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Beyond gaming: Linking flow, brand attitudes, and purchase intent in realistic and emergent three-dimensional virtual environments

机译:超越游戏:在现实和新兴的三维虚拟环境中链接流程,品牌态度和购买意图

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Purpose The purpose of this paper is to test flow as a construct distinctly separate from its antecedents, and the resulting impact on brand attitudes and purchase intent within realistic online shopping three-dimensional virtual environments (3-DVEs). Design/methodology/approach This research utilizes a field study, combined with a survey research design of 348 3-DVE participants. Findings The findings reveal that flow is not a unidimensional construct but rather, a mental state that should be measured separately from its antecedents, with the possibility that certain antecedents may be more relevant than others in different activities. Furthermore, the authors received strong support for the overarching hypothesized model separating the nine dimensions associated with engagement in an activity as antecedents of flow, which, in turn, influences brand attitude and thereafter purchase intention. Research limitations/implications - This study was limited to one type of activity within one 3-DVE but is balanced by the difficulty in gaining access to organizations and computer-mediated environments of this type for examining such phenomena. Practical implications - Businesses using 3-DVEs to market brands should focus their efforts on creating highly enjoyable experiences that result in the feeling of a loss of sense of time for the participants in order to ultimately positively influence purchase intentions. Originality/value Prior research focused on fantasy-based, game-oriented environments, while also neglecting to test all elements of flow, examining "similar to flow" constructs or measuring flow as a unidimensional construct.
机译:目的本文的目的是测试流程,使其与前身截然不同,从而对现实的在线购物三维虚拟环境(3-DVE)中的品牌态度和购买意愿产生影响。设计/方法/方法这项研究利用了现场研究,并结合了348位3-DVE参与者的调查研究设计。结论研究结果表明,流动不是一维的结构,而是一种心理状态,应该与其先行量分开来衡量,在某些活动中某些先行可能比其他先行更相关。此外,作者对总体假设模型的支持得到了强有力的支持,该模型将与参与活动相关的九个维度分离为流量的先兆,进而影响了品牌态度并进而影响了购买意愿。研究的局限性/意义-这项研究仅限于一个3-DVE内的一种活动,但由于难以进入组织和此类现象的计算机介导环境而受到平衡。实际意义-使用3-DVE进行品牌推销的企业应将精力集中在创造高度愉悦的体验上,从而给参与者带来失去时间感的感觉,从而最终对购买意图产生积极影响。原创性/价值先前的研究集中在基于幻想的,面向游戏的环境上,同时也忽略了测试流的所有元素,检查“类似于流”的构造或将流作为一维构造进行测量。

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