AN ADAPTED ELABORATE LIKELYHOOD MODEL FOR ADVERGAMES Abstract The latest changes in markets’ dynamics and the new techniques in branded communication determined advertisers to adapt old promotional methods to the new advertising environment. The present paper proposes an adapted model after the original Elaborate Likelihood Model of Petty and Cacioppo (1981) in a attempt to help understand the way that the branded message through advergames is decoded by consumers and how the positive or negative attitude is build through central of peripheral processing. This model is based on players’ motivation and level of self involvement as triggering elements for the whole process and is built using elements that previous literature found to be relevant for branded communication and advertising in video games. Keywords: Elaboration Likelihood Model, advergames, purchase intention JEL Classification: M37 1. Introduction The decline of traditional mass-media in being an efficient advertising vehicle determined advertisers to re-orientate their methods to new and innovative approaches. A method relatively new is advergaming. Advergames represent video games constructed around a brand or a product that are usually offered for free on special websites designed for this kind of games or on the official site of the brands. In this context, video games found a place among other advertising tools as a new technique in communication with actual and potential clients. Measuring with precision the effects of an advertising campaign based on video games is a difficult task, but there are a few ways to measure it. An important indicator in this matter is the purchase intention of the consumer and the general attitude towards that brand or product. Knowing if intentions for purchasing a product really became actual sales is difficult to realise. So, advertises use indicators like perception over a certain brand, the attitude about it, if a consumer has the intention of buying that product or not, to measure if an advertising campaign is efficient or not. Many authors tried to understand how the new media works by modifying different traditional advertising models to the new coordinated of the advertising practices that are used recently by the most innovative advertisers. Previous literature highlights a number of elements that used properly in an advergame construction leads to positive results. Among these factors are brand recall, memory on short and long run, positive brand attitude, sharing impression and recommendation for friends and family, purchase intention and final acquisition. Advergames proved to be efficient in driving consumer through a couple of stages of the acquisition process and to help brands in reaching their advertising purposes. Based on this elements founded in previous literature on the field, this paper builds an Elaborate Likelihood Model that fits in advergames context and adapts to the specifics of online environment. The model presented in this paper in adapted from the original model proposed by Petty and Cacioppo (1981) and has the purpose in helping to understand the way that the branded message transmitted through advergames is processed by consumers and how the positive or negative attitude is build through central of peripheral processing. In the model, players’ motivation and level of self involvement are considered triggering elements for the whole process. In the past researches, many authors highlighted a series of elements that are representative for communication through video games and are important in advergaming design. On the other hand, different authors tried to adapt different types of traditional advertising models to new advertising techniques. Starting from these elements, the adapted ELM presented in this paper proposes a model which could open a path in the field of adapted advertising models for advertising through online video games in general and advergames in particular. 2. Background 2.1 Marketing techniques for measuring purchase intention Previous studies about purchasing considered that intention is a relevant variable for predicting the actual purchasing. Authors that used this assumption considered that intentions are a good indicator of consumers’ purchase behaviour (Armstrong et al., 2000; Chandon et al., 2005; Infosino, 1986; Jamieson and Bass, 1989). Previous literature proposed different ways of measuring the actual purchase by instating statistical model to forecast sales. Such papers include “a unified model that takes in to account systematic intention biases, changes in true intentions over time, and the imperfect correlation between true intentions and actual purchasing. It also unifies stated intentions and purchasing“(Sun and Morwitz, 2010). In marketing, purchase intention data were used for predicting the actual sales and for making strategic decisions regarding the new and existing product and the planes to sustain them on the market. The use of purchase intension data in the case of new product helps managers in testing different product - concepts and to decide over those that deserve further development or those who present low potential and should not be launched. In some studies (Sewall, 1978; Silk & Urban, 1978; Urban & Hauser, 1993), authors considered that purchase intention data are important in planning the launch of a new product, so managers use them for deciding over the target public and ways to reach it, by choosing the geographical markets with higher potential and