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Brand equity of digital games : the influence of product brand and consumer experiences as sources of unique value

机译:数字游戏的品牌资产:产品品牌和消费者体验作为独特价值来源的影响

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摘要

By demonstrating something unique a product stands out from the mass. This is the starting point of brand awareness, which exerts influence over consumers’ product evaluation processes. Particularly in the digital games industry, the creation of unique value is vital as games utilize intangible modes of distribution lacking physical form, which ultimately leads to difficulties in highlighting and facilitating evaluation of a game’s defining characteristics. The objective of this thesis is to determine and conceptualize how a game functions as a source of unique value. A game’s varied defining characteristics function as the source of brand equity which results in incremental effects influencing consumers’ product evaluation. The unique value characteristics of games are studied from three perspectives: 1) by examining the motivational aspects of digital games consumption; 2) by investigating the influence of brand image and prior experience on product evaluation regarding a game’s salient qualities and 3) by demonstrating the organizational practices involved in the development of unique qualities by processing novel game ideas within digital game studios. Three interrelated theories are adapted from various research contexts regarding the brand equity phenomenon - motivational theory, information processing theory of consumer choice and boundary objects-in-use in organizational practices. This thesis uses methodology triangulation to answer the research question, both quantitative (surveys and multivariate data analysis) and qualitative methods (interpretative case study) are applied to four data collection samples; three from consumers and one from game developers. The main contribution of this study is that both the game brand and prior experience are central elements which result in incremental influences on consumers’ product evaluation processes. First, the results indicate that both intrinsic and extrinsic motivational aspects of consumption are important determinants of perceived value. Enjoyment, particularly the fun in games, plays a more important role during the awareness creation process than usefulness. Second, the results suggest that the influence of brand image on product evaluation is covert and this modifies consumers’ decision making structures. This leads to a reprioritization of attribute importance in which prior game playing experience maintains an additional significant role. Third, the processing of ideas in digital games studios is an imperative and complex practice. The overwhelming amount of knowledge conflicts during idea processing practices lead to the birth of unique value. Following the results of this thesis, digital games should be viewed as experience information goods. The findings provide novel theoretical and practical perspectives regarding brand equity and demonstrate how a combination of unique value characteristics can be used to create a successful game which stands out from the mass.
机译:通过展示独特的东西,产品从众脱颖而出。这是品牌知名度的起点,对消费者的产品评估过程产生影响。特别是在数字游戏产业中,独特的价值创造至关重要,因为游戏利用了缺乏物理形式的无形发行模式,最终导致在突出和促进对游戏定义特征的评估上存在困难。本文的目的是确定并概念化游戏如何发挥独特价值的作用。游戏的各种定义特征是品牌资产的来源,导致影响消费者产品评估的渐进效应。从三个角度研究了游戏的独特价值特征:1)通过研究数字游戏消费的动机方面; 2)通过调查品牌形象和以往经验对游戏显着质量的产品评估的影响,以及3)通过在数字游戏工作室中处理新颖的游戏创意来展示参与开发独特质量的组织实践。三种相互关联的理论是从关于品牌资产现象的各种研究背景中改编而来的,分别是动机理论,消费者选择的信息处理理论和组织实践中使用的边界对象。本文采用方法三角剖分法来回答研究问题,将定量(调查和多元数据分析)和定性方法(解释性案例研究)应用于四个数据收集样本。三位来自消费者,一位来自游戏开发商。这项研究的主要贡献在于,游戏品牌和以往的经验都是核心要素,对消费者的产品评估过程产生越来越大的影响。首先,结果表明,消费的内在和外在动机方面都是感知价值的重要决定因素。娱乐,尤其是游戏中的乐趣,在意识创建过程中比有用性更重要。其次,结果表明品牌形象对产品评估的影响是秘密的,这改变了消费者的决策结构。这导致属性重要性的优先级重新确定,在该属性中,先前的游戏体验保持着额外的重要作用。第三,在数字游戏工作室中处理想法是当务之急且复杂的做法。在想法处理实践中,大量的知识冲突导致了独特价值的诞生。根据本文的结果,数字游戏应被视为体验信息产品。这些发现为品牌资产提供了新颖的理论和实践观点,并展示了如何结合独特的价值特征来打造成功的游戏,从而在大众中脱颖而出。

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    Storgårds Jan Henrik;

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  • 年度 2011
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