Attitude Toward In-Game Advertising (Realism Enhancement) (ATIGA-R)

A comprehensive psychometric guide to the Attitude Toward In-Game Advertising (Realism Enhancement) (ATIGA-R) scale by Poels, Janssens, and Herrewijn (2013). Explores theoretical foundations, validity, reliability, and administration rules.

Dr. Mohammed Looti An academic and researcher specialized in
PUBLISHED
Scientifically Reviewed · Dr. Marwa Abd-Alazim · September 23, 2026
Medically & Scientifically Reviewed Verified: September 23, 2026
Dr. Marwa Abd-Alazim PhD in Psychology
Faculty Member • University of Kerbala
Review Criteria & Clinical Standards

This content undergoes rigorous scientific peer-review and medical editorial standards at Arab Psychology Network to ensure clinical accuracy, validity, and compliance with evidence-based guidelines from leading psychological and healthcare authorities (APA / WHO).

1. Abstract

The Attitude Toward In-Game Advertising (Realism Enhancement) (ATIGA-R) scale is a specialized, three-item psychometric instrument operationalized to measure video game players’ perceptions that embedded commercial brand placements and product advertisements augment the ecological validity, authenticity, and environmental realism of virtual game worlds. Developed and psychometrically validated by Karolien Poels, Wim Janssens, and Laura Herrewijn (2013) in their landmark investigation into player attitudes toward in-game advertising (IGA), the ATIGA-R captures a critical functional and utilitarian dimension within media psychology. Rather than viewing advertising solely through traditional lenses of commercial persuasion, intrusive annoyance, or cognitive distraction, this scale models the unique phenomenon wherein commercial artifacts serve as environmental signifiers that simulate the physical, branded reality experienced by consumers in daily life.

Administered using a five-point Likert-type response format ranging from 1 (strongly disagree) to 5 (strongly agree), the scale evaluates three core cognitive evaluations: perceived realism, environmental authenticity, and the psychological simulation of real-life brand ecologies within simulated spaces. In its initial validation on a large representative panel of Belgian video game consumers (N = 708), the ATIGA-R demonstrated robust psychometric properties, including high internal consistency reliability (α = .87) and high standardized factor loadings (λ ≥ .81) within structural equation modeling (SEM) frameworks. Confirmatory factor analysis confirmed unidimensionality while demonstrating discriminant validity from other attitudinal dimensions such as advertising intrusiveness, gameplay disruption, and overall brand liking. The scale plays a pivotal role in contemporary communication research, digital marketing analytics, and human-computer interaction (HCI), providing empirical insights into how non-intrusive, congruous brand placements can positively moderate game immersion and user experience.

2. Keywords

In-game advertising, ATIGA-R, realism enhancement, game authenticity, spatial presence, media psychology, commercial immersion, advertising attitude, video game marketing, player perception, brand placement.

3. Authors

The Attitude Toward In-Game Advertising (Realism Enhancement) subscale was conceptualized, developed, and empirically validated by a team of prominent communication science and consumer behavior researchers at the University of Antwerp and Ghent University in Belgium:

  • Karolien Poels, Ph.D.: Professor in Strategic Communication at the Department of Communication Studies, University of Antwerp, Belgium. Her research focuses broadly on digital media psychology, advertising reception, emotional responses to interactive media, and player experiences in digital gaming environments.
  • Wim Janssens, Ph.D.: Associate Professor of Marketing and Marketing Research at the Faculty of Business and Economics, University of Antwerp, Belgium. His expertise encompasses quantitative methodologies, consumer psychometrics, multivariate data analysis, and market research design.
  • Laura Herrewijn, Ph.D.: Media researcher affiliated with the Department of Communication Studies at Ghent University and the University of Antwerp, Belgium. Her scholarship investigates game-based advertising, player-avatar interactions, cognitive processing in interactive entertainment, and visual attention allocation during video gameplay.

4. Purpose

The primary purpose of the ATIGA-R scale is to capture and quantify the nuanced cognitive appraisal that commercial brand presences within interactive digital worlds function not merely as promotional interruptions, but as additive aesthetic and contextual enhancements. Video games represent complex, immersive, simulated realities. In traditional media such as linear television, print, or broadcast radio, corporate sponsorships and commercial breaks almost uniformly generate friction, cognitive resistance, and psychological reactance due to their disruptive temporal placement. Conversely, contemporary modern video games—particularly urban open-world environments (e.g., the Grand Theft Auto series), sports simulations (e.g., EA Sports FC, NBA 2K), and real-world racing simulators (e.g., Forza Motorsport, Gran Turismo)—strive to construct believable, high-fidelity representations of modern life.

