• 沒有找到結果。

前測時未考慮到品牌再認的效果不均等

第五章、 研究發現與討論

5.2 結果討論與未來建議

5.2.3 前測時未考慮到品牌再認的效果不均等

偵測任務(Change detection task)的測量。這種測驗方法原本是用來測量人的短期視覺 記憶容量(visual short-term memory),但或許也可以利用這個方法,來測驗各對品牌之 間的差異程度是否一致。差異偵測任務的測驗流程是先在畫陎上短暫呈現一張圖片

(240ms),接著出現灰色空白畫陎蓋住方才的圖片(80ms),接著再出現另一張圖片

79

(240ms),這張圖片可能跟先前的圖片完全相同或是有細微的差異,接著再出現一次灰 色空白畫陎(80ms),這個順序會不斷重覆出現,直到而受測者按鍵判別兩張圖片是否 相同,若受測者判別兩張圖片有不同之處,就會進一步請受測者指出兩張圖片哪裡不同。

反應時間的長短反映了圖片的複雜程度(Luck. & Vecera, 2002),而在此也可能反映了兩 個品牌商標的差異程度大小,差異大的配對判別速度應該會較快。測驗流程如下圖。

圖 5-1 差異測量任務,參考 Luck & Vecera(2002)p.46 重繪 5.2.4 實務建議:「與目標物結合」也許比「放在中央位置」更重要

在本研究實驗一當中,將遊戲內置廣告與遊戲目標物結合,此一操弄在記憶測驗以 及眼動證據上都有強烈的主要效果。效果是可預期的,因為目標物所在的位置是注意力 集中的焦點區域,但這和過去的遊戲內置廣告效果研究單純將廣告放在畫陎中央位置

(Acar, 2007; Chaney, et al., 2004; Lee & Faber, 2007)的做法並不同。因為本研究的目標 物也有可能出現在畫陎的邊緣,即使是如此,也依然出現顯著的主要效果。這項結果顯 示,在遊戲內置廣告的設計上,配合目標物所在的「相對位置」可能比固定在畫陎上某 一處的「絕對位置」更重要。

不過,與空間不確定性因子比較起來,直接與目標物結合的手法可能對玩家造成較 直接的干擾,而使其起抗拒之心,因此在實務運用上,可能還需要更巧妙精緻的結合手 法。

5.2.5 實務建議:廣告越令人無法預期越能引起注意

本研究的結果顯示,高空間不確定性的情況下,即使是畫陎上的視覺訊息複雜度屬 於高知覺負載,遊戲內置廣告仍能捕捉注意力。這可能解釋了一部分為什麼許多以廣告 看板(billboard)型式來呈現遊戲內置廣告的研究結果不如預期的原因(Acar, 2007; Chaney, et al., 2004; Lee & Faber, 2007; Nelson, 2002; Nelson, et al., 2006),因為玩家在經過這些廣

80

告板數次之後,都開始能預期干擾訊息出現在何處,而下意識或有意識地去忽略這些廣 告,以免它們的資訊影響了遊戲表現。而即使是具有突現特性的廣告,若出現得太過頻 繁,也會容易讓玩家下意識地累積經驗並且忽略廣告訊息。因此,除了避免總是在遊戲 畫陎中的特定位置出現廣告,廣告出現頻率也未必是越多越好,反而也許是偶爾才出現 一下的奇特性更能吸引玩家目光。

81

參考書目

Acar, A. (2007). Testing the Effects of Incidental Advertising Exposure in Online Gaming Environment. Journal of Interactive Advertising, 8(1), 1-36.

Anderson, J. R., Bothell, D., & Douglass, S. (2004). Eye movements do not reflect retrieval processes - Limits of the eye-mind hypothesis. Psychological Science, 15(4), 225-231.

Bacon, W. F., & Egeth, H. E. (1994). Overriding Stimulus-Driven Attention Capture.

Perception & Psychophysics, 55(5), 485-496.

Bahrami, B., Carmel, D., Walsh, V., Rees, G., & Lavie, N. (2008). Unconscious orientation processing depends on perceptual load. Journal of Vision, 8(3).

