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Journal of Advertising, 42(2–3), 264–273

Copyright C 2013, American Academy of Advertising

ISSN: 0091-3367 print / 1557-7805 online


DOI: 10.1080/00913367.2013.774605

Comparing TV Ads and Advergames Targeting Children: The


Impact of Persuasion Knowledge on Behavioral Responses
Katarina Panic and Verolien Cauberghe
Ghent University, Ghent, Belgium
Patrick De Pelsmacker
University of Antwerp, Antwerp, Belgium

and Fine 2008). In 2009, U.S. companies spent an estimated


Although thousands of advergames are directed at children, lit- $676 million on advergame development (Lee et al. 2009), and
tle is known about how advergames affect children and whether according to content analyses of food and beverage websites
this persuasive process differs from traditional advertising formats. in the United States, approximately 80% of the food websites
Investigating the underlying persuasive mechanism, Study 1 shows
that, for TV advertising, persuasion knowledge drives the persua-
promoted on children’s television networks include advergames
sive effects while, for advergames, persuasion is mainly driven by (Culp, Bell, and Cassady 2010).
the attitude toward the game. Adding advertising cues to the ad- Compared to traditional advertising, this new technique is
vergame does not increase persuasion knowledge but does diminish fundamentally different. First, advergames integrate the persua-
the positive attitude toward the game effect, influencing behavior sive message into a highly entertaining computer game. This
indirectly. Study 2 demonstrates that, for an advergame, the per-
suasive mechanism does not differ between a commercial versus a
implies that viewers are exposed to the commercial message
social persuasive message. and the media content at the same time, resulting in blurred
boundaries between advertising, entertainment, and informa-
tion (Raney et al. 2003). Another point of difference is the
Due to digitalization, children’s media environment has been
level of interactivity. Contrary to traditional advertising, ad-
subjected to substantial changes over the past decade. Not only
vergames evoke a certain degree of activity with the consumers,
are advertisers targeting today’s children more often than earlier
thereby engaging them with the interactive content rather than
generations were targeted, they are also rapidly adopting new
just passively exposing them to it (Van Reijmersdal, Rozen-
interactive marketing techniques to reach this young audience
daal, and Buijzen 2012a). But despite these considerable and
(Calvert 2008). One of these new marketing techniques is the
ongoing changes in advertising techniques targeting children,
advergame, “a form of branded entertainment that features ad-
little is known about how children process these new for-
vertising messages, logos and trade characters in a game format”
mats, how this processing affects their persuasion, and how this
(Mallinckrodt and Mizerski 2007, p.87). These online games are
mechanism is different from persuasion induced by traditional
especially designed to promote a company’s brand, linking the
advertising. Especially the role of persuasion knowledge is
product or brand to rewarding stimuli (Lee et al. 2009; Nairn
unclear.
For decades, children’s understanding of the persuasive in-
Address correspondence to Katarina Panic, Ghent University, Fac- tention of commercial messages has been one of the most im-
ulty of Political and Social Sciences, Department of Communica- portant topics in the study of children’s advertising processing.
tion Sciences, Korte Meer 11, 9000 Ghent, Belgium. E-mail: Kata- The main theoretical model describing this process is the per-
rina.Panic@UGent.be suasion knowledge model (PKM; Friestad and Wright 1994),
Katarina Panic (MA, Ghent University) is a research and teach- stating that people need to possess a certain knowledge about the
ing assistant in the Department of Communication Sciences, Ghent
University. intent and tactics of advertising to “cognitively defend” them-
Verolien Cauberghe (PhD, University of Antwerp) is a professor selves against its persuasive influences. With young children,
of marketing communication, corporate communication, and social however, this advertising-related knowledge is still underdevel-
marketing in the Department of Communication Sciences, Ghent Uni- oped, making them less able to critically process the ads they
versity. encounter and thus more susceptible to their persuasive appeal
Patrick De Pelsmacker (PhD, University of Antwerp) is a professor
of marketing, market research, and communication management at the (Brucks, Armstrong, and Goldberg 1988; Gunter, Oates, and
University of Antwerp and Ghent University. Blades 2005). Although this line of reasoning has dominated

