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1.
Advertising has become one of the major sources of game apps revenues and interstitial ads, in particular, are the most used monetization method among the types of in‐game mobile ad formats. Interstitial ads overlaid on top of a mobile game app have more obvious advertising intent and a higher degree of forced exposure and perceived intrusiveness. This study examined how the degree of congruity (high vs. moderate vs. low) between the promoted products in interstitial ads and the mobile game app environment affects consumers’ responses. The moderating effects of media‐context factors (i.e., excited– or calm–happiness game types and game immersion) were further assessed. The results of two experiments revealed that game‐product congruity lead to better consumers’ responses toward ads and advertised products. The positive effects of game‐product congruity were more salient when consumers played calm–happiness games and were less immersed in the game. Theoretical implications on integrating perspectives across disciplines such as schema theory, happiness, and immersion within the media‐context framework, as well as practical suggestions are discussed.  相似文献   

2.
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   

3.
With an estimated market size of nearly $18 billion in 2016, casual games (games played over social networks or mobile devices) have become increasingly popular. Because most casual games are free to install, understanding repeat playing behavior is important for game developers as it directly drives advertising revenue. Game developers are keenly interested in benchmarking their game versus the market average, and understanding how genre and various game mechanics drive repeat playing behavior. Such cross-sectional analysis, however, is difficult to conduct because individual-level data on competitors’ games are not publicly available, and that the casual gaming industry is highly fragmented with each firm making only a handful of games.I develop a Bayesian approach, based on a parsimonious Hidden Markov Model at the individual level in conjunction with data augmentation, to study repeat playing behavior using only publicly available data. After applying the proposed approach to a sample of 379 casual games, I find that the average daily attrition rate across game is around 36.5%, with an average “play” rate of 47.9%, resulting in an average ARPU (average revenue per user) across games of around 20.5 cents. Certain genres are linked to higher attrition rates and play rates. In addition, giving out a “daily bonus” or limiting the amount of time that gamers can play each day are associated with a 17.7% and 16.4% higher ARPU, respectively.  相似文献   

4.
Recent advances in online game technology have set the pace for tremendous growth in the development of new entertainment applications. The authors study relationships among product capability, technology capability, perceived product innovation, user-centered design, attitude, and intention to play online games. They find that product capability, technology capability, and user-centered design influence perceived product innovation. Gamers want to interact with functional products designed with a deep understanding of customer needs. Moreover, user-centered design influences perceived product innovation, attitude toward playing, and behavioral intention to play. The study includes the user-centered design variable to reflect a unique characteristic of online games.  相似文献   

5.
6.
In the past twenty years, the video game industry has established itself as a significant contributor to the global entertainment economy. Compared to more established entertainment industries such as movies and music, limited scholarly research in marketing has addressed the processes that create value for companies and consumers in the context of video games which are now available on multiple devices (e.g., consoles, portables, mobile devices) and through multiple channels (e.g., retail and online). The authors therefore develop a conceptual framework of value creation through video games, highlight important findings from extant research in marketing and other disciplines, and apply the framework to derive future research opportunities.  相似文献   

7.
The study presents a framework for the analysis of advertising in digital games. It reviews literature on in-game advertising, advergames and advertising in social network games. The framework distinguishes between stimulus characteristics of the game as well as of the advertising that lead to psychological responses toward the game and the brand and to actual behavior toward the game and the brand. It takes into consideration individual factors of the player and social factors surrounding the player. In addition, theoretical models of advertising perception in digital games and issues regarding regulation are addressed. Directions for future research in the area of advertising in digital games are provided.  相似文献   

8.
近年来,越来越多的个体、商家加入移动社交网络平台开展电子商务活动,对网络零售产生了重要影响。但由于缺乏监管和行业规范的引导,消费者感知风险存在,影响消费者交易行为,且理论研究较少,也不能为此类电子商务模式的发展提供理论指导。信任是电子商务活动的基础,信任对消费者购买意愿产生直接影响,平台可用性、消费者内在特征和行为以及商家会直接或间接影响非移动社交电子商务模式消费者的购买意愿。而在移动社交电子商务中,由于其模式的独特性,以往影响消费者信任的因素已难以有效反映移动社交电子商务消费者的购买意愿。此外,商家通过社群与若干消费者建立不同程度的连接,需要研究连接中强弱关系对消费者购买意愿的影响程度。因此,基于移动社交电子商务的特点假设影响消费者信任和购买意愿的因素,即除系统质量、信息质量、产品质量、服务质量四个影响非移动社交电子商务消费者信任的因素外,还包括社群关系和网购认知这两个影响移动社交电子商务消费者信任的新因素,接下来假设上述因素对消费者感知信任和感知风险两个中介变量存在影响,并进一步影响消费者购买意愿,继而再通过构建结构方程模型进行实证分析。实证结果显示,系统质量、信息质量、产品质量、服务质量均不同程度正向影响消费者感知信任,负向影响感知风险,而社群强弱关系对购买意愿的影响与弱关系理论结论相反,网购认知对增强消费者感知信任作用明显,消除消费者感知风险是增强消费者信任的重要途径。  相似文献   

