{"title":"让我们在虚拟世界中连接。品牌的新目的地,以提高消费者的情感品牌参与&他们的满意度和倡导","authors":"Yousra Bousba, Vikas Arya","doi":"10.31620/jccc.06.22/19","DOIUrl":null,"url":null,"abstract":"The bands are experiencing a change in the consumers' brand preferences pattern, where consumers are more prone to experience the product virtually using Metaverse. This descriptive study examined the antecedents (novelty, Interactivity, Vividness) of a brand's gamification marketing activities in the Metaverse and the impact on consumers' affective brand engagement. Also, this study explored the consumers' anticipated satisfaction and brand advocacy in the Metaverse. The conceptual model was analysed using SMART-PLS. The collected from more 9 countries were used to do the descriptive analysis. The finding suggests that brands can have more consumers' effective brand engagement and increase their virtual brand experience if they use gamification-based marketing activities in Metaverse.","PeriodicalId":37311,"journal":{"name":"Journal of Content, Community and Communication","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"LET'S CONNECT IN METAVERSE. BRAND'S NEW DESTINATION TO INCREASE CONSUMERS' AFFECTIVE BRAND ENGAGEMENT & THEIR SATISFACTION AND ADVOCACY\",\"authors\":\"Yousra Bousba, Vikas Arya\",\"doi\":\"10.31620/jccc.06.22/19\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The bands are experiencing a change in the consumers' brand preferences pattern, where consumers are more prone to experience the product virtually using Metaverse. This descriptive study examined the antecedents (novelty, Interactivity, Vividness) of a brand's gamification marketing activities in the Metaverse and the impact on consumers' affective brand engagement. Also, this study explored the consumers' anticipated satisfaction and brand advocacy in the Metaverse. The conceptual model was analysed using SMART-PLS. The collected from more 9 countries were used to do the descriptive analysis. The finding suggests that brands can have more consumers' effective brand engagement and increase their virtual brand experience if they use gamification-based marketing activities in Metaverse.\",\"PeriodicalId\":37311,\"journal\":{\"name\":\"Journal of Content, Community and Communication\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-06-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Content, Community and Communication\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.31620/jccc.06.22/19\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Content, Community and Communication","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.31620/jccc.06.22/19","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
LET'S CONNECT IN METAVERSE. BRAND'S NEW DESTINATION TO INCREASE CONSUMERS' AFFECTIVE BRAND ENGAGEMENT & THEIR SATISFACTION AND ADVOCACY
The bands are experiencing a change in the consumers' brand preferences pattern, where consumers are more prone to experience the product virtually using Metaverse. This descriptive study examined the antecedents (novelty, Interactivity, Vividness) of a brand's gamification marketing activities in the Metaverse and the impact on consumers' affective brand engagement. Also, this study explored the consumers' anticipated satisfaction and brand advocacy in the Metaverse. The conceptual model was analysed using SMART-PLS. The collected from more 9 countries were used to do the descriptive analysis. The finding suggests that brands can have more consumers' effective brand engagement and increase their virtual brand experience if they use gamification-based marketing activities in Metaverse.
期刊介绍:
Amity School of Communication, AUMP, Gwalior is publishing a bi-annual referred and peer-reviewed journal named “Journal of Content, Community & Communication”. The Journal of Content, Community & Communication aims at delving into inquiry into and providing a forum for discussion pertaining to contemporary communication issues within wider social, economic, cultural and technological contexts. The journal promotes analyzing contemporary communication issues in new light and research. It will aim at bringing to the surface, innovative ways of research to initiate a dialogue on an array of subject matters in the field of communication theory and practice. The journal will engage in a wide range of themes in the media studies, digital media, and communication management among others.