264
COMPARING TV ADS AND ADVERGAMES TARGETING CHILDREN 265

the academic and public debate about children and advertising, reaction to the format, and persuasive outcomes. In the second
some shortcomings to the application of the PKM for children experiment, two advergames with differing message content
regarding advergames can be noted. (commercial versus noncommercial) are compared in terms of
First, although theories like the PKM provide valuable in- activated persuasion knowledge and its effect on persuasive out-
sights, they are merely based on research concerning such tradi- comes.
tional advertising as TV and print. Today’s changes in children’s The results of these studies contribute to our theoretical un-
commercial media environment, however, demand a reevalua- derstanding of persuasion knowledge and also provide guide-
tion of the relation between children’s advertising literacy and lines for future legal and policy decisions concerning the pro-
their susceptibility to advertising effects. As mentioned, con- tection of children with respect to new advertising formats. We
temporary advertising formats differ substantially from tradi- focus on children between seven and 10 years old, as the most
tional techniques. However, insights into how the defining char- important developmental changes in children’s advertising lit-
acteristics of these new formats—that is, their integrated and eracy occur around this age (John 1999).
involving nature—affect children’s processing are still lacking
(Van Reijmersdal, Rozendaal, and Buijzen 2012a). As research
on this topic is scarce, the main purpose of this study is to THE DEVELOPMENT OF PERSUASION KNOWLEDGE
empirically investigate persuasion knowledge and its influence According to the PKM, persuasion knowledge is the per-
on children’s susceptibility to advertising in terms of advertis- sonal knowledge consumers develop about marketers’ motives
ing effects for a new, interactive advertising format, namely an and tactics. This knowledge helps them identify how, when,
advergame. and why marketers are trying to influence them (Friestad and
Second, although previous persuasion knowledge literature Wright 1994). Past research concerning children’s persuasion
has contributed substantially to our understanding of the age at knowledge relies mainly on frameworks developed by cognitive
which children possess advertising knowledge, profound insight psychologists (e.g., Piaget 1929). In this point of view, children’s
on children’s use of this knowledge when exposed to advertis- understanding of advertising tactics and intentions develop to-
ing is still lacking, certainly for new advertising formats such as gether with their general cognitive capacities and information
advergames (Rozendaal et al. 2011). As argued by John (1999), processing skills (John 1999; McAlister and Cornwell 2009;
the fact that children possess a certain amount of persuasion Moses and Baldwin 2005). As children grow older, they begin
knowledge does not necessarily imply that they will sponta- to recognize the nature and understand the intent of advertis-
neously retrieve and apply it every time they are confronted ing, and they use this knowledge when processing commercial
with advertising. Due to the affect-based nature of contempo- messages. In other words, children use persuasion knowledge as
rary advertising, it is, for example, possible that children will a defense mechanism or a “filter” when processing persuasive
not activate their cognitive defenses because they are swayed by messages, making them less susceptible to its influences. This
the attractiveness of the interactive advertising format (Moore cognitive defense mechanism encompasses multiple skills that
2004). To date, the main focus of the PKM remains on children’s are accumulated during childhood. Based on Piaget (1929), four
cognitive responses to advertising. However, more recent find- general phases in children’s development of persuasion knowl-
ings from psychology and neuroscience (Nairn and Fine 2008) edge are distinguished (for an overview, see Rozendaal, Buijzen,
argue that judgments and behaviors (including those related to and Valkenburg 2011). Although there is a successive amount
advertising) are determined not only by cognitive responses but of research concerning the development of children’s cognitive
also by affective associations with the advertisement. Therefore, advertising defenses, research on the negative relation between
the present study looks into the role of cognitive as well as af- persuasion knowledge and advertising effects remains equivo-
fective reactions toward the advertising format while comparing cal. Only a few studies have empirically established the relation
the underlying persuasion mechanism for both traditional and between low persuasion knowledge and children’s susceptibil-
new advertising forms. ity to advertising (Rozendaal, Buijzen, and Valkenburg 2011;
Finally, although the role of message content on persuasion Young 2003). Furthermore, these studies focus only on tradi-
knowledge has been examined in the past (Bhatnagar, Aksoy, tional advertising despite the recent changes in young people’s
and Malkoc 2004; Boogaard and Fransen 2011), its effect in media environments. As such, this study takes an important first
a new, interactive environment has not yet been investigated. step by comparing the role of both cognitive defenses and af-
Therefore, we examine the impact of persuasion knowledge fective reactions on children’s susceptibility to both traditional
evoked by a commercial and a noncommercial advergame on and new forms of advertising.
persuasive effects.
The research target of the current study is twofold, focusing
on two elements of the persuasive message: the message format THE ROLE OF MESSAGE FORMAT:
(medium) and the message topic (content). In the first exper- CHILDREN’S PERSUASION KNOWLEDGE FOR TV
iment, the role of message format is examined by comparing ADVERTISEMENTS VERSUS ADVERGAMES
children’s processing of a television commercial versus an ad- In recent years, computer games have become an important
vergame in terms of activated persuasion knowledge, affective part of children’s lives. On average, American children between
266 K. PANIC ET AL.

