the united states of

    America, the survey was done on the age group of 18 to 34 year olds. This resulted

    in positive behaviour in relation to placements , and choose brand placements over

    traditional types of advertisements which occurred on television, because it was

    considered as a disturbance.

    Therefore, Nebenzahl and Secunda (1993) concluded that the people who were

    against brand placements were more so for moral reasons, a study done by Gupta

    and Gould (1997) who implied the moral aspects to different products like tobacco,

    liquor and arms were assumed to less agreeable to be placed in movies. While ,

    Gupta and Gould (1997 ) also learned that females were less positive in comparison to

    men about such arguable placements.

    A research done by Morton and Friedman (2002) that refers to consumers assumption

    to purchase attitude, therefore by investigating the importance of buying behaviour

    towards brand placement a connection could be established between consumer

    buying behaviour and brand placements. The study shows results which underpins

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    the belief that positive behaviour towards typical brand placements which can help in

    making the consumer buy the product, and the negative attitude would demotivate

    the consumer to buy that product. (Morton and Friedman, 2002)

    Brand placements in video games. Apparently the very first study conducted by Nelson (2002) on customers behaviour

    towards brand placements consisted of 36 students in America they were given a

    questionnaire which gave out a positive result towards brand placements in games

    and students also revealed through questionnaire that placements made the game

    feel more real in terms of game- play and experience, but the other results also

    indicates that the degree of approval of placements relies upon the which type of

    game it is and where and in which way was the brand placed.

    Another study showed outcome very much alike Nelson (2002), Molesworth (2005)

    this research consisted of five focus groups of four game players each, and each of

    the players after playing games were evaluated and it was found out that the game

    players felt positive about brand placements due to the fact it brought reality to

    game-play and it also helped in funding the game designers. While some of the

    evaluations also revealed that a few game players were worried th at gamedevelopers would create games significantly for producing a high profit via brand

    placements, it was recognised as a negative aspect of brand placements.

    Despite the fact that academic research done above has analysed consumer

    behaviour towards brand placements in different genres like games, films, music

    videos and T.V. It appears that game-players are seemingly more eager and positive

    towards such brand placements as compared to other people watching placements

    in movies, or music videos or T.V. The reason for this can be due the truth that

    games are not yet as definitive as movies are. Hence its upon the games features

    how good they are and how real they make the game look like. (Ho , 2006).

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    E ffect of brand placements on Memory

    When it comes to films and T. V , the common objective would be to maximise

    publics awareness towards the brand , which would result in more number of people

    recalling the brand. (dAstous and Chartier 2000). Previous research on brand

    placements indicates stress being laid on audiences memory in relation to brand

    placed in a T.V or a feature film. (Karrh 1998; McCarty 2004; Yang, Roskso -

    Ewoldsen, and Roskos-Ewoldsen 2004). Studies done on brand placements with

    regard to memory has resulted in varied outcomes (Babin and Carder 1996; Ongand Meri 1994; Yang, Roskos-Ewoldsen, and Roskos-Ewoldsen 2004)

    According to Ong and Meri (1994) brand placements have invariably has varied

    effects on different brands, for example, in a particular movie falling down was

    shown to people, out of whom most people were able to remember the coca -cola

    brand which was placed in the movie but only few were able to remember beer by

    hamms (Ong and Meri 1994).

    There is previous empirical study done on brand placement in games but very less

    literature is available on the same. But the significance of brand placement in games

    and its effect on game players with regards to attitude towards brands is as

    important as brand placement in movies or music videos (Nelson 2002). Within two

    researches which consisted of sports games , Nelson (2002) concluded that game

    players were able to recall 27% of brands just after they finished playing the game,

    and just 13 % of them were able to recall brands after an interval of five months.

    The game players were also able to remember the brand which related to them

    directly, which they liked or brands which were regionally placed. Such type of brand

    had more recall value than those of international ones like coca -cola or Pepsi. A

    telephonic interview done Activision along with Neilsen Entertainment, the data was

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    collected included only men from 8years old to 34 year old. From whom 25% of

    game players were able to remember brand placements from the games they

    played. (Activision 2004) Moreover almost 33% of the game players agreed to the

    fact that brand placements had an impact on their buying behaviour (Activision

    2004).