the customer segment to address to. Other studies (Morrison, 1979) considered that purchase intentions are used for predicting the future demand for existing products. These forecasts are used for adjusting the production levels, the size of the sales force or the price. In advertising in particular, purchase intention information is used for pre-testing and evaluation of the promotional plans, both for existing or new products. In academic environment, purchase intention is considered an indicator of purchase behaviour and used as a measure in determine the particular behavioural aspects. These researchers fundament their studies on the theory of planed behaviour, which states that intentions should only predict behaviour if the intentions are measured just prior to the performance of the behaviour, and if the behaviour is under the individual's sole volitional control (Ajzen, 1985). Different studies found that it is a significant positive relationship between intent and behaviour (Bemmaor, 1995; Clawson, 1971; Ferber and Piskie, 1965; Granbois and Summers, 1975; Newberry et al., 2003; Pickering and Isherwood, 1974; Taylor et al., 1975), while others contradict these facts by stating that the correlation for the intention–behaviour relationship is not very strong (Sheppard et al., 1988). In marketing research studies, a typical study may involve exposing respondents to a new concept description and measuring both their attitude toward the concept and their intentions to purchase it in the future. The respondents' intentions may change between the time of the survey and the time of a subsequent actual purchase decision. In addition, a respondent will provide his or her own intention to purchase the product, but other individuals in the respondent's household may also play a role in the final purchase decision. In a study conducted by Morwitz (Morwitz et al., 2007) the author found that the strength of the relationship between respondents' stated intentions and their ultimate purchase behaviour varies with the types of products that are studied and the way that these data are collected. The author concluded over the factors that make the correlation between purchase intention and actual sales: a) For existing products than for new products; b) For durable products than for non-durable products; c) When respondents are asked to provide intentions to purchase specific brands or models than when they are asked to provide intentions to buy at the product category level; d) When purchase levels are measured in terms of trial rates rather than total market sales; e) For short time horizons than for long time horizons; and f) When intentions are collected in a comparative mode than when they are collected monadically (autonomous). 2.2. ELM model and its use in advertising In marketing literature, a special attention received the study of the way that consumer involvement influences the individual response to marketing actions of companies. In some author’s opinion (Andrew et. al, 1990), the consumer involvement refers to “involvement direction” and the target of involvement such as an advertisement (Laczniak et al., 1989; Wright, 1973) or a product (Bloch, 1984; Zaichkowsky, 1985, 1994). The role of involvement is important in the individual processing of the information that the consumer is exposed to or when he is facing the object of implication (Petty et al, 1983). Several researchers were interest in understanding the stages that consumers go through before they ultimately purchase a particular product. Multiple models tried to explain the hierarchy of these stages. With this approach, first to develop a hierarchy-of-effects model were Levidge and Steinger (1961). The authors explain the purchase process through a six stage –model that consumers make before the actual acquisition: 1) awareness, 2) knowledge, 3) liking, 4) preference, 5) conviction and 6) purchase. Starting from this first study, many researchers developed and proposed numerous studies that can explain the way that advertising works (Krugman, 1965; Ray et al., 1973; Houston and Rothschild, 1978). The hierarchy-of-effects models have been used by many practitioners and academicians for explaining advertising conceptual mechanisms (Preston, 1982). Among these studies, Petty and Cacioppo (1981) proposed the Elaboration Likelihood Model (ELM), which is considered one of the most comprehensive models that incorporates consumers’ involvement in the processing of the information provided in the advertising messages. This model became popular for its use as a principle in persuasion work. The Elaboration Likelihood Model states that there are two routes through which persuasive messages are processed: the central route, which provides complete information and is straightforward, and the peripheral route, which uses means like catchy tunes, colours, or celebrity endorsements. When consumers are highly involved in the communication process they exert a complex cognitive processing effort known as high elaboration likelihood. When this occurs, existing beliefs, initial attitude and argument quality, which form the central cues, influence the persuasion effects. When consumers’ level of involvement is low, they are either unable to process the information received or are not willing to do so. In this case, the persuasion is influenced by peripheral cues such as music, visual, or attractive sources, and the temporary attitude is shifted or the consumer maintains his initial attitude. With