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Navigating toxic playgrounds: Managing reputational and financial brand safety in multiplayer video games 导航有毒的游乐场:管理多人视频游戏的声誉和财务品牌安全
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 Epub Date: 2025-01-17 DOI: 10.1016/j.ijresmar.2025.01.002
Stefan F. Bernritter , Ilias Danatzis , Jana Möller-Herm , Francesca Sotgiu
Brands are increasingly leveraging video games to connect with consumers through advertising activities such as virtual in-game ads, product placement, and branded skins. However, the prevalence of toxic player behavior in multiplayer video games poses significant challenges for brands, as many are hesitant to establish a presence in this space due to growing concerns over brand safety. Despite efforts by game providers to combat toxicity, empirical evidence of the impact of toxicity on brands remains scarce. This study investigates whether and why toxic player behavior poses a brand safety risk for brands that advertise in video games and how game providers can mitigate these risks. We introduce a two-dimensional brand safety framework that disentangles brand safety into a reputational and financial performance component and conduct six experiments that show that toxic player behavior produces negative spillover effects on advertising brands. Contrary to popular belief, we show that toxicity does not harm a brand’s reputation or directly impact financial brand outcomes. Instead, toxic player behavior indirectly affects financial brand outcomes. Specifically, toxicity leads players to blame toxic players more, reducing game enjoyment and thereby diminishing financial brand outcomes within the game. We also find negative effects on financial brand outcomes outside the game. Our findings further reveal that active game moderation and kicking toxic players out of the game effectively mitigate these spillover effects. These results provide valuable insights for brands seeking to navigate the rapidly evolving video game landscape safely.
各大品牌越来越多地利用电子游戏,通过虚拟游戏内置广告、产品植入和品牌皮肤等广告活动与消费者建立联系。然而,多人电子游戏中普遍存在的有害玩家行为给品牌带来了巨大挑战,因为许多品牌出于对品牌安全的担忧而对进入这个领域犹豫不决。尽管游戏供应商努力对抗“毒性”,但关于“毒性”对品牌影响的实证证据仍然很少。本研究调查了有害玩家行为是否以及为何会给电子游戏中的品牌广告带来品牌安全风险,以及游戏供应商如何减轻这些风险。我们引入了一个二维品牌安全框架,将品牌安全分解为声誉和财务绩效组成部分,并进行了六个实验,表明有毒玩家行为对广告品牌产生负面溢出效应。与普遍的看法相反,我们表明毒性不会损害品牌声誉或直接影响品牌的财务结果。相反,有害的玩家行为会间接影响品牌的财务结果。具体来说,“有毒”会导致玩家更多地指责“有毒”玩家,降低游戏乐趣,从而削弱游戏中的财务品牌成果。我们还发现游戏之外的财务品牌结果会受到负面影响。我们的研究结果进一步表明,积极的游戏节制和将有害玩家踢出游戏有效地缓解了这些溢出效应。这些结果为寻求安全地驾驭快速发展的电子游戏领域的品牌提供了有价值的见解。
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引用次数: 0
How expansion to the Nintendo Switch impacts PC players’ game usage and spending: A study of an omni-channel strategy 任天堂Switch的扩展如何影响PC玩家的游戏使用和消费:全渠道策略研究
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 Epub Date: 2024-10-23 DOI: 10.1016/j.ijresmar.2024.10.007
Wooyong Jo , Michael Lewis
Offering multiple retail channels for browsing and purchasing—an omni-channel strategy—is a well-established approach for modern retailers. This strategy is also increasingly adopted by ‘online-first' digital services such as social media and video gaming to expand consumer reach and enhance customer engagement. However, unlike the potential complementary relationships between physical and digital channels, it is unclear whether a firm’s channel expansion within the digital area (e.g., online to mobile) benefits firms or merely redistributes existing demand without growth. Using the context of a major online video game, we assess whether creating a mobile console version of an existing PC-based game causes meaningful behavioral changes among existing users. We find that mobile console adoption significantly impacts mobile channel adopters’ engagement, with a 31% increase in games played and a 6.9% increase in voluntary spending. Further analysis reveals that mobile console adopters enjoy the game over a broader range of hours, suggesting increased (ubiquitous) access is the mechanism behind this positive impact. Additionally, mobile adopters make more frequent purchases, although they do not necessarily spend more per purchase. We also observe that the impact of the mobile game is more pronounced among players at high risk of churning and those with sparse voluntary spending. Finally, our analysis shows that new mobile players experience a slight but significant dip in in-game performance. This finding suggests a need for game developers to help players mitigate the downside risk of transitioning between two distinct user environments.