9.
We experimentally examine the effect of multimarket contact utilizing 2 × 2 Prisoner's Dilemma games and a strict discount factor control. We find that cooperation rates when participants play both games simultaneously are lower than or equal to when they play each game separately. This finding suggests that experimental multimarket contact may inhibit cooperation.  相似文献   

10.
This study examines the structural relationships between the perceived value dimensions of quality, emotional, price, and social, positive and negative emotions, psychological well-being, and loyalty in the video game context along with the moderating role of the perceived severity of COVID-19. This study collected data from 258 video game consumers in the United States via three waves of surveys. The findings of structural equation modeling revealed significant associations among the perceived value dimensions, emotions, psychological well-being, and loyalty. In addition, the moderating role of the perceived severity of COVID-19 showed that the impact of video game consumers' positive emotions on psychological well-being would be weaker with a high level of perception of the severity of COVID-19. Based on the empirical results, this research proposes theoretical (i.e., extension of the cognitive appraisal theory in a digital environment, and integration of the cognitive appraisal theory with the two-factor theory of motivation) and practical implications (i.e., how to increase levels of users’ psychological well-being and loyalty via video games) for the video game industry during and after the era of COVID-19.  相似文献   

11.
Women and racial/ethnic minorities account for a growing percentage of video game players in the USA. The economic future of the video game industry may, in part, depend on the industry's ability to adapt marketing efforts to appeal to the growing female and racial/ethnic markets. Contrary to these efforts, however, is advertisers' reliance on stereotypes in advertisements to quickly establish a common understanding and wide appeal to a mass audience. This study investigates how race and gender intersect in the stereotypical character depictions used to market video games to consumers. A systematic content analysis was carried out of 383 US magazine advertisements of console, mobile, and PC video games. Stereotyping and intersectionality literatures were used as theoretical guides for this research. Findings reveal that the marketing of video games in the USA upholds some longstanding media stereotypes of minorities and women, including that of the White male hero, submissive sexualized female, Asian ninja, and deviant Black male. The potential social and economic implications of the video game industry's reliance on character stereotypes for the marketing of video games are discussed.  相似文献   

12.
《Business History》2012,54(7):1123-1150
This paper adopts industry life cycle approaches to understand better the changing rationales for product strategy development in the worldwide mobile phone industry. Based on both primary and secondary sources, we find that mobile phone manufacturers have radically changed their product strategy over the industry life cycle in response to various factors, such as the intense global competition and the need to respond rapidly to changes in technology and mass-consumer preferences. We also find that, when the mobile phone industry entered a stage of shake-out in the 2000s, contrary to the prediction of the classical product–process life cycle model, mobile phone manufacturers focused their strategy not only on process but also on product innovations. The continuous launch of new and advanced product technologies served mainly to stimulate the demand for replacement purchases. We observe this unexpected key role of product innovation to be very strong also in the stage of industry maturity.  相似文献   

13.
Based on the effort justification explanation, this study tested whether consumers perceive the value of mobile coupons differently depending on how they received them. A 3 (activities to receive a coupon: none vs. online survey vs. game) x 2 (product type: hedonic vs. utilitarian) between-subject design experiment (N = 200) was conducted. Findings suggested that game condition, compared to others, resulted in a higher perceived coupon value. A significant conditional indirect effect was found such that games enhance positive affect especially when the product type was utilitarian, and enhanced positive affect results in further boosting the perceived coupon value.  相似文献   