the introducing of new media and internet communication, the advertising theories have been adapted and specific characteristic of the Internet environment and two-way interaction from the traditional one-way exposure used by the old media. In classical hierarchy of effects model, the persuasion process starts when consumer become aware of a brand message through advertising exposure. In traditional media the exposure is mostly involuntary as consumers come across an ad. Unlike this, internet environment allows consumer to control the advertising exposure, which can be involuntary or voluntary, depending on the types of Web advertising. In the case of online video games, the consumer can be exposed to ads only with his consent, when we voluntary chose to play a certain game. In particular for the online environments, different authors applied the ELM in studied regarding the way consumers’ response to advertising (Cho, 1999; Hershberger, 2003), and proposed modified versions of the ELM for explaining the information processing when consumers are exposed to web advertising. 3. Advergames and ELM adaptation In Salen and Zimmerman (2004) opinion, a game is “a system in which players are engage in an artificial conflict, defined by rules that result in a quantifiable outcome”. Thus, a game is a structure in which the player is presented with a defined goal and he is conditioned by challenges for reaching this goal”. In the general assumption of a game design, the players accepts the game’s goals as worth striving for and act in a way that is most likely to help them reach the game’s goal or increase their score. When trying to accomplish the game quests, the players implicitly agree with two important things. The first one is goal of the game, the player acting according to game rules for reaching the goals. Second, accomplishing the game quests, player learns how to face challenges and improves his game skills. Yang and Wang (2008) consider that playing video games is actually a problem solving process that implies accomplishing the quests, gaining point and complete the game. Brands that appear in video games and use problem solving theory can become instruments that can be used in the game for reaching the objectives of the game. In this way, brand becomes relevant for the video game story and lead to a higher attention and more elaborate processing of information, influencing the memory and the cognitive reaction to that brand. As showed previously (Mau et al., 2010), excitement and connections produced during a game session lead to a better attitude towards brand. The literature on the advergames is growing with recent work on serious game design (Bergeron, 2006; Iuppa and Borst, 2006), games for educational purposes (Gee, 2003; Shaffer, 2007), and more general perspectives on games as means of persuasion (Bogost, 2007). Persuasive communication, the first step of the Elaborate Likelihood Model (ELM) triggers the entire processing system. If consumer is motivated to process then he will elaborate the processing mechanism. If not, then the information will be passed in background of thinking and will be processed in peripheral cognition (point 1). Rather a message will take the central route or the peripheral route depends primarily on the consumer’s level of involvement (Petty and Cacioppo, 1981). Fig.1: Advergame Elaborate Likelihood Model In advergaming communication the motivation and the personal involvement of the player with the advergames is determined by the active choice of selecting the game from a large category of available advergames and games attributed that are visible before actually starting the game session like the design, description story and the promise of the final price for accomplishing the game quests. In a larger view, the existing literature approaches the consumers’ motivation in different ways. In advertising, the consumer’s motivation is considered to be the individual‘s desire or readiness to process brand information from an advertisement (MacInnis et. al, 1991). In other words, a person is highly motivated when he is willing to process the ad information. In other opinions, motivation is considered the personal relevance of a message transmitted to public (Batra and Ray, 1985). According to this, the desire to process the information is influenced by a range of situational circumstances, as well as consumer characteristics. In the same time, an intriguing and important research revealed that the personal involvement of players in the game is in fact bad for the brand. A study about this issue showed that the brand memory is lower when an adult person is highly involved with a movie or game in which the brand was integrated (Grigorovici and Constantin, 2004; Nelson et al, 2006). The reason is that, due to high involvement with the game, no cognitive capacity remains available to process the brand. As a result, adults' brand memory is lower in situations of high game involvement compared to low game involvement. High involvement is correlated with high brand memory only in the case of teenagers and children. Consequently, when playing an advergame, high involvement with the game will trigger a peripheral process, as the central processing will be occupied with understanding and accomplishing the game rules and quests. Ability to process a particular message (point 2) depends on internal factors, like knowledge, previous experience, skills and personal schemata, as well as external factors as the