为浏览和购买提供多种零售渠道——一种全渠道战略——是现代零售商行之有效的方法。社交媒体和视频游戏等“在线优先”的数字服务也越来越多地采用这一策略,以扩大消费者范围,提高客户参与度。然而,与实体渠道和数字渠道之间潜在的互补关系不同,目前尚不清楚公司在数字领域的渠道扩张(例如,从在线到移动)是否对公司有利,或者只是重新分配现有的需求而没有增长。以一款大型在线视频游戏为例,我们评估了将一款基于pc的现有游戏制作成移动主机版本是否会在现有用户中产生有意义的行为改变。我们发现,手机主机的采用显著影响了手机渠道采用者的粘性,游戏体验增加了31%,自愿支出增加了6.9%。进一步分析显示,手机主机用户在更长的时间内享受游戏,这表明这种积极影响背后的机制是增加(无处不在)的访问。此外,手机用户会更频繁地消费,尽管他们每次消费并不一定更多。我们还观察到,手机游戏的影响在流失风险较高和自愿消费较少的玩家中更为明显。最后,我们的分析表明,新手机玩家在游戏中的表现略有下降。这一发现表明,游戏开发者有必要帮助玩家减轻在两种不同用户环境之间转换的负面风险。
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引用次数: 0
Missing the forest for the trees: Does collective brand engagement help or hurt consumption for video games? 只见树木不见森林:集体品牌参与是促进还是损害电子游戏消费?
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 Epub Date: 2025-06-07 DOI: 10.1016/j.ijresmar.2025.06.002
Keith Marion Smith , Mirella Kleijnen , Yakov Bart , Koen Pauwels , John Hulland
As video game companies adopt business models that monetize post-purchase consumption, they commonly encourage and promote engagement activities amongst consumers as a collective. However, little is known about the effect of such collective activities, which could take away time from playing the game. We introduce a novel framework that distinguishes the breadth of collective engagement from the intensity of engagement. In a unified time series framework, we model both momentary and ongoing consumption effects and feedback loops. Our analysis of 34 video game brands reveals that consumption and engagement fuel each other. Whereas the breadth of collective momentary engagement boosts momentary consumption, its intensity has a negative effect for the first 15 min. However, both ongoing breadth and intensity positively influence ongoing consumption. Importantly, game developers can amplify these effects by adding social in-use features, which both directly stimulate consumption and strengthen the reciprocal relationship between engagement and consumption. In terms of marketing actions, featured price discounts and new content releases focusing on play functionality get people talking about and searching for the game, whereas cosmetic content changes immediately increase consumption. Overall, our research underscores the need to move from a narrow focus on instant, real-time metrics toward a more strategic approach that effectively fosters engagement and consumption over time.