eight and 10 years old spends 61 minutes per day playing video ondary task; An and Stern 2011). According to the limited-
games, making gaming one of children’s favorite pastime activ- capacity model of attention (Kahneman 1973), these two tasks
ities (Rideout, Foehr, and Roberts 2010). As a result, advertisers compete for cognitive capacity in the working memory, as ca-
targeting children adopt computer games as a new advertising pacity used for the primary task cannot be used to perform the
opportunity, integrating their commercial message into this pop- secondary task. Because children’s ability to process informa-
ular entertainment medium. tion is limited (Buijzen, Van Reijmersdal, and Owen 2010) and
In contrast to traditional advertising, advergames are in- because playing a computer game demands a lot of cognitive re-
teractive and immersive. Designed to be playful and fun, sources related to the interactivity of the game itself (Yuji 1996),
these digital games provide challenges and competition and children may be totally absorbed in the game, leaving little cog-
give the player a sense of active control over what is happening nitive capacity available to recognize and process the brands
in the game (Williams and Clippinger 2002). Also, advergames in the game (Campbell and Kirmani 2000; Van Reijmersdal,
are free, typically require little skill, and are easy to access on Rozendaal, and Buijzen 2012a). Watching a TV advertisement,
company websites or general gaming sites (Grossman 2005). however, demands less cognitive capacity than processing brand
This makes playing advergames a very pleasant experience for information while simultaneously playing a game, leaving more
children (Hsu and Lu 2004), more so than watching a television working memory capacity to critically process brand informa-
commercial. Indeed, a study by Waiguny and Terlutter (2011) tion. Hence, we expect the following:
shows that children have a more positive attitude toward an
H2: Persuasion knowledge has a more negative effect on children’s
advergame than toward a television advertisement. purchase request for a TV advertisement than for an advergame.
Furthermore, advergames are less likely to activate cognitive
defense mechanisms. As children often find advergames very Next to the level of persuasion knowledge, the processing of
appealing, they do not fully understand what these games are or commercial content can also be influenced by the consumer’s
how they work (Wollslager 2009). With advergames, compared affective reaction toward the message format. The affect transfer
to traditional advertising where advertising and media content mechanism (Baker 1999) suggests that, through an unconscious
are shown sequentially, the advertising message is interwoven mechanism, the format in which the brands are embedded has an
into an interactive game. Due to the embedded and subtle nature influence on the formation of brand attitudes and subsequently
of these games, combined with children’s underdeveloped per- on behavioral intention. Indeed, a positive attitude toward the
suasion knowledge and limited experience with this new adver- advertising vehicle has been shown to carry over to the embed-
tising format, young children are unlikely to retrieve and apply ded advertisement (Brengman and Geuens, 2004), which can in
their advertising knowledge as a critical defense while playing turn produce more positive evaluations of the brand and affect
an advergame (Buijzen, Van Reijmersdal, and Owen 2010; Liv- children’s purchase requests (Mallinckrodt and Mizerski 2007).
ingstone 2009). Recently, two studies demonstrated that children As established earlier, the action of game play itself takes
do indeed find it difficult to understand the commercial nature of up a considerable amount of cognitive resources. When all the
nontraditional advertising techniques (Mallinckrodt and Mizer- cognitive resources are taken up by due to thecognitive load
ski 2007; Owen et al. 2010). Based on these findings, we expect of the game, children’s information processing capabilities are
to find the following: hindered (Janssen, Fennis, and Pruyn 2010). Research by Shiv
and Fedorikhin (1999) shows that under circumstances of high
H1: Children who play an advergame demonstrate lower persuasion
cognitive load, participants tend to base their reaction on affect
knowledge than children who watch a TV advertisement.
rather than cognition. Affective responses are automatic reac-
However, the question remains as to whether persuasion knowl- tions that tend to occur rapidly upon exposure to a stimulus.
edge affects children’s susceptibility to advertising effects and Compared to cognitive responses, their formation does not re-
whether this persuasion process differs between a traditional quire the use of significant cognitive resources (Zajonc 1980).
versus an advergame context. Taking into consideration that advergames are playful and affect
Traditional advertising literature shows that with adults per- based by nature and require more cognitive resources to process
suasion knowledge functions as a cognitive defense mechanism than a television commercial, we expect the following:
when processing advertising messages. When an ulterior motive
H3: The attitude toward the advertising format has a more positive
of persuasion is perceived, persuasion knowledge is activated. influence on children’s purchase request for an advergame than for
This knowledge helps consumers critically process the informa- a TV commercial.
tion, leading to less trust in the advertisement and a diminished
desire to buy the advertised product (Livingstone and Helsper The Effect of Advertising Cues
2006). For children, this mechanism is not always triggered. A possible explanation for the limited activation or use of
When playing an advergame, children are actively engaged in a children’s persuasion knowledge when confronted with adver-
pleasant activity. In this case, the players’ attention is divided tising can be found in the “cued processors” theory. Brucks,
between two tasks: playing the interactive game (primary Armstrong, and Goldberg (1988) found that children, especially
task) and processing the embedded brand information (sec- children between seven and 11 years old, often know what
COMPARING TV ADS AND ADVERGAMES TARGETING CHILDREN 267

