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1.
This article examines peer influences from network relationships within a social network game (i.e., embeddedness) and across such games (i.e., multiplexity). Drawing on social influence theory, we develop a bivariate Poisson model of users’ repeated visits and latent attrition that accommodates peer interaction after controlling for homophily. We estimate the model using data from two social network games with considerable overlap among network members. We find that friends who are only multiplex across games exert greater peer influence on users’ game visits than members who are embedded within a single game. We also determined that ignoring network multiplexity across games may lead firms to mistarget users due to biased peer influences of embedded friends. This result provides an unresearched explanation—strength of peer influence—for the mixed findings in previous literature on network embeddedness. We utilized our results to conduct several scenario analyses to demonstrate how firms can effectively manage users’ engagement and target users in multiple social network games.  相似文献   

2.
Video games are now a venue for branded messages. Hence, game players may be exposed to brands in and outside game environments. This study focuses on the latter, that is, external brand placement. Drawing upon the literature on involvement and on the limited capacity model (LCM) of information processing, this study explores the mechanism by which external brand placement influences game players’ processing of a brand placed within a game, known as an in-game brand. The results show that players exposed to an external brand identical to an in-game brand showed greater in-game brand recall than those not so exposed. Players exposed to a competing external brand—whether congruent or not—showed lower in-game brand recall. When the brand was incongruent, however, they showed a preference for the in-game brand.  相似文献   

3.
This study focused on the effects of game-product congruity and product placement proximity on advergame players’ brand memory, brand attitude, game enjoyment, and future intention to play. A 2 (congruity) × 2 (proximity) repeated-measures experiment was used. Results revealed that players’ implicit memory improved for congruent games only. Explicit memory measures also showed signs of improvement for brands in the congruent/central game condition. Surprisingly, it appears that the incongruent/peripheral game condition produced the best results overall with the smallest negative attitude change, the most game enjoyment, and the highest intention to play again in the future. These contradictory findings suggest to brand marketers who design advergames to be careful when combining multiple game featurescongruity and proximity) within a single advergame because this strategic move may provide optimal brand memory while also producing the opposite desired effect for attitude toward the brand, game enjoyment, and intention to play.  相似文献   

4.
Contextual advertising is growing in digital marketing communication. Previous research on traditional media has shown that the surrounding context affects advertising effectiveness. Similarly, the context in a game may influence a player’s processing of brands advertised in that game. To examine the effects of contextual advertising in games, the present article affords two independent experiments investigating how positive and negative game contexts influence players’ memories and attitudes with respect to brands advertised via billboards in games. Drawing from literature on the limited capacity model, the authors demonstrate that positive and negative game contexts decrease brand memory since they require a high level of cognitive effort. The authors also find that varying a game context influence the perception of brands advertised in the game via the contextual priming mechanism and that positive contexts generate more positive brand attitudes than negative or neutral contexts. The findings have important implications for consumer researchers and marketers, as they indicate how contexts in games can be utilized to establish brand awareness and increase positive brand perceptions in contextual advertising using games.  相似文献   

5.
6.
Over the course of a repeated game, players often exhibit learning in selecting their best response. Research in economics and marketing has identified two key types of learning rules: belief and reinforcement. It has been shown that players use either one of these learning rules or a combination of them, as in the Experience-Weighted Attraction (EWA) model. Accounting for such learning may help in understanding and predicting the outcomes of games. In this research, we demonstrate that players not only employ learning rules to determine what actions to choose based on past choices and outcomes, but also change their learning rules over the course of the game. We investigate the degree of state dependence in learning and uncover the latent learning rules and learning paths used by the players. We build a non-homogeneous hidden Markov mixture of experts model which captures shifts between different learning rules over the course of a repeated game. The transition between the learning rule states can be affected by the players?? experiences in the previous round of the game. We empirically validate our model using data from six games that have been previously used in the literature. We demonstrate that one can obtain a richer understanding of how different learning rules impact the observed strategy choices of players by accounting for the latent dynamics in the learning rules. In addition, we show that such an approach can improve our ability to predict observed choices in games.  相似文献   

7.
Brand placements are omnipresent in video games, but their overall effect on brand attitudes is small and varies substantially between studies. The present research takes an evaluative conditioning perspective to explain when and how brand placements in video games influence brand attitudes. In two experiments with a 3D first-person video game, we show that only brands encountered during positive in-game experiences benefit from the placement, but not those encountered during negative in-game experiences. Building on the cognitive processes underlying evaluative conditioning, we also show that brand attitudes largely depend on the memory for the pairing of a brand with positive/negative in-game experiences. Pairing memory and thus also evaluative conditioning effects increase when players attend to the pairing of brands and positive/negative experiences, for example, when such pairings are a central part of the game's storyline. Overall, our findings show that evaluative conditioning and its cognitive mechanisms can be utilized to explain and predict advertising effects in applied settings, such as brand placements in video games.  相似文献   