随着电子游戏公司采用将购后消费货币化的商业模式,他们通常会鼓励和促进消费者之间的互动活动。然而,人们对这种集体活动的影响知之甚少,因为它可能会占用玩游戏的时间。我们引入了一个新的框架,将集体参与的广度与参与的强度区分开来。在统一的时间序列框架中,我们建立了瞬时和持续消费效应和反馈循环的模型。我们对34个电子游戏品牌的分析表明,消费和用户粘性是相互促进的。虽然集体瞬时参与的广度促进了瞬时消费,但其强度在前15分钟具有负面影响。然而,持续的广度和强度对持续消费都有积极影响。重要的是,游戏开发者可以通过添加社交功能来放大这些效应,这既可以直接刺激消费,也可以加强用户粘性和消费之间的互惠关系。就市场营销行动而言,特色价格折扣和专注于游戏功能的新内容发布会让人们谈论和搜索游戏,而外观内容的改变会立即增加消费。总的来说,我们的研究强调了从对即时、实时指标的狭隘关注转向更具战略性的方法的必要性,这种方法可以随着时间的推移有效地促进参与度和消费。
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引用次数: 0
Add on or move on: Do in-game purchases help or hurt upgrading to newer game versions? 添加或继续:游戏内购买是有助于还是不利于升级到新游戏版本?
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 Epub Date: 2025-03-02 DOI: 10.1016/j.ijresmar.2025.02.007
Olga Ungureanu , Rutger van Oest , Nico Schauerte
Video game players frequently face trade-offs between investing in in-game purchases to improve their currently owned game version and upgrading to a newer, improved version altogether. This decision is significant, as upgrading usually implies losing all acquired in-game items, which are typically incompatible with the newer game version. From the game publisher’s perspective, in-game purchases may deter upgrading and cannibalize newer game versions. However, these purchases may also increase game usage, making upgrading more likely. We consider these two paths with opposite effects. We use over four years of longitudinal data from a major video game publisher, containing individual players’ gaming, in-game purchasing, and upgrading behavior. We find evidence for both paths, with a stronger negative path for cannibalization and a weaker positive path via increased game usage. Furthermore, the net effect of in-game purchases on upgrading is contingent on two salience-related moderators, with recency of in-game purchases reinforcing the positive path and buzz about an upcoming game version attenuating the negative and reinforcing the positive path.
电子游戏玩家经常面临在购买游戏内部道具以完善自己现有的游戏版本和升级到更新的改进版本之间进行权衡的问题。这个决定很重要,因为升级通常意味着失去所有获得的游戏内道具,这些道具通常与新游戏版本不兼容。从游戏发行商的角度来看,游戏内置付费功能可能会阻碍游戏升级并蚕食新游戏版本。然而,这些购买也可能增加游戏的使用,使升级更有可能。我们认为这两种途径具有相反的效果。我们使用了一家大型电子游戏发行商超过4年的纵向数据,包括个体玩家的游戏、游戏内购买和升级行为。我们发现这两种路径都有存在的证据,即自相残杀的负面路径更强,而增加游戏使用率的正面路径更弱。此外,游戏内购买对升级的净影响取决于两种显著性相关的调节因素,游戏内购买的频繁程度强化了积极路径,而关于即将推出的游戏版本的传言则削弱了消极路径,强化了积极路径。
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引用次数: 0
Focal and peripheral consumption journeys across virtual and physical realities: A study of online gaming 虚拟现实和物理现实中的焦点和外围消费旅程:一项在线游戏研究
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 Epub Date: 2025-05-02 DOI: 10.1016/j.ijresmar.2025.04.008
Alex Baudet , Marie-Agnès Parmentier
This research investigates how families negotiate the intensification of competitive gaming, focusing on both focal consumers (gamers) and peripheral consumers (parents, siblings, or partners). Drawing on ethnographic, netnographic, and interview data, the study addresses how a virtual practice evolves as gamers become more committed and how its virtual and physical elements affect not only gamers’ experiences but also those of non-gamers. The authors have found that the negotiation of the practice follows an iterative process of evaluation, circumscription, and reconfiguration, leading to shifts in household norms, noise management, and spatial arrangements. As gaming transitions into a more immersive, virtual phase, its partial visibility can alienate non-gamers or heighten tensions regarding autonomy and shared routines. This study also shows that misalignments between material arrangements, doings, and meanings underpin many of the conflicts—yet they can be mitigated through supportive design choices, offline–online integration, and third-party mediation. This research highlights the pivotal role that peripheral consumers play in shaping emerging digital consumption practices. It concludes with practical and policy-level implications, offering strategies that product developers, community organizers, and educators can implement to foster household harmony and preserve gaming’s communal potential.