advertising is and how it works but have trouble using this H4: Persuasion knowledge has a more negative effect on children’s
knowledge to generate critical thoughts and counterarguments purchase request for an advergame with a cue than for an advergame
without a cue.
when confronted with advertising. However, the cued proces-
sors theory suggests this process can be enhanced by presenting Next, we examine to what extent advertising cues mitigate the
“a cue” to activate this knowledge. For example, a cue can be positive effect of the gaming context on favorable behavioral
a separation device such as the announcement of an advertising responses. According to An and Stern (2011), advertising cues
break in a TV program or a disclaimer that identifies the pres- may lead to a “detachment” effect where children simply ignore
ence of commercial content in a website or a movie (An and the promotional message or the brand and reallocate their atten-
Stern 2011). This advertising cue should make the motives of tion to other, more fun aspects of the game. In other words, a
the persuasive message more accessible and thus help children cue can lead children to pay more attention to the active con-
“stop and think” about what the advertisement is trying to ac- trols of games while ignoring the integrated brand information.
complish (Rozendaal et al. 2011). In other words, an advertising As a result, the affect transfer mechanism (from the advertising
cue can facilitate recognition of the ulterior motive and trigger vehicle to the brand and, in turn, on behavior) can be expected
children’s previously acquired persuasion knowledge. to be reduced. Therefore, we expect the following to occur:
However, advertising cues have only recently regained aca-
demic attention, and the limited results are far from univocal. H5: The attitude toward the advertising format has a more positive
effect on children’s purchase request for an advergame without a cue
While some studies confirm that cues do indeed activate per- than for an advergame with a cue.
suasion knowledge (e.g., Boerman, Van Reijmersdal, and Nei-
jens 2012), other studies found no effect from cues (Stern and
An 2009; Van Reijmersdal and Tutaj 2010). However, these THE ROLE OF MESSAGE CONTENT:
studies mainly focus on the direct effect between advertising CHILDREN’S PERSUASION KNOWLEDGE FOR A
cues and the activation of persuasion knowledge rather than the COMMERCIAL VERSUS A SOCIAL ADVERGAME
effect of persuasion knowledge on children’s susceptibility to According to Buijzen, Van Reijmersdal, and Owen (2010),
advertising. Also, cues are mainly examined in such traditional not only the persuasive format (i.e., the medium) but also the
advertising contexts as television programs (e.g., Dekker and nature of the message should be taken into account when inves-
Van Reijmersdal 2010) or magazines (e.g., Van Reijmersdal, tigating young people’s processing of persuasive media content.
Rozendaal, and Buijzen 2012b) rather than through interactive, Following the assumption that persuasion knowledge activates
online environments. This is mainly due to the fact that vari- a defense mechanism (Knowles and Linn 2004), different kinds
ous legislative initiatives oblige the clear separation of content of messages may provoke different resistance strategies. Com-
and commercial content on television. In 1979, the National mercial advertising can, for example, be more easily recognized
Association of Broadcasters and the Federal Communications as an attempt to persuade than a social game because the self-
Commission passed rules obliging the inclusion of separation interest of the commercial advertiser is more obvious compared
devices (i.e., “bumpers”) in between commercials and television to a social message. Although social messages may also be rec-
programs aimed at children (e.g., “And now a word from our ognized as a persuasive communication attempt, the fact that
sponsors” or “We will return after the commercial”). Currently, the source (e.g., a health organization) has little self-interest
such regulation is missing on the Internet. As a result, few online in the message might evoke fewer defensive reactions with the
advergames include cues indicating the presence of commercial recipients (Walster, Aronson, and Abrahams 1966). Contrary
content (An and Stern 2011). But as concerns heighten regard- to commercial messages, the source of a social message acts
ing the ethical treatment of children online, laws and regulations out of public interest and well-being. Because a social persua-
concerning advertising cues are soon to be extrapolated to the sive messages will raise less suspicion of ulterior motives, this
World Wide Web. may evoke less critical message processing than commercial
A recent study by An and Stern (2011), focusing on the effect messages, in turn, affecting persuasion. Therefore, we expect
of cues in advergames, found no effect of ad breaks on children’s persuasion knowledge to have a more negative effect (making
ability to detect the commercial nature of advergames but did children more critical) on behavioral intentions when playing a
reveal a mitigating effect of ad breaks on children’s desire to buy commercial advergame than when playing a social game:
the advertised product. However, the authors note that the ad- H6: The negative effect of persuasion knowledge on behavioral
vertising cue used in this study is rather complicated for young intention is higher for a commercial advergame than for a social
children to understand, which might have affected the results. advergame.
Therefore, using cues that can be easily understood by eight-
year-old children, the next aim of this study is to compare the STUDY 1
effect of persuasion knowledge on children’s purchase request
for both an advergame with and without advertising cues. Fol- Method
lowing the cued processors theory, the following hypothesis is Design and procedure. Using a three-level, between-
presented: subject-groups design, children are either exposed to a TV
268 K. PANIC ET AL.