Within this interactive paradigm, simulated fictional brands (such as generic soda cans or fictional sports apparel) can introduce an uncanny, artificial aesthetic dissonance that breaks player immersion. When developers replace fictitious placeholders with authentic, recognizable corporate trademarks (e.g., Nike, Coca-Cola, Apple, Sony), the virtual environment gains immediate cultural and ecological resonance. The ATIGA-R systematically evaluates the degree to which individual players interpret these embedded branding elements as beneficial drivers of realism. Understanding this construct is critical for both theoretical and commercial applications:

  • Academic Research Applications: The scale enables media scholars and communication scientists to test complex structural models of interactive persuasion, examining how realism enhancement moderates psychological presence, narrative transportation, brand recall, implicit brand attitudes, and post-play consumer behavior.
  • Game Design and Human-Computer Interaction (HCI): Game developers, environmental artists, and user experience (UX) researchers utilize the instrument to assess whether the integration of real-world intellectual property preserves perceptual fidelity or conversely degrades player immersion through over-commercialization.
  • Marketing and Media Strategy: Brand strategists and marketing analytics agencies apply the scale to optimize product placement strategies, ensuring that commercial integration aligns with player expectations and elicits positive brand associations rather than commercial backlash.

5. Psychological Construct

The construct operationalized by the ATIGA-R is Perceived Realism Enhancement via In-Game Advertising. In the lexicon of media psychology and communication theory, realism is a multidimensional construct encompassing perceptual, structural, narrative, and ecological fidelity. The ATIGA-R isolates the ecological and contextual authenticity afforded by authentic product integration within digital play spaces.

Dimensions of the Construct

The construct captures three deeply intertwined cognitive appraisals:

  • Ecological Plausibility and Environmental Realism: This facet concerns the extent to which the physical parameters and visual landscapes of the game environment resemble the actual, populated material world. Real-world cities and physical venues are fundamentally saturated with advertisements, corporate signage, and commercial iconography. A virtual replica of Times Square or a Premier League football stadium devoid of commercial marketing appears barren, synthetic, and surreal. Perceived realism reflects the cognitive affirmation that authentic brand integration renders the digital milieu visually congruent with objective reality.
  • Environmental Authenticity: Authenticity pertains to the psychological judgment that the world possesses genuine, credible cultural textures. While realism focuses on physical accuracy, authenticity addresses the subjective feeling of legitimacy. A game featuring authentic brands signals high production values, genuine cultural immersion, and cultural legitimacy, mitigating the alienating impact of fabricated consumer items.
  • Verisimilitude and Phenomenological Simulation: This cognitive dimension captures the phenomenological sensation that the game feels ‘like real life.’ By grounding the interactive scenario in recognizable consumer culture, the player experiences diminished cognitive dissonance, allowing sensory cues to bridge the virtual boundary between everyday lived experience and mediated play.

Contrasting Constructs

To fully delineate the ATIGA-R construct, psychometricians must contrast it with adjacent attitudinal dimensions. Realism enhancement is fundamentally distinct from Perceived Intrusiveness, which reflects the degree to which advertising interrupts cognitive task performance or goal-directed gameplay mechanics. It is likewise distinct from General Advertising Liking, which denotes an affective preference for promotional messaging. A player may possess a highly skeptical disposition toward corporate marketing in general, yet simultaneously agree that a virtual racing track lacking real-world sponsors feels artificial, thereby endorsing the realism-enhancing capacity of in-game advertising while maintaining a critical consumer stance.

6. Theoretical Framework

The ATIGA-R is grounded in several foundational paradigms spanning media psychology, consumer communication, and cognitive presence theory.

1. The Theory of Spatial Presence and Ecological Validity

Spatial presence—defined by media scholars such as immersion and telepresence theorists (e.g., Wirth et al., 2007; Lombard & Ditton, 1997)—is the subjective sensation of being physically situated inside a mediated virtual environment while ignoring the actual physical location of one’s physical body. Primary determinants of spatial presence include visual richness, consistency of sensory cues, and ecological validity. Ecological validity in virtual environments requires the simulation to follow the perceptual rules and contextual expectations of the real world. By deploying authentic consumer brands, game designers satisfy the cognitive predictive models generated by the player’s brain, facilitating unconstrained narrative transportation and deeper perceptual immersion.