Balasubramanian, S. K., Karrh, J. A., & Patwardhan, H. (2006). Audience response to product placements - An integrative framework and future research agenda. Journal of Advertising, 35(3), 115-141.

Basil, M. D. (1994). Multiple Resource Theory . 1.Application to Television Viewing.

Communication Research, 21(2), 177-207.

Beck, D. M., & Lavie, N. (2005). Look here but ignore what you see: Effects of distractors at fixation. Journal of Experimental Psychology-Human Perception and Performance, 31(3), 592-607.

Belke, E., Humphreys, G. W., Watson, D. G., Meyer, A. S., & Telling, A. L. (2008).

Top-down effects of semantic knowledge in visual search are modulated by cognitive but not perceptual load. Perception & Psychophysics, 70(8), 1444-1458.

Ben Lewism, L. P. (2010). In-game Advertising Effects : Examining Player Perceptions of Advertising Schema Congruity in a Massively Multiplayer Online Role-Playing Game.

Journal of Interactive Advertising, 10(2), 46-60.

Broadbent, D. E. (1958). Perception and communication. London: Pergamon Press.

Cauberghe, V., & De Pelsmacker, P. (2010). ADVERGAMES The Impact of Brand

82

Prominence and Game Repetition on Brand Responses. Journal of Advertising, 39(1), 5-18.

Chaney, I. M., Lin., K.-H., & Chaney., J. (2004). The Effect of Billboard within the Gaming Environment. Journal of Interactive Advertising, 5(1), 37-45.

Cosman, J. D., & Vecera, S. P. (2009). Perceptual load modulates attentional capture by abrupt onsets. Psychonomic Bulletin & Review, 16(2), 404-410.

Cosman, J. D., & Vecera, S. P. (2010a). Attentional capture by motion onsets is modulated by perceptual load. Attention Perception & Psychophysics, 72(8), 2096-2105.

Cosman, J. D., & Vecera, S. P. (2010b). Attentional capture under high perceptual load.

Psychonomic Bulletin & Review, 17(6), 815-820.

Deubel, H., & Schneider, W. X. (1996). Saccade target selection and object recognition:

Evidence for a common attentional mechanism. Vision Research, 36(12), 1827-1837.

Deutsch, D. (1986). Auditory pattern recognition. In L. K. K. Boff, J. Thomas (Ed.), Handbook and Perception and Performance (Vol. II, pp. 32-31_32-49). New York:

Wiley.

Duchowski, A. T. (2007). Eye tracking methodology: Theory and practice. London:

Springer.

Eriksen., B. A., & Eriksen., C. W. (1974). Effects of noise letters upon the identification of a target letter in a nonsearch task. Perception & Psychophysics, 16(1), 143-149.

Fehd, H. M., & Seiffert, A. E. (2008). Eye movements during multiple object tracking:

Where do participants look? Cognition, 108(1), 201-209.

Findlay, J. M. (2003). Active Vision. The Psychology of Looking and Seeing. Oxford Oxford University Press.

Fischer, M. H. (1999). An investigation of attention allocation during sequential eye movement tasks. Quarterly Journal of Experimental Psychology Section a-Human Experimental Psychology, 52(3), 649-677.

83

Forster, S., & Lavie, N. (2007). High perceptual load makes everybody equal - Eliminating individual differences in distractibility with load. Psychological Science, 18(5),

377-381.

Forster, S., & Lavie, N. (2008). Failures to ignore entirely irrelevant distractors: The role of load. Journal of Experimental Psychology-Applied, 14(1), 73-83.

Forster, S., & Lavie, N. (2009). Harnessing the wandering mind: The role of perceptual load.

Cognition, 111(3), 345-355.

Fox, J. R., Park, B., & Lang, A. (2007). When available resources become negative resources - The effects of cognitive overload on memory sensitivity and criterion bias.

Communication Research, 34(3), 277-296.

Glass, Z. (2007). The Effectiveness of Product Placement in Video Games.

Journal of Interactive Advertising, 8(1), 23-32.

Green, C. S., & Bavelier, D. (2006). Enumeration versus multiple object tracking: the case of action video game players. Cognition, 101(1), 217-245.

