Tracy L. Tuten, Social Media Marketing, 4e
SAGE Publishing, 2021
d. Immersive fiction.
e. Internalisation.
30. Which one of the following is NOT a key characteristic of games?
a. Gamers are open to advertising content in games.
b. Brands benefit when they associate with a successful game.
c. Players identify with the brands their characters use, and this increases their brand
involvement.
d. Branding within a game’s story is an unobtrusive way to share a brand’s core message.
e. Marketers cannot measure a game’s promotional value.
31. Which of the following proposes that mental stimulation through storytelling encourages
players to become lost in the story?
a. Dark marketing.
b. Steganography.
c. The meaning transfer model.
d. The narrative transportation theory.
e. The transference effect.
32. Taylor gets lost in playing FIFA to the point that he has now developed a strong love for
Adidas brand clothing, which is prominently advertised and used by characters in the game.
Which of the following provides an explanation for this development?
a. Narrative transportation theory.
b. Steganography.
c. Immersive fiction.
d. Value realism.