    , Chaney, Lin, and Chaney (2004) discovered that game players who played a first

    person shooting game were able to recall the posters which were in the game, but

    were unable to remember the brands on the which were present on the banners and

    posters, A similar survey done by Grigorovici and Constantin (2004) had mixed

    results some of the occasions the players were able to recall the brands and some

    they could not for example, the game players were able to remember brands

    immediately when they appeared on banners ,on the other hand game players were

    not able to recall brands were placed elsewhere in the game other than the

    billboards and sometimes when games required high level of concentration the game

    players would rather than focussing on brand placements give importance to just the

    game play.

    Nonetheless , previous research which evaluated brand recall and brand awareness

    within music videos ,feature films and games have two big disadvantages , firstly

    majority of the research conducted does not confirm whether brand recall and brand

    awareness takes place due to the game players or audience watching movies

    recalled them in particular, or by co -incidence. Sometimes the game players just

    guess particular brands because they are well known than others.

    In order to have manage such a problem, a tracking solution is implemented through

    which in survey the game players could be corrected if they recalled the wrong

    placement which was not present in the game , and the research could get correct

    results by making the game players do the survey again , but that could lead to a big

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    delay in the survey being conducted . Moreover previous research merely stresses

    upon brand recall and brand awareness as a degree of recollection with regards to

    brand placements.

    Researchers (Graf and Schacter 1985, 1987) argue that conventional techniques of

    brand awareness and recall cannot correctly determine the degree of a brand

    placements impact on the game players memory; majorly there are two types of

    memories implicit and explicit, the implicit memory could be affected by placements

    even when audience do not have any explicit memory in order to view the brand.

    (Auty and Lewis 2004; Law and Braun 2000; Law and Braun -LaTour 2004).

    Implicit memory and Ex plicit memory

    Explicit memory happens when a person tries to remember a particular occurrence

    which has already taken place. There are two ways through which explicit memory

    can be measured via recall and recognition. These two are able to evaluate various

    features of explicit memory (Townsend and Ashby 1984). Unlike explicit memory,

    implicit memory doesnt depend upon memory recall. (Graf and Schacter 1985,

    1987; Law and Braun-LaTour 2004).

    The significance of implicit memory is a course of action in which a particular

    instance could affect the recognition of consecutive events irrespective of the

    previous event (Jacoby and Kelley 1987).

    Previous studies on implicit memory with regards to brand placement research that,

    the participants were not able to remember the names of brand which had been

    shown to them, the names of the brands however would have been affected by

    popularity and alternative choices (Auty and Lewis 2004; Yang, Roskos -Ewoldsen,

    and Roskos-Ewoldsen 2004).

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    There is no association at all within these two memories implicit and explicit

    according to various researchers scholars (Graf and Schacter 1985, 1987; Jacoby

    and Dallas 1981; Richardson- Klavehn and Bjork 1988; Roediger 1990; Schacter

    1987; Tulving, Schacter, and Stark 1982). Another study on brand placements inmovies with regards to implicit and explicit memory suggests no relation between the

    two (Yang 2004; see also Auty and Lewis 2004; Shapiro and Krishnan 2001)

    Implicit memory is considered as a crucial aspect in advertisement studies (Duke

    and Carlson 1993, 1994; Krishnan and Chakravarti 1999 ) due to the disadvantages

    of explicit memory scholars have been forced to take up implicit memory as an

    alternative (Shapiro and Krishnan 2001)

    Specifically, Duke and Carlson (1993) recommend that customers buyingbehaviour can be affected by conscious and unconscious recall , even while buying.

    Implicit memory has the ability to identify effects from coincidental advertisements

    which take place when participants arent focussed towards watching the advert

    (Shapiro and Krishnan 2001). Therefore implicit memory could pose as an

    important aspect of brand placements even when the previous advert has not been

    recalled properly (Sanyal 1992).

    Very few researchers have conducted research relating to adverts with regards to

    implicit memory (Duke 1995; Duke and Carlson 1994; Krishnan and Chakravarti

    1993; Krishnan and Shapiro 1996; Shapiro and Krishnan 2001). Although these

    studies done are very less in terms of figures still these studies are enough to back

    the application of implicit memory, because implicit memory can uncover effects of

    adverts which normally go undetectable by methods which are used through explicit

    memory.

    Implicit Memory in Brand P lacements Researc h

    Law and Braun (2000) applied implicit memory to examine the level of effectivity of

    brand placements in relation to T.V . It was discovered that such placements not jut

    determined explicit standards of retention , but even implicit standards of retention.

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    During the research the people selected for survey would suppose they are

    assisting their friends do shopping for brand - new home.

