Evidence map›Paper›PMID 42787240›Full record

SynthesisFrontiers in neuroergonomics2026

Neuromarketing and the gaming consumer: a systematic review of attention, emotion, and memory in player engagement and retention.

Sandra Jimenez-Duarte, Guillermo Castilla-Cebrian

Abstract readSystematic Review
In one paragraph

Synthesis in Frontiers in neuroergonomics, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

2 authors.

Sandra Jimenez-DuarteFacultad de Diseno y Tecnologias Creativas, Universidad Europea de Madrid, Madrid, Spain.
Guillermo Castilla-CebrianSchool of Architecture, Engineering, Science and Computing - STEAM, Universidad Europea de Madrid, Villaviciosa de Odon, Spain.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The global video game industry has overtaken other cultural sectors in scale, intensifying competition for player attention, engagement, and long-term retention. Increasingly, firms pair digital marketing with neuromarketing, a set of methods drawn from cognitive neuroscience that measure attention, emotion, and memory to understand the implicit processes underlying consumer decisions. Yet evidence on how these approaches shape retention in gaming, and on how their effects can be validly measured, remains fragmented. This systematic review, following PRISMA 2020, synthesizes 54 studies published between 2009 and 2025, identified through Boolean searching of three bibliographic databases and supplemented by citation tracking. Studies were eligible if they addressed this intersection in video game contexts, or in adjacent consumer settings serving as methodological models; each was appraised for risk of bias by two reviewers independently, using AMSTAR 2, JBI and CASP instruments according to design, and common criteria of sampling clarity, procedural transparency and replicability for quantitative studies. The corpus combined quantitative-empirical (64.8%), mixed or theoretical (25.9%), and qualitative (9.3%) designs, of which 51.9% were rated high quality. Two complementary measurement streams emerged: behavioral and self-report approaches, and physiological or neuromarketing approaches using electroencephalography, eye-tracking, galvanic skin response, and facial coding. Across studies, implicit indices of attention allocation, affective response, and memory encoding were associated with engagement and with antecedents of retention beyond self-report. Studies reporting attention and engagement outcomes more often favored neuromarketing-informed approaches, but this evidence is largely associational rather than based on direct comparison with conventional campaigns, and reported magnitudes varied too widely to pool. Convergent evidence linked visual congruence, narrative and emotional design, parasocial influencer relationships, community co-creation, and algorithmic personalization to sustained play. Three limitations recur: a reliance on cross-sectional rather than longitudinal designs, the limited ecological validity of laboratory measurement, and a geographic concentration in Western Europe, North America, and East Asia. We further distinguish static neuromarketing measurement from dynamic, neuromarketing-informed design, arguing that the latter raises distinct ethical concerns for autonomy, biometric data, and vulnerable players. The review offers an integrative framework for studying the gaming consumer and sets out priorities for ecologically valid, ethically governed research.

Indexed as

consumer behaviordigital marketingemotional retentionneuromarketingPRISMAuser engagementvideo games

Identifiers

PMID42787240
PMCPMC13601311

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.