幻想的礼物:调查数字游戏中的幻想如何影响游戏品牌沉浸感

Abhigyan Sarkar, Juhi Gahlot Sarkar
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引用次数: 1

摘要

目的本研究旨在通过加深对数字游戏中的幻想状态对玩家与数字游戏品牌的沉浸式关系的影响的理解,将品牌关系理论扩展到网络游戏领域。在这一探索中,本研究考察了游戏中的幻想状态(FSG)如何通过情感游戏品牌依恋(EGBA)的中介产生游戏品牌沉浸(GBI),以及个体的逃避主义需求(NE)和焦虑依恋类型(AAS)在调节上述关系中的作用。设计/方法/方法这项研究采用了一次预测试,然后是两次定量研究。使用PROCESS宏分析定量数据。研究1的结果表明,游戏中的感知幻想产生EGBA,而EGBA反过来又预测GBI。此外,研究2证实了游戏幻想对EGBA的影响受到玩家NE的调节。新思维的调节作用受个体AAS的调节。本研究的独创性/价值在于将消费者-品牌关系理论扩展到数字游戏领域,加深了对数字游戏幻想状态如何导致GBI以及逃避主义动机、AAS等个体人格特征在这一过程中所起作用的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gift of fantasy: investigating how fantasy in digital game impacts game brand immersion
PurposeThis research aims to extend brand relationship theory to the domain of online gaming by augmenting the understanding of the role played by fantasy state in digital game in impacting gamers' immersive relationships with digital game brands. In this quest, the research examines how fantasy state in game (FSG) creates game brand immersion (GBI) through the mediation of emotional game brand attachment (EGBA) and the roles of individual's need for escapism (NE) and anxious attachment style (AAS) in moderating the aforementioned relationships.Design/methodology/approachThe research employs a pre-test followed by two quantitative studies. Quantitative data were analyzed using the PROCESS macro.FindingsResults from Study 1 illustrate that perceived fantasy in game generates EGBA, which, in turn, predicts GBI. Further, Study 2 establishes that the effect of fantasy in game on EGBA is moderated by gamer's NE. The moderating effect of NE is moderated by individual's AAS.Originality/valueValue of the study lies in extending consumer–brand relationship theory to digital gaming domain which enhances the understanding of how fantasy state in digital game can lead to GBI and the roles played by individual personality characteristics like escapism motivation and AAS in the process.
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