Generation Z and Millennial esports gamers’ perceived toxicity risk and game brand loyalty: moderated mediation effects of brand identification, self-efficacy, and support from game brand

IF 3.5 Q2 BUSINESS
Kun Chang, Hyun-Woo Lee, Gregg Bennett
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引用次数: 0

Abstract

Purpose The rampant toxic gaming environment in most major esports games has become a challenge in maintaining gamers’ loyalty to the game. Guided by the theory of stress and coping, this study aims to investigate how and under what condition esports gamers’ perceived risk of toxicity may affect game brand loyalty through the moderated mediation effects of game brand identification, self-efficacy, and perceived support from game brand. Design/methodology/approach The moderated mediation model was tested using the conditional process analysis (N = 311). The moderating effects of game brand identification on the mediated processes were tested in the model. Findings The authors found that self-efficacy and perceived support from game brand were critical mediators between the perceived risk of toxicity and game brand loyalty. However, these mediating effects varied depending on the level of game brand identification. Originality/value This study took the step forward by theorizing and empirically examining the relationship between perceived risk of toxicity and consumption outcome by considering both internal and social coping resources and game brand identification, among Generation Z and Millennial gamers in the esports context.
Z世代和千禧一代电竞玩家感知毒性风险与游戏品牌忠诚度:品牌认同、自我效能感和游戏品牌支持的调节中介效应
大多数主流电子竞技游戏中猖獗的有害游戏环境已经成为维持玩家对游戏忠诚度的一大挑战。在压力与应对理论的指导下,本研究旨在通过游戏品牌认同、自我效能感和游戏品牌支持感知的调节中介效应,探讨电竞玩家感知毒性风险对游戏品牌忠诚的影响机制及影响条件。设计/方法/方法采用条件过程分析(N = 311)对有调节的中介模型进行检验。在模型中检验了游戏品牌识别对中介过程的调节作用。作者发现,自我效能感和游戏品牌的感知支持是感知毒性风险和游戏品牌忠诚度之间的重要中介。然而,这些中介效应因游戏品牌识别水平而异。独创性/价值本研究在电子竞技背景下,通过考虑内部和社会应对资源以及游戏品牌识别,对Z世代和千禧一代玩家的感知毒性风险与消费结果之间的关系进行了理论化和实证检验,从而迈出了一步。
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来源期刊
Young Consumers
Young Consumers BUSINESS-
CiteScore
5.90
自引率
6.70%
发文量
20
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