Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

From intrusion to advantage

Uncovering the mediating role of perceived benefit in consumers’ responses to in-game advertising

Bibliographic Data

ID21498276
AuthorsLuca Matteo Zagni (0000-0001-8720-5380, University of Turin, corresponding author), Cristian Rizzo (0000-0002-4330-5408, University of Turin), Raffaele Filieri (0000-0002-3534-8547, Audencia Business School)
Year2026
Pages1-24
Publication date2026-06-18
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueInternational Journal of Advertising (JOURNAL)
Journal identifiersISSN: 0265-0487 • E-ISSN: 1759-3948
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/02650487.2026.2689797
OpenAlexW7165185165
LanguageEN
References cited82

This research examines the influence of perceived benefits on consumer responses to in-game advertising (IGA), using a mixed-method approach. A 2 × 2 between-subjects experiment exposed participants to advertisements differing in congruity and interactivity. Results showed that both interactivity and congruity positively affect perceived benefits, helping reduce psychological reactivity and promoting more favorable attitudes toward IGA. The data also reveal a suggestive compensatory pattern of interactivity in a low-congruity situation, although it is not statistically significant. A complementary qualitative phase identified several categories of perceived benefits, including hedonic, cognitive, personal, and social. This research challenges the traditional view that congruity and interactivity must work together, highlighting instead the central role of perceived benefits in mitigating intrusiveness and improving the effectiveness of advertisements in games. This study contributes to literature by providing a more detailed understanding of how to design advertising strategies aligned with players’ motivations, so that ads enhance rather than disrupt the gaming experience

Consumer behaviour · Interactivity · Intrusion · Intrusiveness · Consumer Behavior in Brand Consumption and Identification · Digital Games and Media · Educational Games and Gamification

  • Measuring the Intrusiveness of Advertisements

    Hairong Li, Steven M Edwards et al.•Journal of Advertising•2002

  • Understanding ad avoidance on Facebook

    Open Access•Seounmi Youn, Seunghyun Kim•Computers in Human Behavior•2019

  • The Match-Up Hypothesis

    Brian D Till, Michael Busler•Journal of Advertising•2000

  • Virtual Customer Environments

    Open Access•Satish Nambisan, Robert A Baron•Journal of Product Innovation…•2009

  • Advertising Repetition

    Susanne Schmidt, Martin Eisend•Journal of Advertising•2015

  • Online Focus Groups

    David W Stewart, Prem Shamdasani•Journal of Advertising•2017

  • Effects of Immersive Experience in the Branded Metaverse

    Open Access•Fuyuan Shen, Heather Shoenberger et al.•Journal of Interactive Advertising•2026

  • Brand embeddedness in advergames through brand–game congruence and brand prominence

    Amélie Joassard, Sonia Capelli•International Journal of…•2024

  • Assessing the relationship between gamified advertising and in-app purchases

    Riccardo Rialti, Raffaele Filieri et al.•International Journal of…•2022

  • Cross-media advertising strategies and brand attitude

    Leonidas Hatzithomas, Fotini Theodorakioglou et al.•International Journal of…•2024

  • From play to community

    Open Access•Juhi Gahlot Sarkar, Abhigyan Sarkar et al.•International Journal of…•2026

  • Just for fun

    Tyler Milfeld, Mary Pittman•International Journal of…•2026

  • An empirical study on bounced clicks versus multi-page clicks in display advertising

    Jaewon Choi, Duk Bin Jun et al.•International Journal of…•2026

  • High hopes, hard falls

    Yuhosua Ryoo, Marat Bakpayev et al.•International Journal of…•2026

  • Twenty years of research on gamified advertising

    Open Access•Zeph M C van Berlo, Eva A Van Reijmersdal et al.•International Journal of…•2023

  • The carousel effect

    Open Access•Stefan Rohrbach, Daniel Bruns et al.•International Journal of…•2026

  • Beyond Affect Transfer

    Open Access•Moritz Ingendahl, Leon Brückner et al.•Journal of Advertising•2025

  • Advertising in Freemium Services

    Open Access•Aimee Riedel, Rory Mulcahy et al.•Journal of Advertising•2025

  • From Purchasing Exposure to Fostering Engagement

    Open Access•Theo Araujo, Jonathan R Copulsky et al.•Journal of Advertising•2020

  • Falling in love with online games

    Open Access•Jen‐her Wu, Jen-Her Wu et al.•Computers in Human Behavior•2010

  • The Gamification of Advertising

    Ralf Terlutter, Michael L Capella•Journal of Advertising•2013

  • Why Do People Avoid Advertising on the Internet

    Chang-Hoan Cho, is a as•Journal of Advertising•2004

  • Mixed Methods Sampling

    Open Access•Charles Teddlie, Fen Yu•Journal of Mixed Methods Research•2007

  • Brand interactivity and its effects on the outcomes of advergame play

    Open Access•Joonghwa Lee, Hyojung Park et al.•New Media & Society•2013

  • Partial, conditional, and moderated moderated mediation

    Andrew F Hayes•Communication Monographs•2017

  • Demonstrating Rigor Using Thematic Analysis

    Open Access•Jennifer Fereday, Eimear Muir-Cochrane•International Journal of…•2006

  • Online synchronous focus group interviews

    Open Access•Romy F Willemsen, Jiska J Aardoom et al.•Qualitative Research•2023

Citation velocityhistorical
Highly citedNo

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae