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Brands and social interaction of avatars: An exploration in a virtual world.

机译:化身的品牌和社交互动:虚拟世界的探索。

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摘要

This study explores brands in social interaction in a virtual world. As a form of social media and massively multiplayer online games (MMOGs), virtual worlds increasingly appeal to advertisers as a new marketing platform. Players, as avatars, may interact with virtual promotions or branded objects. While the study of advertising in videogames is rising, the context of brands in social play experiences is largely unexplored.;Insights about brands in the social interaction of avatars were pursued in MTV's Virtual Hills/Laguna Beach, using qualitative and quantitative methods. The study sought a contextual dimension of brands in social interaction via ethnography and to explore persuasion and interactive-media theories within this context via surveying. The perspective of symbolic interactionism and theory of self-presentation guided the ethnography for participant observation and interviews with seven players using the long-interview method. These findings were aligned with quantitative surveying of players using measures for persuasion knowledge and telepresence.;Ethnographic findings show important meanings of advertised and non-advertised brands for status and sociability, which could connect with achievement and extend out of game. Brands and objects aided digital identity construction, social roles and settings. Game design for playing and winning impacted meanings, along with creative skills and power for players that perceived advertising as an expected part of the game. Social interaction often blurred out of game.;Multiple regression analyses of survey data considered two attitudes: advertised brands in general in game, and most-liked brands specifically. Persuasion knowledge related negatively to general brand attitudes. Telepresence arrival related positively to attitudes toward most-liked brands, while departure related negatively to both types of attitudes. Play frequency and feelings that advertising made the game more real positively related to both attitudes. Brand consciousness and an exciting game personality aligned positively with general brand attitudes. Combined findings reveal a complex relationship between players, game and advertisers that generally related to neutral to positive brand attitudes.
机译:这项研究探索了虚拟世界中社交互动中的品牌。作为社交媒体和大型多人在线游戏(MMOG)的一种形式,虚拟世界作为新的营销平台越来越吸引广告商。玩家作为化身,可以与虚拟促销或品牌对象互动。随着视频游戏广告研究的不断发展,品牌在社交游戏体验中的背景还没有得到充分探索;在MTV的Virtual Hills / Laguna Beach中,使用定性和定量方法对品牌在化身的社交互动中的见解进行了探索。该研究通过人种志在社会互动中寻求品牌的语境维度,并通过调查在这种语境下探索说服力和互动媒体理论。符号互动主义的观点和自我表现理论指导了人种学的参加者观察,并使用长期访谈法对七名参与者进行了访谈。这些调查结果与使用说服知识和网真的方式对玩家进行的定量调查相一致。人种调查结果显示了广告和非广告品牌对于地位和社交性的重要含义,可以与成就联系起来并延伸到游戏之外。品牌和对象有助于数字身份的构建,社会角色和设置。玩游戏和赢得游戏的意义受到影响的游戏设计,以及将广告视为游戏预期组成部分的玩家的创造力和创造力。社交互动通常会在游戏中模糊化。;对调查数据的多元回归分析考虑了两种态度:游戏中一般使用广告品牌,特别是最受欢迎的品牌。说服知识与一般品牌态度负相关。智真的到来与对最受欢迎品牌的态度呈正相关,而离场的出现与两种类型的态度均呈负相关。播放频率和广告使游戏更加真实的感觉与两种态度都息息相关。品牌意识和令人兴奋的游戏个性与一般品牌态度呈正相关。综合发现表明,玩家,游戏和广告商之间存在复杂的关系,通常与中立到积极的品牌态度有关。

著录项

  • 作者

    Hansen, Sara Steffes.;

  • 作者单位

    The University of Wisconsin - Madison.;

  • 授予单位 The University of Wisconsin - Madison.;
  • 学科 Business Administration Marketing.;Journalism.;Speech Communication.;Mass Communications.
  • 学位 Ph.D.
  • 年度 2009
  • 页码 174 p.
  • 总页数 174
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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