International Journal of Research in Marketing最新文献

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Maniac Mansion or Wing Commander? The attenuating influence of video game adoption on stress signals in times of forced isolation 《疯狂大厦》还是《飞行指挥官》?在被迫隔离的情况下,电子游戏对压力信号的衰减影响
IF 7.5 2区 管理学
International Journal of Research in Marketing Pub Date : 2025-12-01 Epub Date: 2025-04-09 DOI: 10.1016/j.ijresmar.2025.04.004
Stefanie Dewender , Raoul V. Kübler
{"title":"Maniac Mansion or Wing Commander? The attenuating influence of video game adoption on stress signals in times of forced isolation","authors":"Stefanie Dewender ,&nbsp;Raoul V. Kübler","doi":"10.1016/j.ijresmar.2025.04.004","DOIUrl":"10.1016/j.ijresmar.2025.04.004","url":null,"abstract":"<div><div>As suggested by the two games in our title, video gaming research has long debated whether gaming positively (<em>Wing Commander</em>) or negatively (<em>Maniac Mansion</em>) affects a player’s mental health. We add to this stream of research by investigating how video gaming during the Covid-19 pandemic had an impact on strong stress signals. We follow a multi-method approach and first compare strong stress signals in a set of more than 100,000 Tweets originating from more than 190 Twitter users that either solely follow game accounts or other entertainment accounts covering a period of nine months each before and during the Covid-19 pandemic. Our results show that video game players show significantly lower levels of high-stress signal increase during the pandemic than the non-gamer group. Further relying on a set of scenario experiments we demonstrate that playing video games online helps to reduce the feeling of loneliness and leads to stress signal attenuation. To allow game developers to get a better understanding of which elements do help with decreasing stress signals, we further control for contingencies such as video game characteristics. Our granular analysis demonstrates that the stress signal attenuation observed in gamers is closely linked to a game’s capacity to foster social interactions. Our findings offer initial insights for game developers, suggesting that designing games with a focus on social interaction could help new gamers with attenuating stress signals in times of forced isolation.</div></div>","PeriodicalId":48298,"journal":{"name":"International Journal of Research in Marketing","volume":"42 4","pages":"Pages 1039-1057"},"PeriodicalIF":7.5,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145749954","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The impact of “use in moderation” corporate social marketing (CSM) campaigns on free-to-play mobile game app usage and spending “适度使用”企业社交营销(CSM)活动对免费手机游戏应用使用和消费的影响
IF 7.5 2区 管理学
International Journal of Research in Marketing Pub Date : 2025-12-01 Epub Date: 2024-12-04 DOI: 10.1016/j.ijresmar.2024.11.007
Yashar Bashirzadeh , Stacey L. Howard-Malek , Amanda P. Yamim , J. Andrew Petersen , Ali Nadalizadeh
{"title":"The impact of “use in moderation” corporate social marketing (CSM) campaigns on free-to-play mobile game app usage and spending","authors":"Yashar Bashirzadeh ,&nbsp;Stacey L. Howard-Malek ,&nbsp;Amanda P. Yamim ,&nbsp;J. Andrew Petersen ,&nbsp;Ali Nadalizadeh","doi":"10.1016/j.ijresmar.2024.11.007","DOIUrl":"10.1016/j.ijresmar.2024.11.007","url":null,"abstract":"<div><div><span>Social concerns on excessive gaming behaviors are growing indicating the need for action from the gaming industry. Some game companies have started to employ corporate </span>social marketing (CSM) strategies to promote moderate consumption. We analyzed results from two randomized field experiments in a free-to-play mobile game app to study the influence of use in moderation (UIM) campaigns on consumption behavior and business outcomes. An 11-day-long field experiment testing a non-targeted UIM campaign, i.e., the message timing was not associated with excessive play, shows that UIM campaigns can reduce users’ excessive consumption incidences and increase in-app purchases. A yearlong field experiment testing a UIM campaign targeted at users at the time of excessive consumption shows that such campaigns can reduce excessive consumption patterns while simultaneously increasing retention, in-app purchases, and in-app time (on regular and non-excessive days) but only for previously non-excessive users (i.e., users who receive the message the first time they consume excessively). These findings provide managers with guidance on how to successfully implement UIM campaigns to help address societal concerns related to excessive consumption while benefiting consumer-company relationships.</div></div>","PeriodicalId":48298,"journal":{"name":"International Journal of Research in Marketing","volume":"42 4","pages":"Pages 1143-1162"},"PeriodicalIF":7.5,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145749955","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The impact of healthcare data breaches on patient hospital visit behavior 医疗数据泄露对患者医院就诊行为的影响
IF 7.5 2区 管理学
International Journal of Research in Marketing Pub Date : 2025-12-01 Epub Date: 2025-01-15 DOI: 10.1016/j.ijresmar.2025.01.004
Eunho Park , Joon Ho Lim
{"title":"The impact of healthcare data breaches on patient hospital visit behavior","authors":"Eunho Park ,&nbsp;Joon Ho Lim","doi":"10.1016/j.ijresmar.2025.01.004","DOIUrl":"10.1016/j.ijresmar.2025.01.004","url":null,"abstract":"<div><div>The healthcare industry<span> is highly vulnerable to data breaches, with over half of such incidents occurring in this sector in the United States. Leveraging threat and coping appraisal frameworks from the established theory, we explore how patients respond to a data breach. This study focuses on data breaches at 12 hospitals in California over a three-year period, analyzing individual-level hospital visit data to assess the impact. Using the difference-in-differences method, we estimate the effect of a data breach on patient behavior by comparing visits before and after the breach between affected and unaffected individuals. The findings reveal that patients who experience a healthcare data breach are less likely to visit hospitals in the following months. The impact of a data breach is greater when it is a more severe incident, such as those caused by employees or large-scale breaches. However, the effect is mitigated when discontinuing hospital visits could harm patients, especially those needing ongoing care for chronic conditions. We also conduct supplementary analyses to identify boundary conditions and performed robustness checks and falsification tests to validate our findings.</span></div></div>","PeriodicalId":48298,"journal":{"name":"International Journal of Research in Marketing","volume":"42 4","pages":"Pages 1285-1304"},"PeriodicalIF":7.5,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145760582","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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
