T A M I L A W L E S S

The study used a nonprobability sample in which 16 students were assigned to one of two groups, randomly: control and treatment. Upon entering the room, a deception tactic was used, to ensure that the participants were not able to guess what the nature of the experiment was. They were informed that the study is to determine how effective in-game instructions versus paper-printed instructions are in completing goals within video games. The participants were then given consent forms to sign, then the experiment began.
The participants were given 20 minutes to complete a list of tasks provided to them for one, particular game. For the control group, this was Fastfood Bar—in order to ensure that by the time the food arrives, the participants had plenty of opportunity to be heavily influenced by advergaming—and for the treatment group, this was be Slide Puzzle: Digestive System. Then a 10 minute was given, wherein the food was brought in by the observer. Those 10 minutes were used for the participants to take a break from the games, and for the observer to record what food choices the participants made. After the break, there was another 20 minutes of gameplay for Ninja Turtles and Pac-Man. The food choices continued to be recorded until every participant left the room at the conclusion of the experiment.
Method

After the games were all completed, the observer reentered the room, to hand out the surveys. The surveys were then collected. The observer performed a debriefing, via email, in order to inform the participants about the deceptive tactic used in the beginning of the experiment.