advertisement, an advergame without a cue, or the same ad- third-grade pupils, randomly recruited from different primary
vergame including a cue. Both the advertisement and the ad- schools in Belgium. Children between seven and 10 years old are
vergame promote Lay’s natural potato chips, a product highly chosen because, according to John (1999), the most important
popular and well-known among children. To make the stimuli developmental changes in children’s advertising literacy occur
realistic, the Lay’s 30-second TV commercial is integrated into around this age. Also, at this age, children are able to read and
a television program, simulating a commercial break. This way, have the skills to play a computer game by themselves.
children are sequentially exposed to a fragment from Sponge- Measures. The attitude toward the game/advertisement is
Bob SquarePants (a popular television program for children), measured based on the scale by Holbrook and Batra (1987).
followed by the Lay’s potato chips commercial showing peo- To measure children’s purchase requests (“Will you ask your
ple eating Lay’s chips and having a good time at a party. Al- parents to buy Lay’s potato chips?”), the Putrevu and Lord’s
though the TV commercial is not primarily aimed at children, (1994) scale is used. The two main aspects of persuasion knowl-
it was chosen because the Lay’s advergame is based on this edge are measured the same way as done in Van Reijmersdal,
commercial. Rozendaal, and Buijzen (2012a) and Mallinckrodt and Mizer-
The total exposure time to the program and the commercial ski (2007). More specifically, understanding of the commercial
break was two minutes. A visual disclaimer is placed at the be- source is measured with the question “Who created the com-
ginning and at the end of the television commercial, announcing mercial/game?” with the following response options: Lay’s, The
a break (“We’ll be back after the commercial break”) and wel- researcher, The teacher, A pirate, or I don’t know. The first
coming the viewer back to the program. We did not include response is coded as correct, the others as incorrect. Under-
a condition without disclaimer, as advertising breaks (or cues) standing persuasive intent is measured asking “What does the
are mandatory in between commercials and television programs commercial/game want you to do?” with the response options
aimed at children. Buy Lay’s chips (correct), Be a good pupil, Be happy, or Game
In the advergame condition, each child gets to play a Lay’s (all incorrect). The results of both items are summed to ob-
advergame on the computer. In this game, the player is chal- tain one measure of persuasion knowledge (correlation between
lenged to get to a (Lay’s) party within the given time, earning both items = .311, p < .001). Due to the children’s limited
bonus points when collecting bags of Lay’s chips along the way. reading skills, smileys and visual icons are included in the
Since both advergames with and without cues can be found on survey (see Mallinckrodt and Mizerski 2007). Also, existing
the Internet, the first group of children plays the game without scales are simplified into one-item, 5-point Likert scales (see
any advertising cue. For the second group, a full-screen dis- appendix).
claimer stating “Play the Lay’s advergame! Go to www.Lays.be
or click here!” is integrated at the beginning of the game.
Children can get to the game only by clicking on the word Manipulation Check
“here” in the disclaimer. On average, the children needed two To determine whether the saliencies of the TV cue and the
minutes to finish the game. This is significantly longer than the advergame cue are similar, a manipulation check is conducted
TV commercials, which only lasts 30 seconds, but mimics a among an additional 44 children from the third grade (65% male,
realistic exposure situation for both TV ads and advergames. As mean age = 8). Children’s advertising recognition is measured
the advergame is based on the TV ad, the product, the package, by asking “What are you about to see?” after viewing one of the
the setting, and the slogan are the same in both conditions, en- cues (without any context). For the TV cue, the correct response
hancing similarity. Before starting the experiment, the respon- is A TV advertisement. For the advergame cue, A game which
dents are randomly exposed to one of the three experimental contains advertising is coded as correct. The other, incorrect
conditions. After receiving some basic information about the response options were A TV program without advertising, A
stimuli (e.g., how to play the game), children either watch the cooking website, A game without advertising, and A cartoon.
fragment with the TV advertisement or play the advergame. In addition, understanding the commercial source and under-
The children are instructed to individually watch a TV show or standing the persuasive intent is measured using the same scale
play an advergame as they would do at home. Afterward, each items as in main study. When adding up these three PKN items,
participant is presented with a standardized questionnaire. Af- a between-subjects test showed that the cue from the TV con-
ter explaining the meaning of the smileys used as anchors (see dition (M = 1.50) and the cue used in the advergame condition
appendix), each question is read aloud by the researcher. Par- (M = 1.91) did not vary in the amount of evoked persuasion
ticipants can then point out their answers from a set of picture knowledge (t (42) = 1.480, p = .146).
response options, providing the opportunity to ask questions or In addition, to rule out a possible affective transfer mecha-
clarifications if necessary. Children’s attitude toward the game, nism from the TV program to the TV ad, children’s affective
persuasion knowledge, and behavioral outcome (purchase re- reaction toward the Lay’s TV ad and the SpongeBob TV program
quest) are measured. is measured. The results show no difference in attitude between
Respondents. In total, 254 children participated in the study the TV ad (M = 3.33, SD = 1.365) and the TV program (M =
(44% male, M age = 8). The respondents are all second- or 3.45, SD = 1.438, t (126) = .468, p = .640).
COMPARING TV ADS AND ADVERGAMES TARGETING CHILDREN 269

