Effectiveness of in-game advertising in sports video games among old gamers

The ways people consume sports have changed over recent years. With more people consuming sports through sports video game (SVG) over watching it on television, the number of in-game advertisements has also increased accordingly. However, studies conducted on old gamers 50 years old and above ar...

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Main Author: Toh, Chee Yong.
Other Authors: Leng Ho Keat
Format: Final Year Project
Language:English
Published: 2013
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Online Access:http://hdl.handle.net/10356/52154
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-521542020-09-27T20:21:19Z Effectiveness of in-game advertising in sports video games among old gamers Toh, Chee Yong. Leng Ho Keat DRNTU::Business::Marketing The ways people consume sports have changed over recent years. With more people consuming sports through sports video game (SVG) over watching it on television, the number of in-game advertisements has also increased accordingly. However, studies conducted on old gamers 50 years old and above are lacking even though they are possibly the second largest group of video game consumers. Thus, the aim of this study is to understand the effectiveness of in-game advertising on old gamers. It was hypothesis that there will be a difference in in-game advertisements recall/recognition rate among young and old gamers. To begin, 58 participants from the generation Y (n=31) and baby boomers (n=27) age groups were conveniently selected for this study. Participants were instructed to play a racing game and followed by answering a questionnaire consisting of recall/recognition questions. Results revealed that the difference in advertisement recall/recognition rate among the age groups was significant. With the statistical analysis showing values of t(47)=1.72, p=.092 for the difference in recall rate, and (56)=3.33, p=.002 for recognition rate, the null hypothesis was rejected, and it was suggested that current in-game advertising is less effective on old gamers. This study can serves as a foundation for future researchers who are interested in related studies, and also for sport marketers who want to use in-game advertising in SVG to reach out to old gamers. Bachelor of Science (Sport Science and Management) 2013-04-24T04:48:25Z 2013-04-24T04:48:25Z 2013 2013 Final Year Project (FYP) http://hdl.handle.net/10356/52154 en 32 p. application/pdf
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic DRNTU::Business::Marketing
spellingShingle DRNTU::Business::Marketing
Toh, Chee Yong.
Effectiveness of in-game advertising in sports video games among old gamers
description The ways people consume sports have changed over recent years. With more people consuming sports through sports video game (SVG) over watching it on television, the number of in-game advertisements has also increased accordingly. However, studies conducted on old gamers 50 years old and above are lacking even though they are possibly the second largest group of video game consumers. Thus, the aim of this study is to understand the effectiveness of in-game advertising on old gamers. It was hypothesis that there will be a difference in in-game advertisements recall/recognition rate among young and old gamers. To begin, 58 participants from the generation Y (n=31) and baby boomers (n=27) age groups were conveniently selected for this study. Participants were instructed to play a racing game and followed by answering a questionnaire consisting of recall/recognition questions. Results revealed that the difference in advertisement recall/recognition rate among the age groups was significant. With the statistical analysis showing values of t(47)=1.72, p=.092 for the difference in recall rate, and (56)=3.33, p=.002 for recognition rate, the null hypothesis was rejected, and it was suggested that current in-game advertising is less effective on old gamers. This study can serves as a foundation for future researchers who are interested in related studies, and also for sport marketers who want to use in-game advertising in SVG to reach out to old gamers.
author2 Leng Ho Keat
author_facet Leng Ho Keat
Toh, Chee Yong.
format Final Year Project
author Toh, Chee Yong.
author_sort Toh, Chee Yong.
title Effectiveness of in-game advertising in sports video games among old gamers
title_short Effectiveness of in-game advertising in sports video games among old gamers
title_full Effectiveness of in-game advertising in sports video games among old gamers
title_fullStr Effectiveness of in-game advertising in sports video games among old gamers
title_full_unstemmed Effectiveness of in-game advertising in sports video games among old gamers
title_sort effectiveness of in-game advertising in sports video games among old gamers
publishDate 2013
url http://hdl.handle.net/10356/52154
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