14.
Over the last five years, live-streaming platforms, such as Twitch and YouTube, have been dramatically developed and used for individuals' broadcast of digital content, including online video games. Consequently, online game live-streamers have played an important role in the business industry (e.g., advertisements) as well as the online video game industry. By focusing on this context, this study identifies streamer attributes and live-streaming mobile application attributes, and examines how each attribute influences spectators’ flow experience, psychological well-being, commitment, and loyalty toward their favorite streamer. Based on the cognitive appraisal theory and social media influencer literature, the authors classify streamer attributes (i.e., friendship, interaction, and streamer skills) and live-streaming mobile application attributes (i.e., perceived usefulness, technology & functional quality, convenience, and security quality) in the context of Twitch. The data were collected from Twitch users in the United States via two waves. The empirical findings indicated: (1) friendship, technology & functional quality, convenience, and security quality significantly affected flow experience; (2) friendship, streamer skills, convenience, and security quality significantly influenced psychological well-being; (3) flow experience significantly impacted commitment and loyalty; (4) psychological well-being had a significant effect on commitment; and (5) commitment significantly affected loyalty. The empirical findings of this study provide meaningful implications to scholars and practitioners in the social media and online video game contexts.  相似文献   

15.
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   

16.
Abstract

Games such as sweepstakes and contests have become increasingly popular parts of promotional and advertising campaigns. Despite their wide use, very little academic theory or research exists about how consumers perceive and respond to promotional games. This paper presents a conceptual model of why consumers decide to participate in games, and how the process of play and game outcomes influences attitudes, self-perceptions, and behavior. The model provides a theory-based perspective for the design of promotional games that considers both the opportunities and ethical dilemmas that game sponsors face. Managerial implications are provided and hypotheses are suggested for future research.  相似文献   

17.
对我国大型体育赛事物流问题的研究   总被引:3,自引:0,他引:3  
随着各种大型体育赛事以及奥运会落户中国,大赛的物流工作已经成为赛事成功与否的关键因素之一,本文通过对大赛的物流问题的分析,对赛会物流组织工作提出建议,以促进大型体育赛事更好的开展。  相似文献   

18.
Monetization strategies in the large and strongly growing mobile app space must go beyond traditional purchase revenue as most mobile apps are now free to download. One key marketing innovation allows mobile app publishers to monetize ongoing engagement — in-app advertising.We study ongoing user engagement with a mobile app after the initial download decision using the $40 billion mobile gaming industry as an example. Our study investigates and forecasts user engagement after the initial download aiming to help publishers to monetize their engagement via in-app advertising. We leverage a novel dataset containing user-level engagement for 193 mobile games and propose a hierarchical Poisson model on a mobile-game level. We find significant usage heterogeneity across the mobile games studied and generate forecasts publishers can use when trying to monetize engagement via pre-sold contracts.  相似文献   

19.
The use of advergames for the purpose of brand and product promotion is growing in popularity as the mobile gaming industry expands. The extant research on advergames, however, has focused primarily on factors influencing the effectiveness of in‐game advertising (e.g., banner and pop‐up ads appearing beside gameplay). Therefore, this research seeks to examine the impact of branded content integrated directly into the mechanics of a game. Across two studies, the influence of common game mechanics (e.g., shooting, collecting, avoiding) on affective and attentional processes are investigated by manipulating the design elements of a custom advergame. The results suggest that advergame mechanics can influence subsequent choices through perceptual fluency and affective transfer. Additionally, perceived difficulty was found to moderate the relationship between affective response and choice.  相似文献   

20.
With the rapid diffusion of smart technologies, a new retail mode, the smart shop, has received increasing attention from both academia and practitioners in the 5G era. However, previous studies on smart shops have largely focused on the effects of smart technologies on technology adoption rather than customer shopping behaviors. To fill this gap, this study applies the hedonic information systems acceptance model (HISAM) to identify the utilitarian and hedonic motivations affecting consumer shopping intention. In addition, we characterize a second-order formative construct, technology readiness, as a technology-related personality to test its moderating role in the research model in the marketing context when consumer behaviors may differ due to individual characteristics. Using structural equation modeling (SEM), we applied SmartPLS 3.2.8 to analyze 298 valid samples. The results show that perceived ease of use significantly affects perceived usefulness and perceived enjoyment, in turn, these three factors directly influence shopping intention. Additionally, perceived ease of use will have a stronger impact on perceived usefulness and shopping intention when the customer has a high level of technology readiness. Finally, theoretical and practical suggestions and future research directions are also discussed.  相似文献   

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