    It was found that the people shopped for household items for their friends which

    were same as they saw on jerry Seinfeld , they choose house hold items which were

    shown in the latest telecast rather than the one particular show which was shown tothem previously. This shows that placements can alter buying behaviour when it

    comes to brands(Roskos-Ewoldsen, Roskos-Ewoldsen, and Carpentier 2002; Yang

    2004; Yang, Roskos-Ewoldsen, and Roskos-Ewoldsen 2004).

    Brand recall

    Aaker (1996: 10), explains that brand recall is considered as a individuals power to

    recall brands that were placed in movies which has been watched. It wasdiscovered that audience who were watching movie had a higher brand recall when

    the placements were displayed consistently rather than displaying just one time.

    According (Aaker, 1996: 10) brand recall associates to audiences power to

    recollect the brand from memory (Aaker, 1996: 10).

    .

    Brand categories, which consist of a brand placed in movies or music videos can

    help in recollecting the brand placed within movies or videos ( Dodd & Johnstone,

    2000: 143). But it demands audiences complete attention in recollecting the brand

    from their memory when granted a crucial clue. Brand awareness could prove to be

    beneficial for a marketier.

    Aaker (1996: 174), suggests , there are three discrete merits, it gives brand a feel

    of being familiar, the attractiveness of a brand would ascertain if it would be recalled

    at a crucial point of time in the buying of the brand, brand awareness is considered

    to an advantage which can be long-lasting and credible. An important constituent

    which can be determining , is individuals recall and memory. Consistent display of

    brand in a movie has a significant purpose Balasubramanian (1994: 21) stresses

    thar recall is believed to be an impo rtant mesure of brand placements effect on

    consumers.

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    Brand affiliations are the one of many ways that a marketier could implement by

    psychologically provoking consumers to buy their brands. According to Bove,Houston & Thill (1995: 248), brand affiliations are specified as perceptual experience

    and pictures which audience associate with special brands.

    Marketing agendas that relate powerfully and make a favourable picture , has

    confident and pleasing affiliations regarding t he brand on the individuals

    perception(Keller, 2003: 70). The affiliation connected to a firm and its brand can be

    long lasting to its company and its assets. Alba & Chattopadhyay (1986: 363) discovered that movies audience which has

    been shown persistent brand placements will improve the brands awareness and

    brand recall. Brand awareness is examined as degree of stimulation of the brand

    inside the individuals mind (Berry & Miller, 1998: 3).

    Every individual is into a dilemma and requires to decide in day to day life that

    comprises of memory cognitive processes Atkinson & Shiffrin (1971: 84) a positionin which data enters through outer surroundings and goes through receptive memory

    in to the short term memory. Important data is transferred on to long term memory ,

    here the data can be available for a long period of time for eg couple of months to

    couple of years(Atkinson & Shiffrin, 1971: 84). A movie goer has more chance of

    having a short term memory if the placement in the movie is recent , but if the movie

    goer is repeatedly shown the placement for over a period of time he or she then has

    a better chance of a long term memory recall .

    Recognition

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    As per Dodd & Johnstone (2000: 143), brand recognition is considered as

    individuals power to recognize a brand in a movie. If a brand wants brand

    awareness it should have fair enough time to display its image or logo in order to be

    noticed by the audience along with that the placement should be well structured likevideo or audio or both. Brand recognition needs a person to distinguish stimulation

    which is incidental from stimulation which is external and perhaps irrelevant (Dodd &

    Johnstone, 2000: 143). Brands need to have dist inguishing characteristics from

    others such that it could be easily recognised by the audience.

    Brand recognition relies specifically upon the aim of brand placements in the field of

    entertainment such as movies as claimed by DAstous and Chartier (2000: 33) The

    duration of time that a brand is displayed is known as the aim of the placement and

    the magnitude to which the brand is placed in a movie scene and if the moviewatcher was or was not able to watch the placement is considered as unobjective .

    Brands could be established in a movie obliquely by innovative placements for eg

    posters and afverts using hoardings or stage set placement in which the brand is

    placed in a regular surroundings for eg a drawing room, Such type of placements

    also contribute to realness to the brand and the movie too. (Dodd & Johnstone,

    2000: 143).

    It depends upon the input taken while a watching a movie, the movie watcher can or cannot recognise brands which were critically placed in a movie. There are six

    different classes affecting the manner the brands are placed in movies contributing

    to recognition which evolved during a study done by DAstous & Chartier (2000: 33).

    It was discovered that recognition of brands relies upon nuances , duration and

    consolidation inside the placement area , like movie or a game. And it also depends

    upon individuals tastes and preferences about the brand .