本研究调查了家庭如何协商竞争性游戏的强化,重点关注焦点消费者(玩家)和外围消费者(父母,兄弟姐妹或伴侣)。根据人种学、网络学和访谈数据,该研究探讨了随着玩家变得更加忠诚,虚拟实践是如何演变的,以及虚拟和物理元素是如何影响玩家和非玩家的体验的。作者发现,实践的协商遵循评估、限制和重新配置的迭代过程,导致家庭规范、噪音管理和空间安排的变化。随着游戏转向更具沉浸感的虚拟阶段,其部分可见性可能会疏远非玩家,或加剧自主权和共享惯例之间的紧张关系。这项研究还表明,物质安排、行为和意义之间的错位是许多冲突的根源,但它们可以通过支持性的设计选择、离线-在线集成和第三方调解来缓解。这项研究强调了外围消费者在塑造新兴数字消费实践中所起的关键作用。它总结了实际和政策层面的影响,提供了产品开发者、社区组织者和教育者可以实施的策略,以促进家庭和谐并保持游戏的社区潜力。
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引用次数: 0
Special section: Frontiers of Mediated Markets: Algorithms, Aesthetics, and Actors 特别部分:中介市场的前沿:算法、美学和演员
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 Epub Date: 2025-10-15 DOI: 10.1016/j.ijresmar.2025.10.004
Renana Peres , Martin Schreier , David A. Schweidel , Alina Sorescu
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引用次数: 0
Environmental sustainability considerations (or lack thereof) in consumer decision making 消费者决策中对环境可持续性的考虑(或缺乏考虑
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 Epub Date: 2024-08-08 DOI: 10.1016/j.ijresmar.2024.08.003
Larissa Elmor , Guilherme A. Ramos , Yan Vieites , Bernardo Andretti , Eduardo B. Andrade
Environmental sustainability is often depicted as an important attribute of consideration among consumers. Even if multiple barriers may prevent them from “walking the talk,” a common implicit assumption is that consumers think about sustainability but choose a less eco-friendly route once confronted with such obstacles (e.g., higher prices). Absent from the literature, however, is a systematic investigation of the extent to which sustainability thoughts even come to consumers’ minds. Across six studies using a diverse set of measurements (free and aided elicitation), time of purchase (past or contemporaneous), consumer contexts (online or brick-and-mortar settings), levels of consequentialism (hypothetical or incentive-compatible), and samples (Brazil, UK, and US; N=7,942), our research consistently demonstrates that most consumers neglect the products’ environmental impact when making purchase decisions of fast-moving consumer goods. Environmental sustainability considerations are low in absolute terms, relative to other attributes, and even compared to participants’ own injunctive norms. Cognitive accessibility and contextual salience help explain the phenomenon. Considerations increase among consumers with strong environmental goals (e.g., high on biospheric values), for products highly prototypical of the sustainability cause (e.g., plastic bags), and when consumers are prompted with sustainability cues prior to choice (e.g., eco-labels). Methodological, managerial, and policy implications are discussed, and a simple framework to promote environmental sustainability consideration is proposed.
