Paola Martinez Romero , Rachel Esther Lim , Hyejune Park
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引用次数: 0
Abstract
This study examines branded virtual worlds (BVWs), where brands utilize gaming and virtual platforms to create immersive experiences. By categorizing BVWs into four distinct types based on levels of brand narrative engagement and social presence, the research investigates how these factors influence consumer responses, including brand immersion and loyalty. The study employed a 2x2 between-subjects experimental design, manipulating brand narrative engagement and social presence, with 186 female U.S. consumers participating in an online experiment. The results showed that both brand narrative engagement and social presence significantly increased brand immersion. Additionally, brand immersion mediated the effect of brand narrative engagement on word-of-mouth and purchase intention. The findings offer theoretical insights into how BVWs affect brand responses and provide valuable guidance for brands seeking to leverage BVWs to enhance customer engagement and foster brand loyalty.
期刊介绍:
Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.