Results t = 910, p = .367). This supports hypothesis 2 but disconfirms


First, a control test is conducted to test whether children’s hypothesis 4.
attitudes toward the advergame are indeed significantly more When looking at the affective measure, results show that in
positive than their attitudes toward the TV ad. This assumption the TV ad condition there is no significant effect of the attitude
is used as part of the development of some of the hypotheses toward the advertising format on purchase request (path B in the
and therefore needs to be tested among the respondents of the model: Beta = .028, t = .217, p = .829). This is in contrast to
main study. ANOVA with post hoc tests is conducted, including the advergame without cue, where results show a positive and
the experimental condition as the independent variable and the significant effect of attitude toward the game on purchase request
attitude toward the format as the dependent variable. The model (Beta = .239, t = 2.679, p = .008). This supports hypothesis
is significant (F (204) = 38.630, p < .001) and results of the 3. When the cue is added to the advergame, the positive effect
Scheffe test show that children indeed like the advergame (with of attitude toward the game diminishes and no longer reaches
cue) significantly more (M = 4.67) than the TV advertisement conventional levels of significance (Beta = .270, t = 1,880,
(M = 3.33, SE = 187, p < .001). Although the effect of cues p = .067). These results are in line with hypothesis 5 but do not
is tested further in this section, we note for completeness that significantly support it. Furthermore, children’s intention to ask
the same results appear when the attitude toward the TV ad for Lay’s chips drops significantly (Madvergame without cue =
(M = 3.33) is compared with the attitude toward the advergame 3.56 versus Madvergame with cue = 2.92, t (119) = 2.488, p =
without a cue (M = 4.59, SE = 165, p < .001). .014) when a cue is added to the advergame. This is remarkable
The first hypothesis compares the general level of children’s because there was no difference in purchase request between
persuasion knowledge after playing an advergame (with cue) the TV ad (M = 3.18) and the advergame without the cue (M =
or seeing a TV advertisement. Pearson’s chi-square test shows 3.56, t (155) = 1.709, p = .090).
that persuasion knowledge is significantly lower after exposure
to the advergame than after seeing the TV ad (chi-square = Discussion
38.000, p < .001). This supports hypothesis 1. Again, we note From the first study, we can conclude that persuasion knowl-
for completeness that the same results appear when comparing edge does not affect the persuasive outcomes for an advergame
persuasion knowledge after seeing the TV ad versus playing the (with or without a cue), while it appears to have a negative effect
advergame without cue (chi-square = 26.161, p < .001). To in a TV advertising context. To test whether this low persuasion
test hypotheses 2 to 5, three separate multiple regression analy- knowledge effect is solely due to the appealing nature of the
ses are run (one for each of the three conditions) with the atti- format, a follow-up study is conducted. Comparing the same
tude toward the advertising format and persuasion knowledge as advertising format (an advergame), the second study uses two
independent variables and the behavioral responses (purchase computer games with different content (i.e., a commercial versus
request) as the dependent variable. The conceptual model is a noncommercial or social game) to detect whether the content
presented in Figure 1. In the TV advertisement condition, the of the message has an influence on this persuasion knowledge
results show a significant negative effect of persuasion knowl- effect.
edge on purchase request (path A in the model: Beta = −.242,
t = −2.243, p = .028). However, persuasion knowledge appears STUDY 2
to have no significant effect on children’s purchase request in
the advergame without cue condition (Beta = .151, t = 1.696, Method
p = .093), nor in the advergame with cue condition (Beta = 131, Design and procedure. Using two between-subjects
groups, the Lay’s commercial advergame from Study 1 is com-
pared to a new, noncommercial game to investigate the effect
of message content on the influence of persuasion knowledge
on behavioral intention. For the social game, we use a game
that is especially developed to teach children the importance of
eating healthy food. While playing, children are challenged to
collect as many healthy snacks as possible within the given time.
This way, children learn to distinguish healthy from unhealthy
snacks, as bonus points can be earned only when the avatar eats
healthy snacks (fruit, vegetables, cheese, etc.) and leaves the
unhealthy ones (donuts, ice cream, etc.) behind.
To keep confounds as limited as possible, both games pro-
mote the same product category (food) and have the same goal
(collect, respectively, chips or fruit and vegetables and earn
bonus points when succeeding). Furthermore, both games are
FIG. 1. Conceptual model of the underlying persuasion mechanisms. played using the arrow keys on the computer.
270 K. PANIC ET AL.

