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Consumers' psychological reactance and ownership in in-game advertising

机译:消费者在游戏中的心理反应和所有权广告

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摘要

Purpose The study explores the effect of game flow, game enjoyment and game customization on consumers' attitudes toward the game (ATG). It also examines the relationship between consumers' ATG and attitude toward the in-game advertising (IGA) brand. Design/methodology/approach The study used SEM and PROCESS MACRO to analyze the results. Findings The study asserts the significant role of game flow, game customization and game enjoyment as antecedents of consumers' ATG. Furthermore, psychological ownership and perceived IGA invasiveness were found to be significant moderators between attitude toward game and attitude for the IGA brand. Originality/value The study examines how players' attitude toward the game influences their attitude toward the IGA brand due to the player's ownership perceptions over the game and invasiveness perceptions for IGA. The study used psychological ownership and psychological reactance theory in the gamification context. The study findings present pertinent implications for game developers and brands interested in using IGA tools.
机译:目的该研究探讨了游戏流,游戏享受和游戏定制对消费者对游戏的态度(ATG)的影响。它还探讨了消费者ATG与游戏内广告(IGA)品牌之间的关系。设计/方法/方法研究使用SEM和过程宏来分析结果。调查结果这项研究证明了游戏流,游戏定制和游戏享受作为消费者ATG的前提的重要作用。此外,发现心理所有权和感知IGA侵入性是对对IGA品牌的游戏和态度之间的重要主持人。原创/价值研究审查了玩家对游戏的态度如何影响他们对IGA品牌的态度,这是由于玩家对游戏的所有权感知和对IGA的侵犯性感知。该研究在游戏化背景下使用了心理所有权和心理反应理论。研究结果对利用IGA工具感兴趣的游戏开发人员和品牌带来了相关影响。

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