Frank E. Dardis's research while affiliated with Pennsylvania State University and other places

Publications (23)

Article
Public relations literature on corporate social responsibility (CSR) has long detailed the impact of CSR outcomes for corporations. This study seeks to understand how CSR influences the nonprofit partners involved in these initiatives and what types of CSR partnerships lead to nonprofit supportive intentions. This study merges perspectives on organ...
Article
Corporate social advocacy (CSA) is a growing communications practice that involves corporations taking a public stance on a controversial social issue. Some CSA campaigns have failed in the past (e.g., Pepsi’s 2017 Live for Now Moments Anthem video) by generating public backlash and damaging corporate reputation. To test how to design CSA campaigns...
Article
Kidfluencers are emerging as valuable brand partners capable of facilitating peer-to-peer interactions with other child viewers. The current experimental study focuses on the role of disclosure modality, call to action (CTA), and logo presence on parental reactions to kidfluencer content. Findings suggest that the negative consequences of advertisi...
Article
Strategic communication scholarship has examined the effects of cross-sector corporate social responsibility (CSR) alliances on companies; however, less is known about their impact on nonprofit organizations (NPOs). Drawing on multidisciplinary research, this study investigated how NPO-corporate CSR partnerships influence nonprofits. A 2 (nonprofit...
Article
Purpose In-game advertising continues to increase in importance for both industry and academia. However, game difficulty – an important, real-world factor – has received little attention as a specific game-related factor that might impact the effectiveness of in-game advertisements. This study aims to investigate the influence of game difficulty o...
Article
Banner ads, video ads, and advergames comprise a large portion of online gaming spending, yet no prior research has incorporated them simultaneously to determine if any separate or joint effects exist, and to what extent. Therefore, two experiments were conducted to test the effects of ad types on brand recall and attitude within two different, but...
Article
This study presents a model linking character customization and game enjoyment. Two separate studies using different types of customization (functional vs. aesthetic) were employed to test two competing mechanisms that explain the effects of customizing in-game characters: feelings of autonomy and control - rooted in self-determination theory - and...
Article
As brand placement into video games becomes an increasingly popular marketing strategy, little research has examined the role that in-game virtual direct experience (VDE) with branded products plays in affecting recall of and attitudes toward the real-world brands. The current experiment employed the manipulation of performance features of the inte...
Article
Industry and scholarly sources both argue that multiplayer gaming and competition are important factors in creating enjoyment, but relatively little empirical work demonstrates this claim. This study uses an experimental design (N = 139) to evaluate the effects of different multiplayer modes on enjoyment, allowing participants to interact naturally...
Article
As marketers invest more and more money into in-game brand placements, little research has tested the effects of videogame customization and controller type in relation to advertising effects, even though these factors have demonstrated importance in other areas of gaming research. Results from an experiment show that game customization significant...
Article
Research on the effects of in-game advertising has grown steadily during the twenty-first century. However, most studies have investigated only single-player contexts and have not taken into account the elements of multiplayer settings that are common to many gaming environments. Therefore, the current experimental investigation examined the impact...
Article
This experimental study examined the perceived effects of negative political advertising on self versus others and whether such perceptual differences might be moderated by message type (issue versus character) and exposure. After viewing independently sponsored political ads from the 2004 presidential election, participants were found to have sign...
Article
Many studies have investigated how different technological features impact the experience of playing video games, yet few have focused on how control schemes may affect the play experience. This research employed a between-subjects design to explore the relationship between the type of console played (Nintendo Wii, Playstation 2) and feelings of fl...
Article
As sponsorship spending continues to increase worldwide, research indicates that a brand or company perceived as “congruent” with the event or cause it sponsors will enjoy more favorable consumer reactions than will a sponsor deemed “incongruent.” However, by conceptualizing perceived congruence as an inherent, static property and by exposing indiv...
Article
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Extrapolating from prior research that describes the persuasive effects of gain- versus loss-framed messages via the heuristic-systematic model (HSM), the current study incorporated two advertising-related factors – evidence type (informational vs. exemplar) and product involvement – and examined their influence on message-framing effects in advert...
Article
Full-text available
It is well known that mass media have the ability to frame a sociopolitical issue in specific ways, which can have considerable impact on the public's thoughts and perceptions regarding the issue. Through analyzing coverage of capital punishment in the New York Times since 1960 and then conducting an experiment in which we assessed individual-level...
Article
Full-text available
Prior research has indicated that exposure to negative political advertising can foster among individuals feelings of alienation, distrust, and apathy toward government or the political process. However, investigation regarding the amount of exposure to such advertising and the form in which it is presented remains scant. This experimental study ex...
Article
Extant communication and social movement theory suggests that sociopolitical actors can frame issues effectively via the realization of four functions: defining an issue as a problem, blaming a cause, suggesting solutions, and invoking a moral appeal. Though these functions are theorized to be necessary at the societal level, no prior research has...
Article
Although the UK and US were staunch allies before and during the Iraq War, differing sociopolitical milieus existed within the countries regarding support for the war. This cross-national content analysis compared stories on antiwar protest by leading newspapers in each country to determine if the differing sociopolitical environments were reflecte...
Article
Although a great deal of research has identified ways in which mass media can delegitimize social protest groups, little effort has been given to examining the relative prevalence of each of these mechanisms (labeled marginalization devices in this study) in media coverage of protest movements. By employing an innovative typology, the author examin...
Article
Full-text available
Abstract Issue framing afiects individual opinions, mass sentiment, and policy. While most frames reinforce the status quo distribution of opinion, occasionally frames redraw the line of debate. These \con∞ict- displacing" frames are distinctive because of what they ask, and most importantly what they do not ask, of opponents. Whereas \con∞ict-rein...