环境可持续性通常被视为消费者考虑的一个重要因素。即使多种障碍可能阻碍他们 "说到做到",但一个常见的隐含假设是,消费者会考虑可持续发展,但一旦遇到这些障碍(如价格上涨),他们就会选择不那么环保的路线。然而,对于消费者在多大程度上想到了可持续发展,相关文献却缺乏系统的调查。在六项研究中,我们使用了不同的测量方法(自由和辅助诱导)、购买时间(过去或当时)、消费环境(在线或实体店环境)、结果主义水平(假设或激励兼容)和样本(巴西、英国和美国;=7942),我们的研究一致表明,大多数消费者在做出快速消费品购买决策时会忽略产品对环境的影响。与其他属性相比,甚至与参与者自身的强制规范相比,环境可持续性考虑的绝对值都很低。认知可及性和情境显著性有助于解释这一现象。具有强烈环保目标(如生物圈价值观高)的消费者、可持续发展事业原型性强的产品(如塑料袋)、以及在选择前有可持续发展线索提示的消费者(如生态标签),都会增加对产品的考虑。本文讨论了方法、管理和政策方面的影响,并提出了一个促进环境可持续性考虑的简单框架。
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引用次数: 0
The impact of face presence in user-generated videos on consumer Engagement: Insights into How, When, and who 用户生成视频中面孔出现对消费者参与的影响:如何、何时、何人的洞察
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 Epub Date: 2025-02-17 DOI: 10.1016/j.ijresmar.2025.02.003
Xia Wang , Ying Ding , Ying Hu
In the era of influencer economy, it is prevalent for influencers to show their faces in user-generated videos (UGVs). However, a comprehensive understanding of who benefits most from face presence and the optimal strategies for how and when to incorporate faces into UGVs is limited. Through four studies—analyses of one large-scale real-world dataset, two controlled experiments, and an eye-tracking study—we systematically examine the impact of face presence on consumer engagement. Our findings indicate that face presence in UGVs is generally associated with higher consumer engagement; however, this relationship weakens for influencers with larger follower bases (over 160,000). Additionally, moderate face presence (30–40% of video frames) yields the highest engagement. Furthermore, early face presence is particularly effective in grabbing attention and driving engagement for influencers with smaller follower counts (fewer than 100,000). These insights advance the understanding of dynamics between face presence in UGVs and consumer engagement and offer actionable guidelines for strategically managing faces in UGVs.
在网红经济时代,网红在用户生成视频(ugv)中露面是一种普遍现象。然而,对于谁从人脸存在中获益最多,以及如何以及何时将人脸纳入ugv的最佳策略,目前的全面理解是有限的。通过四项研究——对一个大规模真实数据集的分析、两个对照实验和一个眼球追踪研究——我们系统地研究了面部存在对消费者参与的影响。我们的研究结果表明,ugv中的人脸存在通常与更高的消费者参与度相关;然而,对于粉丝基数较大(超过16万)的网红来说,这种关系会减弱。此外,适度的面部呈现(30-40%的视频帧)会产生最高的参与度。此外,对于粉丝数量较少(少于10万)的网红来说,早期的脸出现在吸引注意力和推动参与度方面尤其有效。这些见解促进了对ugv中面孔存在和消费者参与之间动态关系的理解,并为ugv中面孔的战略管理提供了可操作的指导方针。
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引用次数: 0
Exploring player cocreation dynamics on the gaming platform: Interplay of goal fulfillments, orchestration actions, and platform affordances 探索游戏平台上的玩家共同创造动态:目标实现、协调行动和平台支持的相互作用
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 Epub Date: 2024-12-31 DOI: 10.1016/j.ijresmar.2024.12.003
Hsiu-Yu Hung , Ajay Kumar , V. Kumar , Chih-Cheng Lin , Kim Hua Tan
Understanding player co-creation dynamics on gaming platforms is crucial for fostering engagement and driving innovation in digital marketing. This study investigates these dynamics on the Roblox platform, proposing an integrated framework that connects platform capabilities with player-driven orchestration actions and the pursuit of diverse goals − a model applicable to various digital marketing contexts. We identify three types of gaming platform affordances and three types of developers’ orchestration actions, ultimately shaping co-creation activities in terms of creative and social engagement. Using web crawling and text mining methodologies, we analyze a large, longitudinal dataset from Roblox developers engaged in co-creation projects. We employ three observable metrics to quantify co-creation activities, applying different perspectives including equality-based, effort-based weighted, and specialized measures of creative and social engagement. Our findings confirm the direct effects of platform affordances and orchestration actions on co-creation activities, with post-hoc analyses revealing goal fulfillment as an important antecedent mechanism. To validate our results, we conducted a two-stage survey with 206 experienced Roblox developers, providing additional robustness to our empirical findings. This research advances our understanding of digital co-creation and offers practical implications for designing more engaging and innovative gaming platforms. As gaming and digital marketing converge, particularly in the evolving metaverse landscape, this study underscores the importance of leveraging co-creation dynamics to enhance user engagement and drive platform growth.
