ADVERGAME FOR PURCHASE INTENTION VIA GAME AND BRAND ATTITUDES FROM ANTECEDENTS OF SYSTEM DESIGN, PSYCHOLOGICAL STATE, AND GAME CONTENT: INTERACTIVE ROLE OF BRAND FAMILIARITY
IF 2 4区 管理学Q3 COMPUTER SCIENCE, INFORMATION SYSTEMS
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引用次数: 3
Abstract
ABSTRACT Advergame is important as a new form of digital marketing and few studies have shown a complete model structure along with understanding the antecedents of online purchase intention. Based on the hierarchy of effective and relevant behavioral theories, we propose a research model with four components: consumer beliefs, advergame attitude, brand attitude, and purchase intention. The elaboration likelihood model (ELM) is used as a complementary lens to define three game beliefs: advergame design, psychological state, and advergame content. A comprehensive literature review is further classified to define their comprised elements. Brand familiarity is shown as a moderator for the link of advergame and brand attitude due to a connection to behavioral theories. Empirical study consists of an online survey of 477 consumers who had recent experience of advergame playing. Most variables for game beliefs, including game-brand fit, perceived interactivity, involvement, entertainment, and receptiveness, show significant, positive effects on advergame attitude. Besides, advergame attitude reports an important, direct link with purchase intention. Brand familiarity indicates importance as the moderator.
期刊介绍:
The aim of the Journal of Organizational Computing and Electronic Commerce (JOCEC) is to publish quality, fresh, and innovative work that will make a difference for future research and practice rather than focusing on well-established research areas.
JOCEC publishes original research that explores the relationships between computer/communication technology and the design, operations, and performance of organizations. This includes implications of the technologies for organizational structure and dynamics, technological advances to keep pace with changes of organizations and their environments, emerging technological possibilities for improving organizational performance, and the many facets of electronic business.
Theoretical, experimental, survey, and design science research are all welcome and might look at:
• E-commerce
• Collaborative commerce
• Interorganizational systems
• Enterprise systems
• Supply chain technologies
• Computer-supported cooperative work
• Computer-aided coordination
• Economics of organizational computing
• Technologies for organizational learning
• Behavioral aspects of organizational computing.