Citations

... Second, we make important theoretical and practical contributions to the literature on branded content, priming methods, product placement, and persuasion knowledge (Borchers, 2022;Castonguay, 2021;Freeman and Dardis, 2022;Spielvogel, Naderer, and Matthes, 2019). Cowley and Barron (2008) showed that when the Seinfeld program opened with an advertisement for a brand that would be placed later in the show, the advertisers activated persuasion knowledge that mitigated influences from later product placement. ...
... (2) What are the activities contributing to consumers' perceived CSR? (3) What is the mediating influence of brand credibility and brand identification in influencing the association between CSR and brand loyalty? Although the relationship between CSR and brand loyalty has been studied by many researchers [19,20], the systematic consideration of the influence of perceived CSR on brand loyalty via brand credibility and brand identification is very low [10], particularly in the domain of banking services [21,22]. ...
... A favourable opinion may reflect the positive influence of IGA on their purchase intentions for the advertised brand. Literature has shown that people enjoy online games if they find a conducive gaming environment and have an optimal gaming experience (Alonso-Fern andez et al., 2019; Dardis, et al., 2018). However, these in-game placements may invite criticism from customers as they play such games mainly for the hedonic purpose (Nelson et al., 2004) and, therefore, may consider these placements as interference. ...
... Some other indicators have also been investigated in combination with the position factor. Dardis et al. (2016) showed that pre-roll video ads significantly outperformed banner ads in nonbranded games, but that these effects dissipated in advergames. Moreover, the position of a mid-roll ad was more influential than for the pre-roll and no-ad conditions ads, followed by the post-roll position; this indicated a modest pattern of recency effects, especially in nonbranded games. ...
... Entertainment scholars tend to define eudaimonic appreciation as "an experiential state that is characterized by the perception of deeper meaning, the feeling of being moved, and the motivation to elaborate on thoughts and feelings inspired by the experience" (Oliver & Bartsch, 2010, p. 76). Multiple aspects such as competition (Caroux et al., 2015;Vorderer et al., 2003), control and character customization (Kim et al., 2015;Klimmt et al., 2007), and character identification Hefner et al., 2007) have been identified to impact players' enjoyment. Likewise, a broad range of eudaimonic experiences have been found in games research (Daneels et al., 2021a(Daneels et al., , 2021b, including meaningfulness (e.g. ...
... These include virtual world affordances (S. R. Park et al., 2008), virtual world purchase intention (Domina et al., 2012), and brand recall and attitude (Dardis et al., 2015), and real-world purchase intention (Gabisch, 2011;Dardis et al., 2015). However, digital technologies supporting the virtual world in the 2000s were less developed than those of the current generation of the metaverse platform (e.g., 5 G, blockchain, decentralized computing, NFTs, VR wearables) (Barrera & Shah, 2023;Goel & Prokopec, 2009;Hollensen et al., 2022;Radoff, 2021). ...
... Characteristics of the advertisements Type of brand (Mackay et al., 2009;Martí-Parreño et al., 2017;Mau et al., 2008;Nelson, 2002;Nelson et al., 2006) Type of ad (Dardis et al., 2012;Grigorovici and Constantin, 2004;Nelson, 2002) Prominence of the ad/brand in the game world (size, color, attractiveness and spatial position) (Grigorovici and Constantin 2004;Schneider and Cornwell 2005;Acar 2007;Lee and Faber 2007;Jeong and Biocca 2012;Peters and Leshner 2013;Herrewijn and Poels 2014a;I. Chaney et al., 2018;Nguyen et al., 2020) Characteristics of the player Game experience/skills (Chaney, Lin, and Chaney 2004;Schneider and Cornwell 2005;Lee and Faber 2007;Leng, Quah, and Zainuddin 2010;Kim and Leng 2017). ...
... Cairns et al. (2013) supported this notion and stressed that in competitive video games, immersion should increase with the number of players. Furthermore, Schmierbach et al. (2012) found that the gamers reported a greater enjoyment in playing a competitive video game. Accordingly, these environmental stimuli should induce the state of flow among the mobile MOBA gamers, hence the following hypotheses are offered: ...
... This study makes a contribution to the literature by employing an experimental scenario-based approach to securing voter evaluations. Previous research in this area is typified by relatively small student samples, resulting in findings that are descriptive in nature and narrowly generalizable (e.g., Garramone 1985;Rody and Garramone 1988;Pinkleton 1997;Pinkleton et al., 2002;Chou and Lien 2011;Shen et al., 2011). Other more recent studies have relied on 'big data' (archival) and econometric models (see Fulgoni et al., 2016;Hill et al., 2015;Hopp and Vargo 2017;Malloy and Pearson-Merkowitz 2016) to ascertain the implications of attack advertisements. ...
... It could be extended further and explore the impact of spatial audio (Lopez et al., 2020) on the effectiveness of verbal placements. Note 1. Twenty-five included studies, which are relevant for RQ1 and RQ3, but do not include technologyrelated variables and are not included in Appendix (Bernhard et al., 2011;Chaney et al., 2018;Chang et al., 2010;Chernikova and Branco, 2019;Choi et al., 2013;Chung and Sparks, 2016;Dardis et al., 2019;Dardis and Schmierbach, 2012;Gangadharbatla et al., 2013;Hilgard et al., 2016;Hwang et al., 2017;Kim and Eastin, 2015;Kim and McClung, 2010;Lee and Faber, 2007;Nelson, 2002;Schneider et al., 2005;Soebandhi and Andriansyah, 2017;Stavljanin et al., 2017;Techawachirakul, 2020;Vashisht, 2017;Vashisht and Mohan, 2018;Walsh et al., 2014;Williams, 2020;Yang and Wang, 2008;Yoo and Peña, 2011). ...