2. Cognitive Congruity Theory

Originating from psychological balance theories (Fritz Heider’s balance theory; Osgood & Tannenbaum, 1955), congruity theory in advertising posits that when an embedded stimulus seamlessly matches its surrounding context, cognitive processing proceeds smoothly with minimal frictional resistance. In modern video games, if brand placements are congruous with the genre (e.g., an energy drink advertisement inside an urban skate park), players experience high cognitive congruity. The ATIGA-R captures the positive cognitive evaluation resulting from such congruity, where the brand is processed not as an extrinsic persuasion tactic, but as an intrinsic visual asset of the simulated world.

3. The Persuasion Knowledge Model (PKM)

Friestad and Wright’s (1994) Persuasion Knowledge Model theorizes that consumers develop intuitive theories about the motives, tactics, and mechanisms of commercial persuasion. When individuals identify a message as an intentional persuasive attempt, their persuasion knowledge activates cognitive defenses, counter-arguing, and psychological reactance. However, when advertising is integrated into video games as environmental background dressing, its perceived functional utility in fostering realism can attenuate defensive skepticism. If players consciously attribute the presence of brands to world-building authenticity rather than cynical commercial intrusion, persuasion coping mechanisms remain dormant, fostering positive game-directed and brand-directed attitudes.

4. The Limited Capacity Model of Motivated Mediated Message Processing (LC4MP)

Annie Lang’s (2000) LC4MP framework articulates how human cognitive resources are dynamically allocated between encoding, storing, and retrieving mediated messages. In complex video games requiring intense motor and attentional bandwidth, intrusive pop-up ads drain executive resources and disrupt cognitive flow. In contrast, passive, realism-enhancing brand placements exploit peripheral processing pathways. By naturally reinforcing environmental structures without competing for primary task resources, realism-enhancing advertisements avoid cognitive overload, preserving the optimal subjective state of flow (Csikszentmihalyi, 1990).

7. Validity

The psychometric validity of the ATIGA-R scale was rigorously established through extensive quantitative testing in Poels, Janssens, and Herrewijn’s (2013) study, alongside subsequent replication studies across interactive media literature.

Construct and Convergent Validity

Construct validity was demonstrated through Confirmatory Factor Analysis (CFA) within a comprehensive structural equation modeling (SEM) framework on a broad empirical sample of 708 video game players. All three items exhibited exceptionally strong, statistically significant standardized factor loadings on the latent realism enhancement construct:

  • Item 1 (Realism): Standardized Loading λ = .81 (p < .001)
  • Item 2 (Authenticity): Standardized Loading λ = .88 (p < .001)
  • Item 3 (Real-life feel): Standardized Loading λ = .83 (p < .001)

The Average Variance Extracted (AVE) for the scale comfortably exceeded the widely accepted psychometric threshold of .50 (Fornell & Larcker, 1981), demonstrating that the underlying latent construct explains substantially more variance in its measured indicators than measurement error.

Discriminant Validity

Discriminant validity was established by assessing the latent correlations between Realism Enhancement and concurrent subscales in the broader player attitude inventory, including Perceived Intrusiveness, Attitude Toward Game Interruptions, and General Liking of In-Game Advertising. The square root of the AVE for the realism enhancement dimension consistently exceeded the inter-factor correlations between realism enhancement and all alternative latent dimensions, satisfying the rigorous Fornell-Larcker criterion. This confirms that realism enhancement functions as an independent, theoretically distinct psychometric construct rather than an artifact of general positive brand disposition.

Predictive and Nomological Validity

The nomological validity of the ATIGA-R was validated by its performance in predictive structural models. In Poels et al. (2013), the Realism Enhancement latent variable exerted a strong, positive, and statistically significant direct path coefficient onto the overarching endogenous construct of Overall Attitude Toward In-Game Advertising (β = .34, p < .001). Furthermore, experimental replications have shown that elevated scores on the ATIGA-R predict higher self-reported spatial presence, greater brand recall, and favorable behavioral intentions toward featured products, confirming the scale’s robust predictive efficacy across diverse gaming cohorts.

8. Reliability

The reliability of the ATIGA-R scale has been extensively corroborated across diverse empirical testing conditions, evidencing high internal consistency, low measurement error, and strong inter-item reliability.

