逃避现实
幻想
心理学
沉浸式(数学)
调解
独创性
人格
社会心理学
价值(数学)
广告
计算机科学
社会学
社会科学
数学
人工智能
机器学习
创造力
纯数学
业务
作者
Abhigyan Sarkar,Juhi Gahlot Sarkar
出处
期刊:Information Technology & People
[Emerald (MCB UP)]
日期:2022-03-10
卷期号:36 (2): 661-682
被引量:6
标识
DOI:10.1108/itp-11-2020-0809
摘要
Purpose This 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/approach The research employs a pre-test followed by two quantitative studies. Quantitative data were analyzed using the PROCESS macro. Findings Results 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/value Value 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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