information attributes and content. Information attributes refers to the way that the message is packaged, if the information is logic and easy to decode. If internal and external factors are in accordance then that person will elaborate the process and will allocate multiple cognitive resources for processing that message. If the two major factors are in conflict, the message will be transfer to peripheral processing system. When processing information, people use a personal way of acting and thinking about things around them. Every time they process a new message, the information is processed in the same way and people use each time the same pattern of thinking, named schemata. Schemata represent an abstract structure of knowledge stored in the memory of a person which influences all information processing. It is in fact a series of mental templates that give a person’s knowledge about other people, situations or objects, and are formed from prior knowledge and experiences. The schemata concept, originally from psychological sciences, was adopted for marketing communication to help understand the way that consumers analyse and understand brand information transmitted through different communication channels. In brand message processing, schemata influence overall information encoding. Depending on how similar are the messages with the peoples’ existing objectives, they choose to process the messages or ignore it (Wyer et al., 1982). After that, they will try to adapt the information to their own schemata (Mandler, 1982). In terms of advertising, people use schemata learned in time for deciding what message to develop and which to dismiss from the large amount of messages that they get in contact with every day. A great number of studies found that events which are slightly congruent induce extensive processing and thinking, leading to positive evaluation of the message (Campbell and Goodstein, 2001; Mandler, 1982; Meyers-Levy and Tybout, 1989). Incongruent content, search attributes and experience in online environment are elements that can trigger peripheral processing as peoples’ mind is set to dismiss all information that don’t fit logically in the main context. Wright and Lynch (1995) concluded that a consumer’s cognitive response tends to be stronger when the product is dominated by search attributes rather than experience attributes (Nelson, 1974; 1981), leading to central or peripheral processing. The reason is in the cognitive capacity of a consumer, limited during the exposure time to advergames, which can reduce cognitive capacity and so be overcome by the increased search attributes of the product. When following a central route people base their attitude about the brand on logic arguments, but when the level of involvement is low they follow a peripheral route which will make them form their attitude based on other message elements. Peripheral processing of a message (point 3) implies that a person is processing the information received in conjunction with the main information centrally processed. Video game environment creates situations that imply high levels of cognitive load. Incongruence asks for higher cognitive elaboration so player will ignore all incongruent advertising insertions and focus only on the game story line. In an experiment which involves advertisements featuring multiple products and different cognitive loads, authors (Lee and Shen, 2006) found that in conditions with high cognitive processing loads, participants process congruent advertisements more easily. In peripheral processing, telepresence can help consumer in decoding the advergaming message and helps him form an opinion on the brand. Telepresence is defines as a feeling of “being there” and was used as a determinant of brand recall in computer mediated environment (Steuer, 1992; Grigorovici and Constantin, 2004; Nelson et al., 2006), and advertising judgment (Nicovich, 2005) in the game environment. The argument behind these studies is that direct experience is superior in persuading consumers than indirect experience (Fazio and Zanna, 1981). Also, it is considered that mediation makes virtual experience feel more similar and resembling to real environment (Klein, 2003). In a video game context, telepresence is also used to determine the mediated experience (Grigorovici and Constantin, 2004; Nelson et al., 2006; Nicovich, 2005) that users might feel during a game. Previous studies also determined that interactivity and media richness are determinants for telepresence in an advertisement context (Coyle and Thorson, 2001; Li et al, 2002), giving a right context for testing consumer cognitive (Klein, 2003) and affective responses (Coyle and Thorson, 2001; Nelson et al, 2006) to the brand. Similar result regarding the level of telepresence and players’ involvement in the game play was found by Nelson (Nelson et al., 2006) and Grigorovici and Constantin (2004) who state that 3D web-based gaming environments could enhance the level of presence of participants In referring to the game context, Nelson (2002) observed that user control is a very important feature of interactivity that results in a player’s feeling of being highly involved with the brand, induces telepresence (Steuer, 1992) and forms a stronger and more positive attitude toward the product (Roehm and Haugtvedt, 1999). This may lead to a positive peripheral attitude shift (point 8). The forming of peripheral attitude can occur also in the negative sense. When feeling persuaded, people