Understanding customer attitude toward advergames: an extended TAM approach

IF 0.7 Q4 BUSINESS Arts and the Market Pub Date : 2023-07-19 DOI:10.1108/aam-01-2022-0001
Mona Jami Pour, Zohre Kazemi, H. Moeini
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Abstract

PurposeAdvergames have attracted the attention of scholars and practitioners as a new way of increasing customer engagement and advertising effectiveness. Gamified ads provide an exciting and persuasive environment for customers rather than non-gamified advertisements. Despite the growing spending on advergames projects, the understanding of customer attitude regarding advergames has received less attention and there are not enough studies about advergames. Therefore, the purpose of the current study is to design a novel TAM-based model of determinants of customer attitudes toward advergames to enhance customer engagement and purchase intention.Design/methodology/approachTo obtain this end, the mixed method was applied. In the first step, the main determinants of customer attitude towards advergames were identified by a literature review as well as semi-structured interviews. In the second step, the proposed technology acceptance model (TAM)-based model was validated by survey method through players of advergames. A total of 15 interviews were conducted in the qualitative phase and 102 completed questionnaires were analyzed in the survey method.FindingsThe results of the qualitative approach indicate that the main determinants of attitude towards advertisements can be classified into three categories, which are added to TAM as external variables. The results of the survey approach reveal that advertising content and game-related factors have a significant positive effect on perceived ease of use (PEOU). The advertising content and player-related factors also significantly affect perceived usefulness (PU). PU and PEOU also positively and significantly affect customer attitude. The findings show that the new TAM-based model can be considered as a robust model for explaining customer attitude toward advergame acceptance.Research limitations/implicationsThe research findings can assist digital marketers to have a big picture of customer attitudes regarding advergames and implement these innovative digital-enabled advertising strategies successfully. The findings further suggest considering marketing/advertising aspects and game-related aspects as well as individual factors to design advergames.Originality/valueAdvergames have become one of the priorities for digital marketers to enhance brand awareness and customer engagement, yet there is no study identifying determinants of attitude by considering multi-aspects of advergames. The most important theoretical contribution of the current study is to design a new extended TAM-based model which integrates behavioral variables (PEOU and PU) with factors related to the advergames context.
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了解消费者对广告游戏的态度:一种扩展的TAM方法
广告游戏作为一种提高用户粘性和广告效果的新方式,已经引起了学者和实践者的关注。与非游戏化广告相比,游戏化广告为客户提供了一个令人兴奋和有说服力的环境。尽管广告游戏项目的投入不断增加,但对消费者对广告游戏态度的理解却很少受到关注,关于广告游戏的研究也不够多。因此,本研究的目的是设计一个新的基于tam的客户对广告游戏态度决定因素模型,以提高客户参与和购买意愿。设计/方法学/方法为了达到这一目的,采用了混合法。在第一步中,我们通过文献回顾和半结构化访谈确定了用户对广告游戏态度的主要决定因素。第二步,以广告游戏玩家为研究对象,采用问卷调查的方法对提出的基于技术接受模型(TAM)的模型进行验证。在定性阶段共进行了15次访谈,在调查法中对102份完成的问卷进行了分析。定性方法的结果表明,广告态度的主要决定因素可以分为三类,并作为外部变量添加到TAM中。调查结果显示,广告内容和游戏相关因素对感知易用性(PEOU)有显著的正向影响。广告内容和玩家相关因素也显著影响感知有用性(PU)。PU和PEOU对顾客态度也有显著的正向影响。研究结果表明,基于tam的新模型可以被认为是解释消费者对广告游戏接受态度的稳健模型。研究的局限性/启示研究结果可以帮助数字营销人员了解客户对广告游戏的态度,并成功实施这些创新的数字广告策略。研究结果进一步表明,在设计广告游戏时要考虑营销/广告因素、游戏相关因素以及个人因素。创意/价值广告游戏已经成为数字营销人员提高品牌知名度和客户粘性的优先事项之一,但目前还没有研究通过考虑广告游戏的多个方面来确定态度的决定因素。本研究最重要的理论贡献是设计了一个新的扩展的基于tam的模型,该模型将行为变量(PEOU和PU)与广告游戏情境相关的因素整合在一起。
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来源期刊
CiteScore
1.60
自引率
28.60%
发文量
13
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