{"title":"Gotta take my avatar shopping: impacts of interactive virtual shopping in esports","authors":"Yongjin Hwang, Keshav Gupta, Deokkyung Ock","doi":"10.1108/intr-03-2024-0346","DOIUrl":null,"url":null,"abstract":"<h3>Purpose</h3>\n<p>Esports game developers are incorporating interactive virtual shopping (IVS) experiences into their products to facilitate consumer–brand interactions. Despite the potential influence of IVS, existing research lacks an understanding of its impact on consumers’ overall affect– particularly game enjoyment, a critical factor in sustaining engagement with esports products – and on attitudinal change toward brands in the real world.</p><!--/ Abstract__block -->\n<h3>Design/methodology/approach</h3>\n<p>An experiment was designed to examine the impact of shopping in the virtually interactive esports marketplace on game enjoyment. Mediating effects of positive change in brand attitude, perceived realism and character attachment and the moderating effect of self-avatar gender congruity were investigated using SPSS PROCESS Macro. Additionally, the impact of brand popularity on the relationship between IVS and brand attitude was examined using analysis of covariance (ANCOVA).</p><!--/ Abstract__block -->\n<h3>Findings</h3>\n<p>There was a positive impact of IVS on game enjoyment, mediated by a positive change in brand attitude, perceived realism and character attachment. Self-avatar gender congruity moderated the mediation effect of perceived realism. Notably, less popular brands exhibited a greater change in brand attitude compared to more popular brands.</p><!--/ Abstract__block -->\n<h3>Originality/value</h3>\n<p>The findings add to the body of literature on esports, particularly in investigating the role of IVS within the esports virtual world and advancing research on cognitive appraisal theory. This study informs practitioners in the esports industry about the value of creating interactive virtual marketplaces, as they serve to benefit sponsoring brands and enhance game enjoyment for players.</p><!--/ Abstract__block -->","PeriodicalId":54925,"journal":{"name":"Internet Research","volume":"8 1","pages":""},"PeriodicalIF":5.9000,"publicationDate":"2025-01-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Internet Research","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1108/intr-03-2024-0346","RegionNum":3,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0
Abstract
Purpose
Esports game developers are incorporating interactive virtual shopping (IVS) experiences into their products to facilitate consumer–brand interactions. Despite the potential influence of IVS, existing research lacks an understanding of its impact on consumers’ overall affect– particularly game enjoyment, a critical factor in sustaining engagement with esports products – and on attitudinal change toward brands in the real world.
Design/methodology/approach
An experiment was designed to examine the impact of shopping in the virtually interactive esports marketplace on game enjoyment. Mediating effects of positive change in brand attitude, perceived realism and character attachment and the moderating effect of self-avatar gender congruity were investigated using SPSS PROCESS Macro. Additionally, the impact of brand popularity on the relationship between IVS and brand attitude was examined using analysis of covariance (ANCOVA).
Findings
There was a positive impact of IVS on game enjoyment, mediated by a positive change in brand attitude, perceived realism and character attachment. Self-avatar gender congruity moderated the mediation effect of perceived realism. Notably, less popular brands exhibited a greater change in brand attitude compared to more popular brands.
Originality/value
The findings add to the body of literature on esports, particularly in investigating the role of IVS within the esports virtual world and advancing research on cognitive appraisal theory. This study informs practitioners in the esports industry about the value of creating interactive virtual marketplaces, as they serve to benefit sponsoring brands and enhance game enjoyment for players.
电子竞技游戏开发商正在将交互式虚拟购物(IVS)体验融入他们的产品中,以促进消费者与品牌的互动。尽管IVS有潜在的影响,但现有的研究缺乏对其对消费者整体影响的理解,尤其是对游戏乐趣的影响,这是维持对电子竞技产品的参与的关键因素,以及对现实世界中品牌态度变化的理解。设计/方法/方法一项实验旨在检验虚拟互动电子竞技市场中购物对游戏乐趣的影响。采用SPSS PROCESS Macro分析了品牌态度、感知现实主义和角色依恋正向变化的中介效应以及自我化身性别一致性的调节效应。此外,利用协方差分析(ANCOVA)检验了品牌知名度对品牌态度和IVS之间关系的影响。研究发现:IVS对游戏乐趣有积极影响,其中介是品牌态度、感知现实主义和角色依恋的积极变化。自我化身性别一致性调节感知现实主义的中介作用。值得注意的是,相对于更受欢迎的品牌,不太受欢迎的品牌在品牌态度上表现出更大的变化。这些发现增加了关于电子竞技的文献,特别是在调查IVS在电子竞技虚拟世界中的作用和推进认知评估理论的研究方面。这项研究让电子竞技行业的从业者了解了创建互动虚拟市场的价值,因为它们有利于赞助品牌,提高玩家的游戏乐趣。
期刊介绍:
This wide-ranging interdisciplinary journal looks at the social, ethical, economic and political implications of the internet. Recent issues have focused on online and mobile gaming, the sharing economy, and the dark side of social media.