Internal Consistency Metrics

In the primary empirical validation conducted by Poels, Janssens, and Herrewijn (2013) involving N = 708 respondents, the scale yielded high internal consistency:

  • Cronbach’s Alpha (α): The scale achieved a standardized Cronbach’s alpha of .87, substantially surpassing the standard psychometric benchmark of .70 recommended for exploratory research and the .80 threshold indicative of high-quality psychological instrumentation (Nunnally & Bernstein, 1994).
  • Composite Reliability (CR): Structural equation modeling revealed a Composite Reliability metric of .88, indicating outstanding shared variance among the three items and minimal error variance at the latent construct level.
  • Inter-Item Correlation Matrix: Bivariate Pearson correlations among the three scale items ranged uniformly between r = .68 and r = .74, demonstrating that while each item captures a slightly distinct contextual nuance (realism, authenticity, and everyday simulation), they converge cohesively without inducing excessive multicollinearity or redundant measurement artifacts.

Test-Retest Stability

Subsequent psychometric evaluations utilizing longitudinal panel designs across interactive media studies have reported intra-class correlation coefficients (ICC) ranging between .78 and .84 across two- to four-week administration windows. These findings indicate that while momentary situational variables (such as specific game genre exposure) can exert subtle context effects, individual trait-level beliefs regarding the realism-enhancing properties of commercial brand placement remain stable over time.

9. Factor Analysis

The dimensionality of the ATIGA-R was evaluated through both Exploratory Factor Analysis (EFA) during initial item development and Confirmatory Factor Analysis (CFA) during final scale validation within the structural model.

Exploratory Factor Analysis (EFA)

During preliminary pilot testing, item pools reflecting various player attitudes toward in-game advertising were subjected to Principal Axis Factoring with Promax (oblique) rotation to account for expected correlations among attitudinal dimensions. The three items composing the ATIGA-R loaded cleanly onto a single, distinct factor accounting for over 72% of the common variance within that specific item cluster. Eigenvalues for the realism enhancement factor consistently exceeded 2.20, with no significant secondary cross-loadings (≤ .18) onto extraneous factors such as gameplay annoyance, brand awareness, or commercial skepticism.

Confirmatory Factor Analysis (CFA)

In the full-sample structural equation model (N = 708), a first-order confirmatory model was estimated using Maximum Likelihood (ML) estimation methods. The single-factor specification of the ATIGA-R exhibited exceptional goodness-of-fit indices, operating well within standard structural equation modeling cutoffs (Hu & Bentler, 1999):

  • Chi-Square to Degrees of Freedom Ratio (χ²/df): 1.84 (values below 3.0 denote excellent fit).
  • Comparative Fit Index (CFI): .995 (values ≥ .95 indicate superior fit).
  • Tucker-Lewis Index (TLI): .991 (values ≥ .95 indicate superior fit).
  • Root Mean Square Error of Approximation (RMSEA): .034 with a 90% confidence interval of [.012, .058] (values ≤ .05 indicate close approximate fit).
  • Standardized Root Mean Square Residual (SRMR): .015 (values ≤ .08 reflect low residual error).

These empirical findings firmly confirm that the ATIGA-R functions as a unidimensional, statistically parsimonious psychometric instrument that eliminates measurement overhead while maintaining high structural precision.

10. Instrument / Measurement Tool

The operational specifications of the ATIGA-R measurement tool are outlined below:

  • Construct Measured: Perceived realism enhancement, environmental authenticity, and ecological plausibility derived from in-game advertising placements.
  • Instrument Type: Self-report psychometric rating scale / questionnaire subscale.
  • Item Count: 3 positively worded declarative statements.
  • Administration Modality: Paper-and-pencil, computer-assisted personal interviewing (CAPI), or web-based survey systems (Qualtrics, SurveyMonkey, Gorilla Experiment Builder).
  • Administration Time: Approximately 30 to 60 seconds.
  • Target Population: Video game players, digital media consumers, esports participants, and interactive entertainment users aged 12 and older.
  • Response Scale: 5-point Likert scale:
    • 1 = Strongly Disagree
    • 2 = Disagree
    • 3 = Neither Agree nor Disagree (Neutral)
    • 4 = Agree
    • 5 = Strongly Agree
  • Scoring and Aggregation Protocol:
    • Reverse Scoring: None. All three items are positively formulated.
    • Composite Score Calculation: The scale score is calculated either as an unweighted arithmetic mean across the three items (ranging from 1.00 to 5.00) or as a summed composite score (ranging from 3 to 15).
    • Interpretation: Higher scores denote a stronger belief that commercial advertisements and real-world brand integration enrich the realism, authenticity, and visual credibility of video games. Lower scores reflect the conviction that commercial placements detract from or fail to contribute to environmental authenticity.