    Earlier study done by Gupta & Lord (1998: 49) shows brand and brand recognition

    is high when a brand placement in volves video as well as audio placement incontrast to just a quiet video use. Salient video placement is when the brand is

    recognised easily by target audience and when it has a big prominent scene in a

    movie.

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    A exquisite video placement of the brand has less duratio n of placement and

    backdrop prop up excluding the audio placement .eg a car on a poster going on a

    free way. This is when the person can see only the car in the backdrop of the poster

    which is distinctly noticeable.

    Limited capacity model

    Every marketers basic aim is to improve brand awareness with the use of brand

    placements in video games. Oftentimes it is pre -assumed that the number of game-

    players playing the game equals the number of people watching the brand

    placements appearing in the game. When game player is involved in playing the

    video game, this involves his primary concentration . Because brand names exposed

    in video games are not central target of attention , its crucial for the marketer toascertain if their brand is reality is being observed by the game players

    Almost all psychologists consider that attention is the way in which cognitive capacity

    is accorded to a target (Kahneman 1973; Lang and Basil 1998) While talking about

    attention investigators always concentrate on two characteristics intensive feature

    and selective feature(Kahneman 1973; Lynch and Srull 1982; Olshavsky 1993).

    Intensity of attention means selective distribution of cognitive capability towards a

    specific work in choice over others.

    Limited capacity model of attention was created to illustrate selective and intensive

    features of attention (Kahneman 1973). The model presumes that a individuals

    attentional capability at any one point of time is confined(Kahneman 1973). The

    entire capability assigned to carry out all actions can be split up into two divisions ,

    capability assigned to common task, and reserve capability (Kahneman 1973; Lynch

    and Srull 1982).

    Reserve capability is assigned to subordinate tasks and other environments . It is

    assumed that capability applied to execute common task cant be applied for

    subordinate tasks.. More the capability applied for common task , the lesser the

    individual has usable capability to finish subordinate task.

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    Common task and reserve capability are significant for comprehending the

    consequences of brand placements in video games on memory. Playing the video

    game is the common task for gamers and processing adverts placed in the game is

    a subordinate task(Grigoro vici and Constantin 2004). More the attention the game

    requires while playing the game the less the attentional capability will be used for processing adverts present in the game.

    Brand P lacement P ro x imity

    Considering the fact that there is very less reserve capability , many elements which

    can impact the effectiveness of brand placement in video games affecting brand

    memory. A significant point to be noted is the place where the brand is displayed in

    the video game, this is known as proximity . Particular brands were located in the

    central visible field.Previous studies analysing brand placement revealed thatdistinctive brand placements outmatched subtle placements in relation to evoking

    memory(dAstous and Chartier 2000; Gupta and Lord 1998). The same concept

    should be implemented in terms of games. During a game play the game player is

    much focussed of just playing the game.

    Focal brands are always displayed in the middle of the video game so the

    information of focal brands being processed is essential to common task(which

    means game play is important to player rather than processing advertisements) and

    an individual may be less capable to execute the subordinate task. When brands are

    placed on backdrop posters there should reserve memory to process brands.

    E LABORAT ION LIK E LIHOOD MOD E L

    What is the reason for an individual to recall and advert or be influenced to buy a

    specific brand is kind of difficult. Consumer behaviour theories cant fully reason in

    what way consumers process influential information. A theory primarily implemented

    to make clear how consumers process information is Elaboration likelihood model.

    The elaboration likelihood model suggests that an individual process information

    purely by his or her interest in the information. (Petty and Cacioppo, 1983).

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    When an individual has an interest or extremely affected by an advert, then the

    individual transfers the info through main path, if an individual is not interested then

    he or she transfers the info via outer path, Main path processing requires more

    illustration that outer path, which depends on subordinate notions like is the anchor

    attractive. Information that is relevant to the individual (high interest) is transferredvia main path, after this the individuals decides whether if he or she likes the content

    from the information, if the individual like it then it affects their mental outlook , which

    would result in change in mode of conduct.

    On the other hand if the individual does not like it then their mental outlook does not

    get affected. If an individual finds the content from the info a bit relevant (low

    interest), external notions which is how attractive is the anchor, or colour of brand

    which gets crucial and receives a lot of focus. Hence this theory suggests,

    consumers would go for the brand only if they like the anchor sponsoring the brand.Brands which are able to bring forth low interest buying intention, for e.g. FMCG

    (brands related to fmcg products) Brands which are related to long life time and

    which are expensive for eg car and bikes etc which are expected to actuate the main

    path since people think a lot in making decision whether to buy the product or not

    hence when they retrieve the information it makes more sense to them(Petty and

    Cacioppo, 1983).Brand placements are expected to go via subordinate path because

    the information regarding the brand placement consists of a brands logo or symbol.