Respondents. In total 128 children participated (47% male; Discussion


M age = 8). The respondents are all second- and third-grade Contrary to what we expected, the results of the second study
pupils, recruited from different primary schools in Belgium. show that, in a gaming context, the effect of persuasion knowl-
The respondents are randomly exposed to one of the two exper- edge on persuasive outcomes does not differ between a game
imental conditions. with commercial and a game with social content. These results
After receiving some basic information about the games (how may indicate that in a gaming context, children’s persuasion
to play, rules, purpose of the game, etc.), the children individu- knowledge does not affect behavioral outcome, regardless of
ally play either the Lay’s advergame or the healthy food game. the message content.
The exposure time in both conditions is two minutes, which is
enough time to play the commercial or the social game once.
Afterward, each participant fills in a standardized questionnaire CONCLUSION
with the help of one of the researchers. Again, children are asked To determine the types of policies and regulations that are
to choose their answers from a set of picture response options. needed to protect children in today’s advertising environment,
Children’s attitudes toward the game, persuasion knowledge, public policymakers need to get a clear picture of children’s
and behavioral outcome (purchase request) are measured. processing of persuasive messages in contemporary advertising
Measures. The attitudes toward the game and behavioral practices. However, to date, little is known about how children
intentions are measured using the same scales as in study 1. process new interactive advertising formats and how this in turn
For the social game, however, the purchase intention (“Will you affects persuasion. The present study contributes to the existing
ask your parents to buy Lay’s potato chips?”) is replaced by the body of literature on children and advertising in a number of
question “Will you ask your parents to eat more healthy snacks?” ways. First, instead of assuming a causal relation, this study
to apply to the new game’s subjwct matter. Again, two aspects empirically investigates the effect of persuasion knowledge on
of persuasion knowledge are measured and added into one mea- children’s susceptibility to advertising in terms of advertising
sure, as in Study 1. Understanding of the commercial source effects. In addition, we include the role of affective reactions
is measured with the question “Who created the game?”; com- toward the advertising format next to the traditional, cognitive
pared to the commercial game condition, the response option aspect. Third, we do not limit our research to traditional advertis-
Someone who wants me to eat healthy food (correct) is added. ing formats but compare the underlying persuasion mechanism
The other options are Lay’s, The researcher, The teacher, or I for both traditional and new advertising formats, respectively in-
don’t know (all incorrect). Understanding persuasive intent was cluding and excluding an advertising cue. Finally, focusing on
measured by asking “What does the game want you to do?”; the advergame as an advertising format, we compare the persua-
this time, the response options are Eat healthy (correct), Be sion knowledge evoked by commercial versus noncommercial
happy, or Play a nice game (all incorrect). In each condition, content and its effects on children’s behavioral intentions.
the results of both items were summed to obtain one measure of Overall, our framework proposes that the underlying mech-
persuasion knowledge (correlation between both items = .245, anism of the persuasion process is different for traditional than
p = .002) for new advertising formats. The results confirm that children
like advergames more than they like TV advertisements but also
that they have more difficulty in understanding the commercial
Results nature of these games. This is in line with previous findings
To avoid confounds, children’s attitudes toward both games by Mallinckrodt and Mizerski (2007) and Owen and colleagues
is tested, but results show no difference in the attitude between (2010). The next step in our research was to understand the spe-
the Lay’s game (M = 4.67) and the social game (M = 4.84, t cific ways in which persuasion knowledge affects the persuasion
(126) = 1.759, p = .083). To test the hypothesis 6, two separate process. The results show that while children’s defense mech-
multiple regression analyses are run for the commercial and the anisms for television commercials seem to be in line with the
noncommercial game condition, with the attitude toward the cognitive defense view, advergames persuade children through
game and persuasion knowledge as independent variables and positive affective reactions toward the games, without any ef-
purchase request as the dependent variable. Contrary to what fect of persuasion knowledge. However, this positive effect di-
was expected in hypothesis 6, there appears to be no significant minishes when a cue is added to the advergame. Results show
effect of persuasion knowledge on behavioral intention (path A that although a disclaimer at the beginning of an advergame
in the model) either in the commercial game condition (Beta = does not increase persuasion knowledge, it does decrease pur-
.119, t = 1.024, p = .309) or in the social game condition chase request, influencing advertising effects implicitly. The
(Beta = −.093, t = −715, p = .478). Further, the attitude same results were recently found by An and Stern (2011). In
toward the game appears to have a marginally positive effect addition, the content of the game (social versus commercial)
on behavioral intention in the advergame condition (path B in appears to have no influence on persuasion knowledge activa-
the model: Beta = .270, t = 1.880, p = .067) but not in the tion. Based on the results of Study 2, we can conclude that, in a
noncommercial game condition (Beta = .052, t = .662, p = gaming context, children’s defense mechanisms simply do not
.646). influence behavioral outcomes, independently of the content of
COMPARING TV ADS AND ADVERGAMES TARGETING CHILDREN 271