International Journal of Research in Marketing 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
{"title":"Navigating toxic playgrounds: Managing reputational and financial brand safety in multiplayer video games","authors":"Stefan F. Bernritter ,&nbsp;Ilias Danatzis ,&nbsp;Jana Möller-Herm ,&nbsp;Francesca Sotgiu","doi":"10.1016/j.ijresmar.2025.01.002","DOIUrl":"10.1016/j.ijresmar.2025.01.002","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":48298,"journal":{"name":"International Journal of Research in Marketing","volume":"42 4","pages":"Pages 936-956"},"PeriodicalIF":7.5,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145747874","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
International Journal of Research in Marketing Pub Date : 2025-12-01 Epub Date: 2024-10-23 DOI: 10.1016/j.ijresmar.2024.10.007
Wooyong Jo , Michael Lewis
{"title":"How expansion to the Nintendo Switch impacts PC players’ game usage and spending: A study of an omni-channel strategy","authors":"Wooyong Jo ,&nbsp;Michael Lewis","doi":"10.1016/j.ijresmar.2024.10.007","DOIUrl":"10.1016/j.ijresmar.2024.10.007","url":null,"abstract":"<div><div>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<span>. 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.</span></div></div>","PeriodicalId":48298,"journal":{"name":"International Journal of Research in Marketing","volume":"42 4","pages":"Pages 1084-1104"},"PeriodicalIF":7.5,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145749948","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
International Journal of Research in Marketing 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
{"title":"Missing the forest for the trees: Does collective brand engagement help or hurt consumption for video games?","authors":"Keith Marion Smith ,&nbsp;Mirella Kleijnen ,&nbsp;Yakov Bart ,&nbsp;Koen Pauwels ,&nbsp;John Hulland","doi":"10.1016/j.ijresmar.2025.06.002","DOIUrl":"10.1016/j.ijresmar.2025.06.002","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":48298,"journal":{"name":"International Journal of Research in Marketing","volume":"42 4","pages":"Pages 996-1019"},"PeriodicalIF":7.5,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145749949","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
International Journal of Research in Marketing 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
{"title":"Add on or move on: Do in-game purchases help or hurt upgrading to newer game versions?","authors":"Olga Ungureanu ,&nbsp;Rutger van Oest ,&nbsp;Nico Schauerte","doi":"10.1016/j.ijresmar.2025.02.007","DOIUrl":"10.1016/j.ijresmar.2025.02.007","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":48298,"journal":{"name":"International Journal of Research in Marketing","volume":"42 4","pages":"Pages 1105-1124"},"PeriodicalIF":7.5,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145749952","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
International Journal of Research in Marketing Pub Date : 2025-12-01 Epub Date: 2025-05-02 DOI: 10.1016/j.ijresmar.2025.04.008
Alex Baudet , Marie-Agnès Parmentier
{"title":"Focal and peripheral consumption journeys across virtual and physical realities: A study of online gaming","authors":"Alex Baudet ,&nbsp;Marie-Agnès Parmentier","doi":"10.1016/j.ijresmar.2025.04.008","DOIUrl":"10.1016/j.ijresmar.2025.04.008","url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":48298,"journal":{"name":"International Journal of Research in Marketing","volume":"42 4","pages":"Pages 1020-1038"},"PeriodicalIF":7.5,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145749950","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
International Journal of Research in Marketing 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
{"title":"Special section: Frontiers of Mediated Markets: Algorithms, Aesthetics, and Actors","authors":"Renana Peres ,&nbsp;Martin Schreier ,&nbsp;David A. Schweidel ,&nbsp;Alina Sorescu","doi":"10.1016/j.ijresmar.2025.10.004","DOIUrl":"10.1016/j.ijresmar.2025.10.004","url":null,"abstract":"","PeriodicalId":48298,"journal":{"name":"International Journal of Research in Marketing","volume":"42 4","pages":"Pages 1163-1165"},"PeriodicalIF":7.5,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145760562","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
International Journal of Research in Marketing 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
{"title":"Environmental sustainability considerations (or lack thereof) in consumer decision making","authors":"Larissa Elmor ,&nbsp;Guilherme A. Ramos ,&nbsp;Yan Vieites ,&nbsp;Bernardo Andretti ,&nbsp;Eduardo B. Andrade","doi":"10.1016/j.ijresmar.2024.08.003","DOIUrl":"10.1016/j.ijresmar.2024.08.003","url":null,"abstract":"<div><div>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; <em>N</em>=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.</div></div>","PeriodicalId":48298,"journal":{"name":"International Journal of Research in Marketing","volume":"42 4","pages":"Pages 1203-1228"},"PeriodicalIF":7.5,"publicationDate":"2025-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142176541","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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