8.
We study the bargaining problem in the dynamic framework. The classical way of solving a dynamic bargaining problem is to transform the extensive form game into the normal form and then apply the theory of bargaining well developed for normal form games. This means that the parties sign a binding contract in the beginning of the game which defines their actions for the full duration of the game. In this article, we consider the setting where the players monitor the contract as the game evolves. The main purpose of the article is to study conditions under which the players do not have a rationale to renegotiate a new contract at any intermediate time period; i.e., the contract is time consistent. Time consistency restricts the set of bargaining solutions in dynamic games. We will show that time consistency of the contract is guaranteed if the bargaining solution satisfies the controversial independence-of-irrelevant-alternatives property.  相似文献   

9.
Online consumption communities, involving millions of online consumers, have been created around massively multiplayer online role playing games (MMORPGs). Within these communities, players who share interest in MMORPGs convene, interact, and collaborate with fellow players and achieve game‐related outcomes. As these online social networks have been noted to augment, and perhaps supplant person‐to‐person interaction, this study focuses on the drivers of inherent interpersonal relationships, the nature of the constructed society, and resulting consumer initiatives to sustain and nurture the organization. Specifically, this research suggests that MMORPG communities transcend more facile forms of online or brand communities and demonstrate characteristics that can most aptly be construed as brand tribalism in the anthropological sense. Here, the challenge and telepresence innate in playing MMORPGs, cognitive and affective involvement associated with MMORPGs, and commitment to MMORPGs are modeled as antecedents of brand tribalism or a sense of the relationship with the brand and MMORPG community. Consequently, intent to purchase MMORPG‐related virtual products, recruitment of other MMORPG players, and word of mouth are identified as consequences of this unique consumer–brand relationship. Further analysis reveals the negatively charged emotional measure (i.e., defense of the tribe) within the tribalism instrument explains more variance in the outcome variables than the positively charged emotional measures (i.e., lineage, social, sense of community). Implications and future research directions are offered.  相似文献   

10.
I analyze a model of a special form of information asymmetry, namely that players can recognize whether the other players are of their own type or of a different type, without knowing which particular type. If more than two types are present in the population, this implies that knowledge about other players depends both on the own type and on that of the other players. The analysis of two examples, a prisoner’s dilemma and a trust game, shows that this form of information asymmetry can lead to the same results as complete information, while based on less demanding information conditions.  相似文献   

11.
Online reviews are a pervasive form of electronic word-of-mouth (eWOM) that potentially accelerate—or slow down—the diffusion of recently launched services in the marketplace. While empirical research largely supports the effects of online reviews on attitudinal and behavioral outcomes, less is known about the impact the source of the review—i.e., if it comes from a peer consumer or an expert—has on the recipient. Two experiments that combine reviewer- (expert, consumer), service type- (mobile package, restaurant, car repair), consumer- (level of general innovativeness), and review-related (positive, negative) characteristics reveal a challenging interaction between the review’s source and its valence: while—compared to an established baseline—a positive expert review seems more effective in increasing the recipient's intention to purchase than a review by a peer consumer, a negative consumer review lowers the recipient's intentions to a larger extent than a negative expert review. We further find effects of the consumer's innovativeness and the service category across the experiments. Our research contributes to the topical and increasing body of empirical research on the effects of involved characteristics within online reviews across several product types.  相似文献   

12.
This study investigates the effects of advergame customization features and trust in the brand advertised in the advergame on players’ brand attitude and personal information disclosure. Moreover, we examine to what extent players’ privacy concerns moderate these effects. Drawing on self-determination theory and uncertainty reduction theory, we developed and tested a game with varying levels of customization features and brand trust. Results show that customization possibilities and brand trust may have a positive influence on advergame persuasion outcomes, but this influence is strongly conditioned by consumers’ privacy concerns. When privacy concerns are low, a game containing customization features leads to a more positive brand attitude. However, when privacy concerns are high, the effect becomes negative. Additionally, we find that different levels of privacy concerns do not affect players’ responses toward high trust brands, but toward low trust brands. For low trust brands, players with high privacy concerns show more negative game responses than players with low concerns. These findings set the boundaries for several theoretical and practical implications regarding advergame effectiveness.  相似文献   