    While the audience is watching a feature film or a T. V program, the likeliness of that

    particular audience is centered towards the movie rather that the placement in the

    movie or T.V program. There is a low interest towards the placements.

    A similar instance occurs while the game player is involved in game play, when it

    comes to car games; the game player is more attentive towards controlling the car

    and not ramming into walls which have brand placements on them in the form of

    posters. In simple words, processing placements relies solely on game players

    engagement with the gaming contentWhen game players are extremely engaged in

    the content while playing videogames in contrast to just viewing it, the game players

    are mostly expected not to concentrate on placements as external clues. While

    viewing a game play , the individuals engagement is less than that of game player

    when he is playing the game. Hence the individual is expected to be more focussed

    on external clues like posters and hoardings

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    However consumers assume that brand placement are not important and would

    rather ignore such placements during a game play because that would distract them

    from the game, Krugmans (1965) low involvement theory proposes that audience

    does process , irrelevant information even if it of no use , they can do so without

    being attentive towards it. Krugmans (1965) mentions in his published paper TheImpact of Television Advertising, a research consisting of four advertisements

    displayed consistently is somewhat alike to content classified as irrelevant. So game

    players who are active can still note particular posters and hoardings in the game but

    when asked to recall those brands on the posters they may not be able to do so. But

    less recall in the case of active game players rather than passive game players is

    due to model of Elaboration Likelihood. The theories mentioned above, it can be

    analysed that during the game play the gamer is involved in controlling the car and is

    highly engaged in it and is aroused , in such a way that their whole concentration isin to the game and finishing the race, any external clues which are posters and

    hoardings are assumed as a interference in game play and hence such inform ation

    is rejected by the game player due to confined processing power of the brain. But

    when the individual is in a passive condition he or she is highly expected to be

    attentive towards the whole game rather than just driving the car and could end up

    seeing the posters and hoardings which the active game player cannot do so while

    driving the car. A study conducted which included research on a football game which

    has a very higher exhilaration results in a adverse outcome and low brand recall of

    posters and hoardings (Pham, 1992). While a video game which is related to car

    racing is more likely to stimulate the game players , low brand recall in the racing

    game is anticipated from the players playing the game rather the audiences viewing

    the game. The theory below links attention to recall called the multiple resource

    theory.

    MULT IP LE RES OURC E TH E ORY OF ATT E NT ION

    The theory of multiple resources suggested by Wickens (1984) proposes that

    multiple attentional resources does exist and people can do two different jobs at the

    very same time and still pay attention to both, for eg playing a car racing game and

    at the same time noticing the placements on the posters. However if the two jobs

    need different attentional resources, the execution of the jobs can be effect ive

    without substantial disturbance. However it relies upon the how the resources are

    distributed if the two jobs demand mutual attentional resources(Smith and Buchholz,

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    1991).It implies that game players in active state can be capable of retaining an

    recalling posters and hoardings and the secondary date would relate to their aim

    during the game play. Hence the list of posters which can be recalled relies upon the

    number of resources allotted to that process. The below paragraph illustrates

    primary and secondary task.

    P R IMARY- SE CONDARY TA S K TH E ORY

    People at times are involved in more two or more tasks, it can be consistent or at

    consistent intervals. Researchers named it as primary-secondary activities or

    concurring activities(Hendrix and Qualls, 1981; Juster and Stafford, 1985; Walker

    and Woods, 1976). Since the primary task is playing the game, game play requires

    more resources in contrast to secondary tasks for eg noticing posters while playing

    the game. When both task primary and secondary are combined and limited capacitymodel together ,It can be revealved that people can are able to manage their

    memory resources within two different tasks in car racing game like finishing the race

    which is primary task, processing data which is not linked to the ga me plays aim.

