What you see is what you get: assessing in-game advertising effectiveness

IF 9.6 2区 管理学 Q1 BUSINESS Journal of Research in Interactive Marketing Pub Date : 2022-08-25 DOI:10.1108/jrim-03-2022-0087
Mawra Hussain, T. Islam, S. Rehman
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引用次数: 10

Abstract

PurposeThis study focused on nonconventional marketing (in-game advertisement interactivity) to understand consumers’ purchase intentions. Specifically, this study aims to explore the intervening role of feelings of presence between in-game advertisement interactivity and consumer purchase intention. It further explores whether game–product congruence moderates the relationship between feelings of presence in the game and consumer purchase intention.Design/methodology/approachThis study collected data from 386 PUBG mobile players on a convenience basis. The selected players were ensured to have experience in playing mission ignition mode (a Tesla-themed mode of PUBG mobile).FindingsThe study noted that in-game advertisement interactivity positively affects consumer purchase intention, and this relationship is further explained through feelings of presence. In addition, game–product congruence was noted to strengthen the association between feelings of presence and consumer purchase intention.Research limitations/implicationsThe study used a cross-section design to collect data from players of PUBG through Google Forms on a convenient basis. The study highlights the significance of nontraditional advertisement and game–product congruence that helps businesses to attract customers.Originality/valueDrawing upon transportation theory, this study is the first of its kind that has explored the mediating role of feelings of presence between in-game advertising interactivity and consumer purchase intention. In addition, this study shed light on the importance of game–product congruence to strengthen purchase intention.
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所见即所得:评估游戏内广告效果
本研究以非传统营销(游戏内置广告互动)为研究对象,了解消费者的购买意向。具体而言,本研究旨在探讨存在感在游戏内广告交互性与消费者购买意愿之间的中介作用。它进一步探讨了游戏产品一致性是否调节了游戏存在感与消费者购买意愿之间的关系。本研究收集了386名《绝地求生》手机玩家的数据。被选中的玩家必须具有任务点火模式(《绝地求生》手机版的一种特斯拉主题模式)的体验。研究发现:游戏内广告的互动性对消费者的购买意愿有积极的影响,这种关系可以通过存在感来进一步解释。此外,游戏产品一致性也会加强存在感与消费者购买意愿之间的联系。研究局限/启示:本研究采用横截面设计,通过谷歌表格方便地收集《绝地求生》玩家的数据。该研究强调了非传统广告和游戏产品一致性在帮助企业吸引客户方面的重要性。根据运输理论,本研究首次探索了存在感在游戏内广告互动性和消费者购买意愿之间的中介作用。此外,本研究还揭示了游戏产品一致性对于增强购买意愿的重要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
17.80
自引率
17.10%
发文量
31
期刊介绍: The mission of the Journal of Research in Interactive Marketing is to address substantive issues in interactive, relationship, electronic, direct and multi-channel marketing and marketing management. ISSN: 2040-7122 eISSN: 2040-7122 With its origins in the discipline and practice of direct marketing, the Journal of Research in Interactive Marketing (JRIM) aims to publish progressive, innovative and rigorous scholarly research for marketing academics and practitioners.
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