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Engagement and Brand Recall in Software Developers: an Eye-Tracking Study on Advergames

dc.contributor.author Akcan, Duygu
dc.contributor.author Yilmaz, Murat
dc.contributor.author Gulec, Ulas
dc.contributor.author Ilgin, Hueseyin Emre
dc.contributor.other 06.09. Yazılım Mühendisliği
dc.contributor.other 06.01. Bilgisayar Mühendisliği
dc.contributor.other 06. Mühendislik Fakültesi
dc.contributor.other 01. Çankaya Üniversitesi
dc.date.accessioned 2025-05-11T17:03:24Z
dc.date.available 2025-05-11T17:03:24Z
dc.date.issued 2024
dc.description Ilgin, Huseyin Emre/0000-0001-8033-7823; Yilmaz, Murat/0000-0002-2446-3224 en_US
dc.description.abstract Advergames represent a novel product placement strategy that surpasses traditional advertising methods by fostering interaction between brands and their target audiences. This study investigates the unique engagement opportunities provided by video games, focusing mainly on the 'flow experience', an intensified state of immersion frequently encountered by players of computer games. Such immersive experiences have the potential to significantly influence a player's perception, offering a new avenue for advertisements to impact and engage audiences effectively. The primary objective of this research was to examine the influence of advergames on players who are deeply immersed in the gaming experience, with a specific focus on the subsequent effects on brand recognition over time. The study involved 44 software developers, who were evenly divided into two groups for the experiment. Both groups were exposed to an identical gaming environment with the task of locating a designated product within the game. However, one group interacted with an enhanced version of the game, which included additional stimuli-such as dynamic music, an engaging narrative, time constraints, a competitive leaderboard, and immersive voice acting-to intensify the gaming experience. The experiment strategically placed various products within the game, and their detectability was assessed using eye-tracking technology. Following gameplay, participants completed questionnaires that measured their experience with flow state and brand recall. The data were analyzed using the Mann-Whitney U test and correlation analysis to facilitate comparisons. The findings indicated that the product associated with the primary task achieved the highest recall rate between both groups. Furthermore, eye-tracking technology identified the areas in the game that attracted the most attention, revealing a preference for mid- and high-level placements over lower-level ones. en_US
dc.identifier.doi 10.3390/app14188360
dc.identifier.issn 2076-3417
dc.identifier.scopus 2-s2.0-85205264402
dc.identifier.uri https://doi.org/10.3390/app14188360
dc.identifier.uri https://hdl.handle.net/20.500.12416/9597
dc.language.iso en en_US
dc.publisher Mdpi en_US
dc.rights info:eu-repo/semantics/openAccess en_US
dc.subject Advergames en_US
dc.subject Brand Recognition en_US
dc.subject Eye-Tracking en_US
dc.subject Human-Computer Interaction en_US
dc.title Engagement and Brand Recall in Software Developers: an Eye-Tracking Study on Advergames en_US
dc.type Article en_US
dspace.entity.type Publication
gdc.author.id Ilgin, Huseyin Emre/0000-0001-8033-7823
gdc.author.id Yilmaz, Murat/0000-0002-2446-3224
gdc.author.institutional Yılmaz, Murat
gdc.author.institutional Güleç, Ulaş
gdc.author.scopusid 59347128400
gdc.author.scopusid 55738449500
gdc.author.scopusid 57063006200
gdc.author.scopusid 57079996200
gdc.author.wosid Ilgın, Hüseyin Emre/Hhs-4281-2022
gdc.author.wosid Yilmaz, Murat/O-8060-2018
gdc.description.department Çankaya University en_US
gdc.description.departmenttemp [Akcan, Duygu] Cankaya Univ, Dept Comp Engn, TR-06790 Ankara, Turkiye; [Yilmaz, Murat] Gazi Univ, Fac Engn, Dept Comp Engn, TR-06560 Ankara, Turkiye; [Gulec, Ulas] TED Univ, Fac Engn, Dept Software Engn, TR-06420 Ankara, Turkiye; [Ilgin, Hueseyin Emre] Tampere Univ, Fac Built Environm, Sch Architecture, Tampere 33014, Finland en_US
gdc.description.issue 18 en_US
gdc.description.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
gdc.description.scopusquality Q3
gdc.description.volume 14 en_US
gdc.description.woscitationindex Science Citation Index Expanded
gdc.description.wosquality Q2
gdc.identifier.openalex W4402615238
gdc.identifier.wos WOS:001322932100001
gdc.openalex.fwci 0.77747004
gdc.openalex.normalizedpercentile 0.66
gdc.opencitations.count 0
gdc.plumx.mendeley 14
gdc.plumx.scopuscites 0
gdc.scopus.citedcount 0
gdc.wos.citedcount 0
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