tend to block the message and to reinterpret it. The persuasion knowledge model (Friestad and Wright, 1994; 1995) says that, a consumer’s consciousness of being persuaded could motivate them to resist an advertisement by avoiding it or by a “change of meaning in how they interpret the message” (point 8).Prior research indicates that online game players spend time chatting and engaging in social exchange that does not have a specific game benefit (Griffiths et al, 2003). When the brand is integrated in the game context, understanding the message implies a higher focus and needs to access the information about the brand that already exists in the consumer’s memory, not allowing the elaboration of new opinions. If the player has already formed an opinion about a brand previously to game, he will change very hard his beliefs. In this case, he will not further process brand information and will remain with the impression he already have about that brand (point 6). This happens also when a player forms an opinion about an advergame based on his first interaction with the game as he will tend to keep this opinion. From another point of view, the change of initial attitude does not happened in the case of pre-existing negative attitude. As authors discovered (Nelson et al, 2004), that consumers that have a negative attitude about advertising in general will also have a negative reaction to advertising in video games. They observed that players tend to be more positive about brand they see in game. Also they concluded that product placement is more efficient when this is done in a subtle way, as player tend to reject inappropriate advertising. The study (Nelson et al, 2004) revealed that between attitude to advertising and purchase behaviour is a weak correlation. These findings were confirmed in a study focused on Hispanic people regarding the attitude about advergames (Hernandez et al., 2004).that Previous studies showed that playing an advergame request higher levels of involvement and attention than other types of media (Grigorovici and Constantin, 2004; Lee and Faber, 2007). This indicated that a message will most of the time be processed centrally (point 4) and the complex action will be analysed based on arguments, like game design, interaction level and thematic connection between brand and video game. Through repetition, a player can modify his attitude about a brand, leading to a change in cognitive structure (point 5). This implies the forming a strong impression about the advergame and the brand, which will be reinforced by playing again the game. In many studies, the advergames were treated as an extension of the brand implying that the meaning transfer occurs when consumer associate a conditioned stimulus such as the brand, with a feature that is unconditioned, such as the game (Winkler and Buckner, 2006). In this way, the positive feeling from the game play will transfer to the brand, resulting in positive brand attitude (point 7). A direct consequence of this is that users’ experiences from virtual environment when they are feeling mediated in the ‘real-world experience’ results in increased sales (Papadopoulou, 2007). Conclusions In understanding how consumers are processing branded information transmitted through advergames a useful tool can be the adapted ELM model. We could see that the nature of video games determines bought a central or a peripheral processing, depending on the players motivation and level of self involvement. Elements like thematic correlation between video game and brand, integration of the product in game the story and the narrative structure of the game usually trigger central processing. Unlike the central processing which is based on logical arguments, the peripheral processing relies on elements as special sounds, design and colours, game action, story line and interaction elements. Considering these elements a brand can direct consumers towards one of the routs and influence general attitude regarding the brand or the product, and trigger purchase intention. For this to happen, brands have to be careful in the way they transmit the message so it could be easy and correctly decoded by consumers. If the brand is deeply inserted into the storyline of the game the players may be confused and could associate other meaning to the product. Players would then not be influenced by the advergame and they will remain indifferent to the brand or will keep their previous image about the brand. Repeating the game experience and replaying the game affects players in two ways. When consumers interpret the information using the central route, they form strong opinion about the brand and reinforce their previous impression, tending to keep this opinion on the long run. If they interpret the message through peripheral ways then consumers will be susceptible of changing their opinions and attitude regarding that brand. Brands can use this in directing consumers, on their second game experience towards central processing and so reinforce consumers’ mental image about that brand. Acknowledgment This work was possible with the financial support of the Sectorial Operational Programme for Human Resources Development 2007-2013, co-financed by the European Social Fund, under the project number POSDRU/107/1.5/S/77946 with the title „Doctorate: an Attractive Research Career”. References Ajzen, I. (1985) From intentions to actions: A theory of planned behaviour, J. Kuhl & J. 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