    (Lavie, 1995, p. 452),Recall depends upon the reserve capacity is allotted to

    processing posters and hoardings, and this again relies upon capacity used in

    primary task. The total of the two capacities is consistent and confined as per limit ed

    capacity model. Henceforth the more requirements for resources to finish primary

    task, the lesser the placements are recollected. It is hard to determine the exact

    resource allotted in a lab study , another way of finding resource allotted would be to

    calculate period of time elapsed to get to finish line To get across the finish line and

    fulfil the aim speedily , the game players needs more focus in doing so, in simple

    words the more time required to complete the race, the lesser resources are

    dedicated towards the completion of primary task, as a result of this spare time

    remains to process secondary activity , resulting in better brand recall of placements

    including poster and hoardings

    Researc h Met h odology

    The methodology chapter involves in depth examination applied to analyse the

    participants, their inputs and their changing interests , 10 participants were taken

    from various universities in London. Out of which 7 were males and 3 were females

    and they belonged to the age group of 18 to 34. However a small same size would

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    confine outer efficacy and lay other restrictions, a sample from students is taken

    intentionally because it will decrease singular degree of fluctuation. Moreover

    mediaedge:cia report (2005) claims almost 80 percent of the game players in U.S

    only belong to the age group of 12 to 34 more over 89 percent of teenagers play

    video games . Subsequently sample size from students is justifiable as to the aim of the research is not to generalize the outcome from the universal sample size but

    taking into consideration the target market which is the youth between 18 to 34 and it

    makes much more sense to take the same sample size from the same age group.

    P ROC E DUR E

    Participants were taken from different courses and levels right from undergrads to

    post grads and were asked to come to lab, after that the participants were informed

    they need to review car racing game and give suggestions abou the game, theparticipants were also told the basic aim of the research was to obtain the game

    players views on the car game called gran turismo 4.

    When the participants came to the lab they were divided into two groups

    Driving the car with placements in it in the form of posters.

    Viewing the game with posters in it.

    Playing the game was termed as active state, and viewing the game was termed

    passive state. Participants were given proper seating arrangements then a play

    station 2 console was connected to a LCD television with gran turismo game CD

    loaded into the console. Participants were informed about the driving rules of the car

    racing game to the active state game groups. The aim of the racing game was to get

    the car across the finishing line and be the first to do. The car can be steered with

    the help of a play station joystick controller to go left or right forward and backwards

    The control x is used for accelerating, and square button for brakes, triangle for

    reverse and joystick to go left and right. Participants were asked t o play the game

    and feel at home as they would be playing the game on their own TV, it was made

    sure the volume and the race track selected was same for everyone.The placements

    which were present in the game as posters and hoardings besides the side walls,

    thirteen different brands were embedded in the car racing game, the posters were

    placed at same lengths from each other all over the racing track. The brands

    belonged to various product classes, FMCG, car products and electronic items .

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    After the objective of the game was finished , all participants we give a sheet of

    paper and were note down the brands which they could recollect during game play .

    After filling the sheet of paper the participants were transferred to a different room

    and the mediator had a normal discussion regarding their courses and university life.

    An hour long evaluation took place in order to assemble information from participants

    about how they felt about the brand placements and whether they noticed it or

    ignored it.

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    Findings

    ATTENTION AND MEMORY

    According to Khaneman (1973) attention and memory depends upon the type of activities. Someactions requires more attention and memory than the others. Many actions are carried outsimultaneously, but attention is allotted depending upon type of action. Attention and memory areclosely related to each other but state of alertness can increase awareness Khaneman (1973). Brainacts as central processing unit in which all the actions are analyzed and processed; depending uponthe type of action attention is designated. For instance in car racing video game, brain analyses thedemand require to drive a car and hence dedicates attention based upon the requirement.

    AROUSAL

    Stoke and Kites (2001) suggested arousal as, basic energetic state of an organism. Many researchersused variety of physiological test to measure the level of arousal such as EEG, EKG, level of reticularactivity, facial muscle tension, rate of respiration and blood pressure (Caccioppo and Tassinary,1990; Lang, Greenwald, Bradley and Hamm, 1993), self reported rating is considered to be much

    easier and common method to assess the level of arousal.

    For instance while playing racing car video game- a person should focus on the other information aswell. Arousal level is directly proportional to amount of processing and efficiency in playing videogame. Hence, increase in arousal level also increases level of processing and improves efficiency inplaying video game, and restores memory.

    All in all, based on multiple resource theory and primary-secondary task theory, it can be concludedthat, recall can be referred as time take by an individual s to complete the race. Moreover, othertheories on attention, memory and arousal suggest that recall depend on level of arousal whileplaying or watching the videogame. The forthcoming areas will analyze the mere effect of exposureand psychological reactance theory to see whether brand placement in video games will have aneffect on attitudes and purchase intentions of customer.

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