How high brand loyalty consumers achieve relationships with virtual worlds and its elements through presence

IF 0.6 Q4 BUSINESS Journal of Media Business Studies Pub Date : 2020-05-25 DOI:10.1080/16522354.2020.1768637
Anthony Palomba
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引用次数: 6

Abstract

ABSTRACT Presence is linked to the relationship between consumers‘ sought after uses and gratifications to ultimately gain media consumption experiences. As consumers pursue uses and gratifications from video game play, they may seek out media consumption experiences that engage their senses and bodily responses, thus resulting in a collection of experiences with a select video game brand, such as Assassin’s Creed, and potential solidification of brand loyalty towards a select video game brand. Hence, this study was interested in (a) uses and gratifications particular to high brand loyalty consumers (referred to as HBL consumers), (b) how HBL consumers’ media consumption experiences are impacted by brand personality traits of video games, and (c) their virtual parasocial relationships with virtual characters and environments.
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高品牌忠诚度消费者如何通过存在与虚拟世界及其元素建立关系
摘要存在与消费者追求的用途和最终获得媒体消费体验的满足之间的关系有关。当消费者追求电子游戏的用途和满足感时,他们可能会寻求吸引他们感官和身体反应的媒体消费体验,从而产生与选定的电子游戏品牌(如《刺客信条》)的体验集合,并可能固化品牌对选定电子游戏品牌的忠诚度。因此,本研究感兴趣的是(a)高品牌忠诚度消费者(称为HBL消费者)的特殊使用和满足,(b)HBL消费者的媒体消费体验如何受到视频游戏品牌个性特征的影响,以及(c)他们与虚拟角色和环境的虚拟准社会关系。
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CiteScore
4.00
自引率
7.70%
发文量
10
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