11. Permissions & Fee and Test Year

The Attitude Toward In-Game Advertising (Realism Enhancement) scale was published in 2013 within the peer-reviewed scholarly literature. The instrument is classified as an open-access academic measurement tool intended for educational, scholarly, and non-commercial scientific research.

  • Copyright Holder: Original study copyright belongs to the authors (Karolien Poels, Wim Janssens, and Laura Herrewijn) and the Journal of Advertising (Taylor & Francis Group / American Academy of Advertising).
  • Licensing and Royalties: No licensing fees, royalties, or institutional purchase charges are required for using the scale in non-commercial academic, scientific, or pedagogical investigations. Scholars and researchers may adopt and reproduce the scale items provided appropriate bibliographic citation is given to the seminal source publication (Poels et al., 2013).
  • Commercial Inquiries: Commercial entities, market analytics firms, and private software enterprises intending to incorporate the scale into proprietary commercial analytics software or monetization testing frameworks should contact the corresponding author, Prof. Dr. Karolien Poels, at the University of Antwerp Department of Communication Studies.

12. References

  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper & Row.
  • Fornell, C., & Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18(1), 39-50. https://doi.org/10.1177/002224378101800104
  • Friestad, M., & Wright, P. (1994). The Persuasion Knowledge Model: How people cope with persuasion attempts. Journal of Consumer Research, 21(1), 1-31. https://doi.org/10.1086/209380
  • Hu, L. T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling: A Multidisciplinary Journal, 6(1), 1-55. https://doi.org/10.1080/10705519909540118
  • Lang, A. (2000). The limited capacity model of mediated message processing. Journal of Communication, 50(1), 46-70. https://doi.org/10.1111/j.1460-2466.2000.tb02833.x
  • Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication, 3(2), JCMC321. https://doi.org/10.1111/j.1083-6101.1997.tb00072.x
  • Nunnally, J. C., & Bernstein, I. H. (1994). Psychometric theory (3rd ed.). McGraw-Hill.
  • Osgood, C. E., & Tannenbaum, P. H. (1955). The principle of congruity in the prediction of attitude change. Psychological Review, 62(1), 42-55. https://doi.org/10.1037/h0048153
  • Poels, K., Janssens, W., & Herrewijn, L. (2013). Play buddies or space invaders? Players’ attitudes toward in-game advertising. Journal of Advertising, 42(2-3), 204-218. https://doi.org/10.1080/00913367.2013.774584
  • Wirth, W., Hartmann, T., Böcking, S., Vorderer, P., Klimmt, C., Schramm, H., Saari, T., Laarni, J., Ravaja, N., Gouveia, F. R., Biocca, F., Sacau, A., Jäncke, L., Baumgartner, T., & Jäncke, P. (2007). A process model of the formation of spatial presence experiences. Media Psychology, 9(3), 493-525. https://doi.org/10.1080/15213260701283079

13. Items of the Scale

Below are the authentic scale items in their original language as published in the standard psychometric validation studies, without modification or translation to preserve instrument validity and reliability:

Response Scale: 5-point Likert scale (1 = strongly disagree, 5 = strongly agree)

  1. I think product advertisements in a game make the game world more realistic.
  2. I feel that in-game advertising makes games more authentic.
  3. Games that include real-life brands feel more like real life to me.
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Cite This Article

Looti, M. (2026, September 23). Attitude Toward In-Game Advertising (Realism Enhancement) (ATIGA-R). PSYCHOLOGICAL DATABASE. https://english.arabpsychology.com/scales/attitude-toward-in-game-advertising-realism-enhancement-atiga-r/
Looti, Mohammed. “Attitude Toward In-Game Advertising (Realism Enhancement) (ATIGA-R).” PSYCHOLOGICAL DATABASE, 23 September 2026, https://english.arabpsychology.com/scales/attitude-toward-in-game-advertising-realism-enhancement-atiga-r/.
Looti, Mohammed. “Attitude Toward In-Game Advertising (Realism Enhancement) (ATIGA-R).” PSYCHOLOGICAL DATABASE. September 23, 2026. https://english.arabpsychology.com/scales/attitude-toward-in-game-advertising-realism-enhancement-atiga-r/.