广告
电抗
个性化
背景(考古学)
心理学
价值(数学)
业务
营销
社会心理学
感知
计算机科学
机器学习
物理
生物
古生物学
电压
神经科学
量子力学
作者
Gunjan Malhotra,Sita Mishra,Garima Saxena
出处
期刊:Marketing Intelligence & Planning
[Emerald Publishing Limited]
日期:2021-05-31
卷期号:39 (6): 842-855
被引量:31
标识
DOI:10.1108/mip-09-2020-0419
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.
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