理解玩家在游戏平台上的共同创造动态对于培养用户粘性和推动数字营销创新至关重要。本研究调查了Roblox平台上的这些动态,提出了一个集成框架,将平台功能与玩家驱动的编排行动和追求多样化的目标联系起来,这是一个适用于各种数字营销环境的模型。我们确定了三种类型的游戏平台能力和三种类型的开发者协调行动,最终形成了创造性和社交粘性方面的共同创造活动。使用网络抓取和文本挖掘方法,我们分析了参与共同创造项目的Roblox开发人员的大型纵向数据集。我们采用三个可观察的指标来量化共同创造活动,应用不同的视角,包括基于平等、基于努力的加权和创造性和社会参与的专门措施。我们的研究结果证实了平台功能和编排行为对共同创造活动的直接影响,事后分析揭示了目标实现是一个重要的先决机制。为了验证我们的结果,我们对206名经验丰富的Roblox开发者进行了两阶段的调查,为我们的实证发现提供了额外的稳健性。这项研究促进了我们对数字共同创造的理解,并为设计更具吸引力和创新性的游戏平台提供了实际意义。随着游戏和数字营销的融合,特别是在不断发展的虚拟世界中,这项研究强调了利用共同创造动态来提高用户粘性和推动平台增长的重要性。
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引用次数: 0
The impact of gender expectations on the evaluation of video game livestreaming content 性别期望对视频游戏直播内容评估的影响
IF 7.5 2区 管理学 Q1 BUSINESS Pub Date : 2025-12-01 Epub Date: 2025-09-27 DOI: 10.1016/j.ijresmar.2025.09.007
Roman Welden , Laurel Johnston , Jonathan Hasford
As the market for livestreaming video game content grows, there is an increasing need to understand how consumers evaluate livestreamers. We propose that gender stereotypes associated with video games spill over into consumer judgments of livestreamers, their content, and the brands they promote. Specifically, consumers have different expectations of performance for female and male livestreamers, which, when violated, lead to negative downstream consequences for streamers and brands that support them. Across a pilot study and five experiments (n = 2402), we demonstrate that when livestreamers violate expectations of video game performance, consumers high in emotional intelligence (EI) are less likely to engage with them. Specifically, consumers high in EI are less likely to engage with a female (male) streamer when they perform well (poorly). Additionally, we find that while marketing interventions can enhance evaluations of brand partners among high EI consumers, they are less effective in altering consumer evaluations of female streamers. These findings contribute to our understanding of consumer engagement with livestreamers, the role of gender in video game subcultures, and the impact of consumer EI on consumption.
随着视频游戏直播内容市场的增长,我们越来越需要了解消费者是如何评估直播者的。我们认为,与电子游戏相关的性别刻板印象会影响消费者对直播者、他们的内容和他们推广的品牌的判断。具体来说,消费者对女性和男性直播者的表现有不同的期望,如果违反了这一点,就会给直播者和支持他们的品牌带来负面的下游后果。通过一项初步研究和5项实验(n = 2402),我们证明了当直播者违反电子游戏表现预期时,高情商(EI)的消费者不太可能与他们互动。具体来说,高情商的消费者在表现良好(或不佳)的情况下不太可能与女性(男性)主播互动。此外,我们发现,虽然营销干预可以提高高情商消费者对品牌合作伙伴的评价,但它们在改变消费者对女性主播的评价方面效果较差。这些发现有助于我们理解消费者与直播者的互动,性别在电子游戏亚文化中的作用,以及消费者EI对消费的影响。
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引用次数: 0
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International Journal of Research in Marketing
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