the message. The same conclusion was drawn by Van Reijmers- Third, brand exposure is not measured. Further research
dal, Rozendaal, and Buijzen (2012a), who stated that even if should measure children’s exposure to the brand and control
children understand the game’s commercial and persuasive na- for it in the analyses. In addition, although a difference in chil-
ture, they do not use this knowledge as a defense against an dren’s attitude between a TV ad and an advergame has already
advergame’s effects. been confirmed in past research, it is possible that this affective
difference overrides the persuasion knowledge effect. There-
PUBLIC POLICY IMPLICATIONS fore, further research should be conducted using a different ad-
Due to the changing nature of children’s media environments, vergame and TV ad (promoting a different or unknown brand)
policymakers need to reconsider policies and regulations con- to determine whether the obtained effect can be generalized.
cerning child-directed advertising and reopen the discussion of In the second study, message content was examined only in
the ethical treatment of children as a target group. Today, poli- an advergame context. Future studies should also include other
cymakers all over the world consider children’s cognitive devel- nontraditional advertising forms, such as interactive branded
opment when determining advertising regulations concerning websites directed to children, possibly comparing media with
children. However, the present study argues that this cognitive different levels of interactivity (low, medium, high). Also, it
focus is no longer sufficient. The affect-based nature of con- would be interesting to measure the effect of advertising cues in
temporary advertising demands a radical revision of our con- a commercial versus social advergame context.
ceptualization of “fair” marketing to children. The current study Finally, some general limitations are that only seven- to ten-
suggests that the ethical debate should no longer focus solely year-old respondents are examined. Future research should also
on the question of until what age we should protect children; include respondents from other age categories, as several authors
policymakers should also take into account children’s (in)ability (e.g., Rozendaal, Buijzen, and Valkenburg 2009; 2011) found
to resist implicit affect-based persuasion when deciding on reg- that children’s understanding of persuasive intent shows a con-
ulations. Knowing that today many governments worldwide do siderable increase around age 10. Furthermore, the children were
not regulate online marketing to children, and that there are no exposed to the stimuli only once. Further studies should include
limits to the number or duration of advertising exposures on repeated exposures and study long-term effects, as children’s
“nonbroadcast” technologies such as the Internet (Moore and persuasion knowledge is developed by advertising experience
Rideout 2007), the need for rules and regulations protecting and may increase after repeated exposure to the advergame.
children becomes even more apparent. Furthermore, consistent
with cued processors theory (Brucks, Armstrong, and Goldberg
1988), our research suggests that children should be informed ACKNOWLEDGMENTS
when an online game contains commercial content, as cues The authors would like to thank the staff of the elementary
seem to have the potential to mitigate the effects of advergames schools and their pupils who were so kind to participate in this
implicitly. Finally, the results suggest that, compared to adver- study. The authors also thank the anonymous reviewers for their
tising cues used in television, alternative measures need to be constructive feedback.
implemented in advergames to protect young children from the
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COMPARING TV ADS AND ADVERGAMES TARGETING CHILDREN 273

APPENDIX

Measurements
Attitude Toward the Computer Game (or Television Commercial)
Do you like the computer game you just played? Point out the smiley that shows how much you like the computer game:

Purchase Request
Will you ask your parents to buy Lay’s chips next time you go to the store?

Persuasion Knowledge
Understanding of the commercial source. Who created the computer game? Take a look at the drawings and point out the
drawing that fits best with your answer:

Understanding of the persuasive intent. What does the commercial/game want you to do? Choose the answer you think is
correct and point out the corresponding drawing:

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