Henderson, J. M. (2008). Eye Movement and Scene Memory. In S. J. L. A. Hollingworth

(Ed.), Visual Memory (pp. 87-122). New York: Oxford University Press, Inc.

Horowitz, T. S., Fine, E. M., Fencsik, D. E., Yurgenson, S., & Wolfe, J. M. (2007).

Fixational eye movements are not an index of covert attention. Psychological Science, 18(4), 356-363.

Hu, J., Huhmann, B. A., & Hyman, M. R. (2007). The relationship between task complexity and information search: The role of self-efficacy. Psychology & Marketing, 24(3), 253-270.

Irwin, D. E. (1992). Visual memory within and across fixations In K. Rayner (Ed.), Eye movements and visual cognition : scene perception and reading (). New York:

Springer-Verlag.

Irwin, D. E. (2003). Eye movements and visual cognitive suppression. In D. E. I. B. H. Ross

84

(Ed.), Cognitive vision: The psychology of learning and motivation (Vol. 42, pp.

265-293). New York: Academic Press.

Irwin, D. E. (2004). Fixation location and fixation duration as indices of cognitive processing. In J. M. H. F. Ferreira (Ed.), The interface of language, vision, and action: Eye movements and the visual world (pp. 105-133). New York: NY:

Psychology Press.

Jenkins, R., Lavie, N., & Driver, J. (2003). Ignoring famous faces: Category-specific dilution of distractor interference. Perception & Psychophysics, 65(2), 298-309.

Jenkins, R., Lavie, N., & Driver, J. (2005). Recognition memory for distractor faces depends on attentional load at exposure. Psychonomic Bulletin & Review, 12(2), 314-320.

Jiye Shen, Eyal M. Reingold, Pomplun, M., Willams, D. E., Veikko Suakka, Marko Illi, et al.

(2003). Saccadic Selectivity During Visual Search: The Influence of Central

Processing Difficulty. In R. R. H. D. J. Hyönä (Ed.), The mind's eye: cognitive and applied aspects of eye movement research (pp. 65-88). Amsterdam: North-Holland.

Just, M. A., & Carpenter, P. A. (1984). Using eye fixations to study reading

comprehension. In D. E. K. M. A. Just (Ed.), New methods in reading comprehension research (pp. 151-182). Hillsdale: NJ: Erlbaum.

Kean, M., & Lambert, A. (2003). Orienting of visual attention based on peripheral information. In R. R. H. D. J. Hyönä (Ed.), The mind's eye: cognitive and applied aspects of eye movement research (pp. 27-47). Amsterdam: North-Holland.

Kida, T., Nishihira, Y., Hatta, A., Wasaka, T., Tazoe, T., Sakajiri, Y., et al. (2004). Resource allocation and somatosensory P300 amplitude during dual task: effects of tracking speed and predictability of tracking direction. Clinical Neurophysiology, 115(11), 2616-2628.

Koivisto, M., & Revonsuo, A. (2009). The effects of perceptual load on semantic processing under inattention. Psychonomic Bulletin & Review, 16(5), 864-868.

85

Lang, A. (2000). The limited capacity model of mediated message processing. Journal of Communication, 50(1), 46-70.

Lang, A. (2006). Using the limited capacity model of motivated mediated message processing to design effective cancer communication messages. Journal of Communication, 56, S57-S80.

Lang, A., Geiger, S., Strickwerda, M., & Sumner, J. (1993). The Effects of Related and Unrelated Cuts on Television Viewers Attention, Processing Capacity, and Memory.

Communication Research, 20(1), 4-29.

Lang, A., Park, B., Sanders-Jackson, A. N., Wilson, B. D., & Wang, Z. (2007). Cognition and emotion in TV message processing: How valence, arousing content, structural complexity, and information density affect the availability of cognitive resources.

Media Psychology, 10(3), 317-338.

Lavie, N. (1995). Perceptual Load as a Necessary Condition for Selective Attention. Journal of Experimental Psychology-Human Perception and Performance, 21(3), 451-468.

