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Eighth Americas Conference on Information Systems, 1143–1148

Chingning Wang, Ping Zhang, Risook Choi, and Michael D'Eredita (2002).

Wang et al. go beyond the familiar assertion that consumers ignore and devalue advertising, regardless of the medium, by considering the active nature of consumers according to the Uses and Gratifications model.  They particularly emphasize the interactivity of some advertisements.  These ads allow consumers to actively process, evaluate, and utilize the information provided, and are hypothesized to be the object of more positive attitudes from consumers.  Wang et al. note that the internet is an especially good medium for these interactive ads.  They also consider the motives consumers have when using a particular kind of media as a factor in determining attitude.  Advertising which is particularly interactive, allowing consumers' high levels of control and which meets the informational needs that are consumers' motives for utilizing internet sources elicits an increased perception of value from consumers.  The authors conducted a survey with students and staff from a northeastern college in which twelve different types of advertising types were presented and attitudinal responses were elicited.

This article is particularly useful to a study of consumer attitudes toward internet advertising because it provides an account of situations in which internet advertising can be especially effective.  It serves in part to balance other sources which find consumer attitudes to be more negative.  However, it is quite limited in its explanation of its methods and results.  It is also limited in its results themselves, in that the description of internet advertising which can be safely considered effective is fairly narrow--limited to directional marketing--though it does outline some attributes which, if incorporated, could be helpful to other types of advertising as well.  The article also includes a list of both advertisement and consumer characteristics which influence attitude, including entertainment, informativeness, credibility, demographic considerations, level of irritation evoked by advertisements, and interactivity.  Entertainment, interactivity, and irritation are three factors which repeatedly appear in advertising literature.  While Wang et al. theorize that the informational content of ads may be particularly effective, other studies find that entertainment value is of more importance.

Journal of interactive marketing [1094-9968] 9(1), 14-29.
Kevin Wise, Paul D. Bolls, Hyo Kim, Arun Venkataraman, Ryan Meyer (2008).

Advergames are a fairly recent phenomenon in the advertising industry.  As a hybrid between internet games and product placement advertising, advergames use the entertainment value of such games to draw in consumers who are then exposed to a brand as they play.  This article investigates the role of the relevance of brands used to the games on attitudes about the advergame itself and the brand advertised.  The authors theorize that positive attitudes about the advergame arising from entertainment get transferred to the brand, and that a close conceptual connection between the game itself (e.g. a footrace) and the brand (e.g. Nike) will facilitate this transfer, leading to increased positive attitudes about the brand.  The authors conducted an experiment with adults in which half played advergames relevant to the brand and half played advergames that were irrelevent.  Attitudes towards the advergames and toward the brand were measured.  Results indicated that the transfer of positive affect from advergames to the brand was stronger with relevant advergames.

While the main focus of this article is on features of advergames, this article partially expounds on the role motivation for internet use may have on the effectiveness of online advertising.  It shows how advertisements which provide some utility, particularly entertainment, to consumers may be better received and more effective.  It also describes a mechanism by which this happens: the transfer of positive affect.  It raises questions of how this may be applied to more traditional advertising which often do not serve entertainment purposes.  The results of this study may also be used within the framework of social contracts by theorizing that consumers feel an exchange of attention and exposure to advertising for entertainment may be a fairer, more agreeable contract, while exchanging these resources for information, for example, may be less welcome.  The focus on relevance as an ad characteristic which may have a positive effect on attitude and ad effectiveness is also useful, and can also be seen in Moresco's article on video ads, which bear similarities to advergames in their close tie to entertainment.