13.
Prior literary works on product placement in games predominantly focus on a host of game and brand characteristics to eventually explore their effects on consumers' psychological responses and behavior. One primary facet of in-game advertising (IGA) that has largely been ignored is game outcome in terms of winning and losing and its effect on consumers' nature of information processing. This article explores the effect of IGA outcome and performance feedback shown to players on their motivation expressed in terms of induced regulatory focus. Further, the effects of regulatory focus are examined on players' implicit and explicit memory, game and brand attitude, and emotions. A conceptual framework highlighting afore-mentioned relationships is developed and empirically tested which reveals that IGA outcome and performance feedback in the form of game messages plays a major role in explaining players' motivation which in turn also affects their memory and attitude. Managerial implications, limitations, and scope for future research are also discussed.  相似文献   

14.
15.
累积投票制的博弈性及其解决方法   总被引:1,自引:0,他引:1  
吴西彬 《商业研究》2004,(5):148-150
累积投票制度因具备一个完整的博弈构成要件 (即 ,博弈方、策略空间和支付结构 ) ,具有博弈性。累积投票博弈性的特点有 :累积投票主要是非合作博弈、也可能是合作博弈 ,累积投票是静态博弈、有限策略博弈和非零和博弈。为了减少累积投票的博弈效果 ,鼓励合作博弈 ,可以采取立法手段、分类董事会、缩小董事会规模和购买表决权无效原则等方法。  相似文献   

16.
网游十岁     
<正>中国网络游戏今年10岁了。与具有百年历史的电影和唱片等"老大哥"相比,中国网络游戏产业无疑是个"初生的婴儿",但在全球数字化浪潮的推动下,这个"婴儿"正以令人眩目的姿态飞速壮大,短短10年间,中国网络游戏产业已经成为一支不可忽视的力量,无论是玩家人数还是产业规模,都位居世界前列。  相似文献   

17.
Advertising in online games has grown considerably in recent years and is expected to see continued expansion (Cauberghe and DePelsmacker 2010). However, the literature suggests that banner advertisements in games are sometimes ineffective, often being seen as annoying and potentially triggering avoidance behavior. Because of the possibility of avoidance it is important to examine whether gamers have implicit memory of banner ads even if they don't explicitly recall them. The experiment conducted here measures both explicit and implicit memory of a banner ad in an advergame to assess whether and how well the game players exposed to the ad remembered it. Results suggest that a high proportion of the gamers exposed to the ads did have explicit and implicit memory of the messages shown. Moreover, gamers who were high achievers reported a higher level of implicit memory than those who were less effective at playing games, suggesting that these ads can be remembered despite a high level of concentration on the game. These findings are consistent with the notion that banner ads have a stronger chance of being effective in advergames than in some other contexts, especially among avid gamers.  相似文献   

18.
This article examines the consumption experiences of consumers of trading card games. Fourteen depth interviews illuminate the emic and etic meanings that exist for two key groups of trading card game players – hobby players and expert tournament players of the trading card game, Magic. An etic framework is then derived that analyzes these perceptions in the context of issues related to collective dramatizations of leisure consumption and the social self. Findings show marketers how consumers use their imaginations especially for mythic consumption.  相似文献   

19.
刘静波 《财贸研究》2007,18(2):11-18
本文将对产业博弈的分析建立在网络组织理论的基础上。通过对产业博弈概念的界定以及发生条件、博弈过程和影响因素等问题的分析,明确提出产业博弈是不同产业中相应企业博弈的结果,博弈均衡有利于资源配置,实现帕累托改进。企业之间既有合作博弈又有非合作博弈,企业之间的关系影响产业博弈过程与结果,同时政府、社会以及历史条件也起到很重要的作用。  相似文献   

20.
While there is great enthusiasm and interest by social marketers for games as a social marketing intervention, there is little evidence of the impact of these games. This research seeks to fill this gap by testing a theoretical model based on the experiential hierarchy of effects. An online game about the physiological effects of drinking was designed for high-school students and implemented in an educational curriculum with 223 participants (96% response rate) completing an online survey. The data was analyzed using structural equation modeling (SEM) and showed support for nine of the eleven hypotheses. The results show game characteristics of enjoyment (feel), knowledge (learn), and challenge (do) significantly related to attitudes and moderate-drinking behavioral intentions, ability to control drinking, and awareness of the physical consequences of drinking. There were no gender differences.  相似文献   

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