Lavie, N. (2005). Distracted and confused?: Selective attention under load. Trends in Cognitive Sciences, 9(2), 75-82.

Lavie, N. (2010). Attention, Distraction, and Cognitive Control Under Load. Current Directions in Psychological Science, 19(3), 143-148.

Lavie, N., & De Fockert, J. W. (2003). Contrasting effects of sensory limits and capacity limits in visual selective attention. Perception & Psychophysics, 65(2), 202-212.

Lavie, N., & Fox, E. (2000). The role of perceptual load in negative priming. Journal of Experimental Psychology-Human Perception and Performance, 26(3), 1038-1052.

Lavie, N., Hirst, A., de Fockert, J. W., & Viding, E. (2004). Load theory of selective attention and cognitive control. Journal of Experimental Psychology-General, 133(3), 339-354.

Lavie, N., Lin, Z. C., Zokaei, N., & Thoma, V. (2009). The Role of Perceptual Load in

86

Object Recognition. Journal of Experimental Psychology-Human Perception and Performance, 35(5), 1346-1358.

Lavie, N., & Tsal, Y. (1994). Perceptual Load as a Major Determinant of the Locus of Selection in Visual-Attention. Perception & Psychophysics, 56(2), 183-197.

Lee, M., & Faber, R. J. (2007). Effects of product placement in on-linie games on brand memory - A perspective of the limited-capacity model of attention. Journal of Advertising, 36(4), 75-90.

Liu, Y., & Shrum, L. J. (2002). What Is Interactivity and Is It Always Such a Good Thing?

Implications of Definition, Person, and Situation for the Influence of Interactivity on Advertising Effectiveness. Journal of Advertising, 31(4), 53-64.

Luck., S. J., & Vecera, S. P. (2002). Attention. In S. Yantis (Ed.), Stevens' Handbook of Experimental Psychology (Vol. 1.Sensation and Perception, pp. 235-286). New York:

Wiley.

Macdonald, J. S. P., & Lavie, N. (2008). Load induced blindness. Journal of Experimental Psychology-Human Perception and Performance, 34(5), 1078-1091.

Mackay, T., Ewing, M., Newton, F., & Windisch, L. (2009). The effect of product placement in computer games on brand attitude and recall. International Journal of Advertising, 28(3), 423-438.

Mallinckrodt, V., & Mizerski, D. (2007). The effects of playing an advergame on young children's perceptions, preferences, and requests. Journal of Advertising, 36(2), 87-100.

Marciano., H., & Yeshurm., Y. (2011). The effect of perceptual load in central and peripheral regions of the visual field. Visual Cognition, 19(3), 367-391.

Marolf, G. (2007). Advergaming and in-game advertising : an approach to the next generation of advertising. Saarbrucken: Vdm Verlag Dr Mueller.

Mau, G., Silberer, G., & Constien, C. (2008). Communicating brands playfully Effects of

87

in-game advertising for familiar and unfamiliar brands. International Journal of Advertising, 27(5), 827-851.

Nelson, M. R. (2002). Recall of brand placements in computer/video games. Journal of Advertising Research, 42(2), 80-92.

Nelson, M. R., Yaros, R. A., & Keum, H. (2006). Examining the influence of telepresence on spectator and player processing of real and fictitious brands in a computer game.

Journal of Advertising, 35(4), 87-99.

Neo, G., & Chua, F. K. (2006). Capturing focused attention. [Proceedings Paper]. Perception

& Psychophysics, 68(8), 1286-1296.

Norman, D. A., and Shallice, T. (1986). Attention to action: Willed and automatic control of behavior. In G. E. S. a. D. S. R. J. Davison (Ed.), Conciousness and Self-Regulation

(Vol. 4, ). New York: Plenum.

Pan, K. Y., & Eriksen, C. W. (1993). Attentional Distribution in the Visual-Field During Same-Different Judgments as Assessed by Response Competition. . Perception &

Psychophysics, 53(2), 134-144.

Pashler, H. E. (1998). Introduction The Psychology of Attention (pp. 1-34). Cambridge, Massachusetts: The MIT Press.

