Translating virtual product scarcity in gaming to real‐world brand value

Reo Fukuda, Takuya Nomura, Naoki Akamatsu
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Abstract

This study explores how the scarcity of virtual products in virtual gaming spaces influences brand evaluation in the real world. While previous studies suggest that scarcity in virtual spaces can enhance brand value, the mechanisms and conditions under which this effect occurs (e.g., the characteristics of virtual spaces, consumer traits, and stimulus). Drawing on insights from scarcity research on physical products, we propose that the effects of scarcity may stem from the expectation of impression management. We developed a model that incorporates insights from physical product scarcity research with the unique aspects of virtual spaces and consumer characteristics. Through four studies, we discovered that the effect of supply scarcity in enhancing brand evaluation is pronounced when the space is online and when consumers have a high level of social presence. Furthermore, in cases where social presence is not high, encounters with others wearing scarce products were found to enhance the scarcity effect. Companies can enhance brand evaluation by strategically using virtual product scarcity in online gaming, particularly when targeting consumers with high social presence or creating opportunities for players to interact with others wearing scarce items.
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将游戏中的虚拟产品稀缺性转化为现实世界中的品牌价值
本研究探讨了虚拟游戏空间中虚拟产品的稀缺性如何影响现实世界中的品牌评价。尽管以往的研究表明,虚拟空间中的稀缺性可以提升品牌价值,但这种效应产生的机制和条件(如虚拟空间的特征、消费者特质和刺激因素)。借鉴实体产品稀缺性研究的启示,我们提出稀缺性效应可能源于印象管理的预期。我们建立了一个模型,将实体产品稀缺性研究的见解与虚拟空间的独特性和消费者特征相结合。通过四项研究,我们发现,当空间是在线的,且消费者有较高的社交存在感时,供应稀缺性在提升品牌评价方面的效果就会非常明显。此外,在社交存在感不高的情况下,与穿着稀缺产品的其他人相遇也会增强稀缺效应。企业可以通过在网络游戏中战略性地利用虚拟产品的稀缺性来提高品牌评价,尤其是在以社交存在感高的消费者为目标,或为玩家创造机会与佩戴稀缺物品的其他人互动时。
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