Abstract
Angesichts der zunehmenden Informationsüberlastung der Konsumenten durch Werbung suchen Unternehmen verstärkt nach Werbeformen, die sich von klassischer Massenwerbung abheben. Ein Beispiel für eine derartige Werbetechnik ist das Brand Placement. Da sich die Forschung zu Effekten des Brand Placement überwiegend auf Filme bezieht, wird im vorliegenden Beitrag untersucht, wie Brand Placement in PC-/Videospielen wirkt. Die Ergebnisse der empirischen Studie legen nahe, dass Werbetreibende bei der Auswahl der Spiele darauf achten sollen, dass die Zielgruppe der Marke diesem Spiel gegenüber eine positive Einstellung hat, damit durch das Brand Placement eine positive Einstellungsänderung in der Zielgruppe bewirkt werden kann.
Literatur
Auer, M., Kalweit, U., Nüßler, P. (1988): Product Placement: Die neue Kunst der geheimen Verführung, Düsseldorf.
Babin, L.A., Carder, S.T. (1996): Viewers’ Recognition of Brands Placed Within a Film, in: International Journal of Advertising, Vol. 15, No. 2, S. 140–151.
Bauer, H.H., Grether, M., Borrmann, U. (2001): Die Erklärung des Nutzerverhaltens in elektronischen Medien mit Hilfe der Flow-Theorie, in: Marketing ZFP, 1. Jg., S. 17–28.
Biehal, G., Stephens, D., Curlo, E. (1992): Attitude Toward the Ad and Brand Choice, in: Journal of Advertising, Vol. 21, No. 3, S. 19–36.
Brehm, J.W. (1966): A Theory of Psychological Reactance, New York.
Bruhn, M. (1990): Marketing — Grundlagen für Studium und Praxis, Wiesbaden.
Bruhn, M. (1997): Kommunikationspolitik, München.
Coyle, J.R., Thorson, E. (2001): The Effects of Progressive Levels of Interactivity and Vividness in Marketing Websites, in: Journal of Advertising, Vol. 30, No. 3, S. 66–77.
Csikscentmihalyi, M. (1996): Flow: Das Geheimnis des Glücks, 5. Auflage, Stuttgart.
Fazio, R.H., Zanna, M.P. (1981): Direct Experience and Attitude-Behavior Consistency, in: L. Berkowitz (Hrsg.): Advances in Experimental Social Psychology, Vol. 14, New York, S. 161–202.
Ghani, J.A., Deshpande, S.P. (1994): Task Characteristics and the Experience of Optimal Flow in Human-Computer Interaction, in: The Journal of Psychology, Vol. 128, No. 4, S. 381–391.
Gierl, H. (1995): Marketing, Stuttgart.
Gould, S.J., Gupta, P.B., Grabner-Kräuter, S. (2000): Product Placement in Movies, in: Journal of Advertising, Vol. 24, S. 41–57.
Gupta, P.B., Balasubramanian, S.K., Klassen, M.L. (2000): Viewers’ Evaluations of Brand Placements in Movies: Public Policy Issues and Managerial Implications, in: Journal of Current Issues and Research in Advertising, Vol. 22, No. 2, S. 41–52.
Gupta, P.B., Lord, K.R. (1998): Product Placement in Movies: The Effect of Prominence and Mode on Audience Recall Product Category and Individual Differences, in: Journal of Current Issues and Research in Advertising, Vol. 20, S. 47–59.
Hoch, S.J., Deighton, J. (1989): Managing What Consumers Learn from Experience, in: Journal of Marketing, Vol. 53, No. 2, S. 1–20.
Hoffman, D.L., Novak, T.P. (1996): Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations, in: Journal of Marketing, Vol. 60, S. 50–68.
Karrh, J.A. (1998): Brand Placement: A Review, in: Journal of Current Issues and Research in Advertising, Vol. 20, S. 31–50.
Kim, T., Biocca, F. (1997): Telepresence via Television: Two Dimensions of Telepresence May Have Different Connections to Memory and Persuasion, in: Journal of Computer-Mediated Communication, Vol. 3, No. 2, http://jcmc.indiana.edu/vol3/issue2/kim.html
Kroeber-Riel, W. (1993): Strategie und Technik der Werbung, 4. Auflage, Stuttgart.
Kroeber-Riel, W., Weinberg, P. (1996): Konsumentenverhalten, 6. Auflage, München.
Li, H., Daugherty, T., Biocca, F. (2002): Impact of 3-D Advertising on Product Knowledge, Brand Attitude, and Purchase Intention: The mediating Role of Presence, in: Journal of Advertising, Vol. 31, No. 3, S. 44–57.
MacKenzie, S.B., Lutz, R.J., Belch, G.E. (1986): The Role of Attitude Toward the Ad as a Mediator of Advertising Effectiveness: A Test of Competing Explanations, in: Journal of Marketing Research, Vol. 23, S. 130–143.
Mitchell, A.A., Olson, J.C. (1981): Are Product Attribute Beliefs the Only Mediator of Advertising Effects on Brand Attitude? In: Journal of Marketing Research, Vol. 18, S. 318–332.
Nebenzahl, I.D., Secunda, E. (1993): Consumers’ Attitudes toward Brand Placement in Movies, in: International Journal of Advertising, Vol. 12, No. 1, S. 1–11.
Nelson, M.R. (2002): Recall of Brand Placements in Computer/Video Games, in: Journal of Advertising Research, Vol. 42, No. 1, S. 80–92.
Novak, T.P., Hoffman, D.L., Yung, Y.-F. (1999): Measuring the Flow Construct in Online Environments: A Structural Modeling Approach, Working Paper, http://sloan.ucr.edu/1999/10/07/ working-paper-novak-hoffman-and-yung-october-1999/.
Novak, T.P., Hoffman, D.L., Yung, Y.-F. (2000): Measuring the Customer Experience in Online Environments: A Structural Modeling Approach, in: Marketing Science, Vol. 19, No. 1, S. 22–42.
Paivio, A. (1971): Imagery and Verbal Processes, New York.
Russell, C.A. (1998): Toward a Framework of Brand Placement: Theoretical Propositions, in: J.W. Alba, J.W. Hutchinson (Hrsg.): Advances in Consumer Research, Vol. 25, S. 357–362.
Smith, R.E., Swinyard, W.R. (1982): Information Response Models: An Integrated Approach, in: Journal of Marketing, Vol. 46, S. 81–93.
Steuer, J. (1992): Defining Virtual Reality: Dimensions Determining Telepresence, in: Journal of Communication, Vol. 42, No. 4, S. 73–93.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Bambauer-Sachse, S. Welche Effekte hat Brand Placement in PC-/Videospielen?. Journal für Marketing 46, 139–147 (2007). https://doi.org/10.1007/BF03032254
Issue Date:
DOI: https://doi.org/10.1007/BF03032254