Patrick Walsh, Yongjae Kim, & Ross., S. D. (2008). Brand Recall and Recognition: A Comparison of Television and Sport Video Games as Presentation Modes. Sport Marketing Quarterly, 17(4), 201-208.

Poole, A., & Ball, L. J. (2005). Eye tracking in human-computer interaction and usability research: Current status and future prospects. In C. Ghaoui (Ed.), Encyclopedia of human computer interaction (pp. 211-219). Hershey, PA: Idea Group.

Posner, M. I. (1980). Orienting of Attention. Quarterly Journal of Experimental Psychology, 32(FEB), 3-25.

Pylyshyn, Z. W. (2001). Visual indexes, preconceptual objects, and situated vision.

88

Cognition, 80(1-2), 127-158.

Radach, R., Lemmer, S., Vorstius, C., Heller, D., & Radach, K. (2003). Eyemovements in the processing of print advertisements. In R. R. H. D. J. Hyönä (Ed.), The mind's eye:

cognitive and applied aspects of eye movement research (pp. 609-632). Amsterdam:

North-Holland.

Rees, G., Frith, C. D., & Lavie, N. (1997). Modulating irrelevant motion perception by varying attentional load in an unrelated task. Science, 278(5343), 1616-1619.

Rowland, L. A., & Shanks, D. R. (2006). Attention modulates the learning of multiple contingencies. Psychonomic Bulletin & Review, 13(4), 643-648.

Schneider, W., Dumais, S. T., & Shiffrin, R. M. (1984). Automatic and control processing and attention. New York.: Academic Press.

Shapiro, M. A. (1994). Signal Detection Measures of Recognition Memory. In A. Lang

(Ed.), Measuring Psychological Responses to Media Messages (pp. 133-148).

Hillsdale, NJ, England: Lawrence Erlbaum Associates, Inc, x, 244 pp.

Snowden, R. J., Thompson, P., & Troscianko, T. . (2006). Basic vision: an introduction to visual perception: Oxford University Press. .

Stanislaw, H., & Todorov, N. (1999). Calculation of signal detection theory measures.

Behavior Research Methods Instruments & Computers, 31(1), 137-149.

Taya, S., Adams, W. J., Graf, E. W., & Lavie, N. (2009). The fate of task-irrelevant visual motion: Perceptual load versus feature-based attention. Journal of Vision, 9(12).

Theeuwes, J., Kramer, A. F., & Belopolsky, A. V. (2004). Attentional set interacts with perceptual load in visual search. Psychonomic Bulletin & Review, 11(4), 697-702.

Treisman, A. M. (1969). Strategies and models of selective attention. Psychological Review, 76(3), 282-299.

Treisman, A. M. (1993). The Preception of features and objects. In A. B. L. Weiskrantz

(Ed.), Attention :Selection, Awareness, & Control (pp. 5-35). Oxford: Oxford

89

University Press.

Treisman, A. M., & Geffen, G. (1967). Selective attention: perception or response? The Quarterly journal of experimental psychology, 19(1), 1-17.

Treisman, A. M., & Gelade, G. (1980). FEATURE-INTEGRATION THEORY OF ATTENTION. Cognitive Psychology, 12(1), 97-136.

van Reijmersdal, E., Neijens, P., & Smit, E. G. (2009). A New Branch of Advertising Reviewing Factors That Influence Reactions to Product Placement. Journal of Advertising Research, 49(4), 429-449.

Veikko Suakka, Marko Illi, & Isokoski., P. (2003). Voluntary Eye Movements in Human-Computer Interaction. In R. R. H. D. J. Hyönä (Ed.), The mind's eye:

cognitive and applied aspects of eye movement research (pp. 473-191). Amsterdam:

North-Holland.

Ward, J. C., & Hill, R. P. (1991). Designing effective promotional games - opportunities and problems. Journal of Advertising, 20(3), 69-81.

West, G. L., Stevens, S. A., Pun, C., & Pratt, J. (2008). Visuospatial experience modulates attentional capture: Evidence from action video game players. Journal of Vision, 8(16).

Winkler., T., & Buckner., K. (2006). Receptiveness of Gamers to Embedded Brand Messages in Advergames: Attitude Towards Product Placement.

Journal of Interactive Advertising, 7(1), 24-32.

Wixted, J. T. (2007). Dual-process theory and signal-detection theory of recognition memory.

Psychological Review, 114(1), 152-176.

Yang, H. L., & Wang, C. S. (2008). Product placement of computer games in cyberspace.

Cyberpsychology & Behavior, 11(4), 399-404.

Yang, M. H., Roskos-Ewoldsen, D. R., Dinu, L., & Arpan, L. M. (2006). The effectiveness of "in-game" advertising - Comparing college students' explicit and implicit memory

90

for brand names. Journal of Advertising, 35(4), 143-152.

Yantis, S., & Jonides, J. (1984). Abrupt Visual Onset and Selective Attention - Evidence From Visual-Search. Journal of Experimental Psychology-Human Perception and Performance, 10(5), 601-621.

Zelinsky, G. J., & Neider, M. B. (2008). An eye movement analysis of multiple object tracking in a realistic environment. Visual Cognition, 16(5), 553-566.

陳一帄. (2010). 視覺心理學. 臺北市: 雙葉書廊.

陶振超. (2011). 媒介訊息如何獲得注意力:突出或相關?認知取徑媒體研究之觀點. 新 聞學研究, 107, 245-290.

劉英茂. (2000a). 感覺閾與心理物理方法 基本心理歷程 (pp. 65-75). 臺北: 文笙 書局.

劉英茂. (2000b). 感覺閾與心理物理論 基本心理歷程 (pp. 118-135). 臺北: 文笙 書局.

91

附錄

附錄一、實驗一置入品牌總覽 遊戲畫陎

/Condition

遊戲畫陎 置入品牌

受測者練習遊戲 畫陎

單純遊戲畫陎,無置入任何品 牌

範例畫陎 圖檔名 圖檔

LLT

LLT1_1

LLT2_1

LLT3_1

LLT4_1

LLD

LLD1_1

LLD2_1

LLD3_1

LLD4_1 Logo 放

在氣球上

Logo 放 在飛機上

92

HLT

HLT1_1

HLT 2_1

HLT 3_1

HLT 4_1

HLD

HLD1_1

HLD 2_1

HLD 3_1

HLD 4_1 Logo 放

在氣球上

Logo 放 在飛機上

93

附錄二、實驗二置入品牌總覽

遊戲畫陎

(Condition)

遊戲畫陎 置入品牌

受測者練習遊戲畫 陎

 單純遊戲畫陎,無置入任何品牌。

 飛機出現的次數為 1 局 6 次。

此一版本飛行方向只有 2 種。

94

範例畫陎 圖檔

低知覺負載

低空間不確定性

 每架飛機上都置入一個品 牌

 飛機出現的次數為 1 局 6 次。

此一版本飛行方向只有 2

種。

95

低知覺負載

高空間不確定性

 每架飛機上都置入一個品 牌

 飛機出現的次數為 1 局 6 次。

此一版本飛行方向有4種。

96

高知覺負載

低空間不確定性

 每架飛機上都置入一個品 牌

 目標物只有 1 個紅氣球。比 實驗一新增兩種顏色的氣 球。

 飛機出現的次數為 1 局 6 次。

此一版本飛行方向只有 2

種。

97

高知覺負載

高空間不確定性

 每架飛機上都置入一個品 牌

 目標物只有 1 個紅氣球。比 實驗一新增兩種顏色的氣 球。

 飛機出現的次數為 1 局 6 次。

此一版本飛行方向有4種。

98

附錄三、實驗一受測者招募說明

「數位遊戲資訊處理的認知歷程研究」研究

招募實驗參與者

100/02/12 妳/你好,

邀請妳/你參加一項有關「人如何處理數位遊戲資訊」的研究。透過最新的眼動儀器

(eye tracking),本研究嘗詴瞭解人們在玩遊戲時的認知歷程(cognitive processing)。整

(eye tracking),本研究嘗詴瞭解人們在玩遊戲時的認知歷程(cognitive processing)。整