This paper examines gamers' perceptions of video game brand extensions through a grounded-theory qualitative methodology. Results of the focus groups and interviews reveal deep and highly contextual information pertaining to gamer characteristics (discernment and fanaticism) and extension characteristics (affordability, collectability, fit, identity-projection, and ownership), as well as the moderating roles of marketing effectiveness, interpersonal influences, and inelasticity of demand on gaming brand equity. Results provide substantial academic value and deeper insights into this culturally and economically significant industry, with distinct implications for product design, consumer segmentation, and promotion
The objective of the study was to explain the relevance of video game conferences and to examine com...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
Background Brand managers often use brand extension as a “lower” risk alternative when introducing n...
Video games are engaging products with large followings engaging in their brands. Despite this, vide...
Purpose: The purpose of this research is to understand the phenomenon of the engaged gamer, that we ...
Purpose: The purpose of this paper is to explore the literature about the four factors of Keller’s b...
In the modern marketing environment, many brands seek to expand into new markets while taking advant...
Although research in Game Studies has been preoccupied with player-centric studies in the last decad...
The paper presents, discusses and analyses the role of building brand image in digital games. The pu...
Throughout recent years, many physical establishments were forced to close, and events were canceled...
The purpose of this research paper was to explain how product placement in games influences the cons...
As part of the dynamics of marketing and communication, the practice of celebrity endorsement has se...
Over the last decade, buying in-game content with real money has become a more common practice among...
Due to proliferation of media and platforms it is becoming increasingly difficult for marketers to ...
The objective of the study was to explain the relevance of video game conferences and to examine com...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
Background Brand managers often use brand extension as a “lower” risk alternative when introducing n...
Video games are engaging products with large followings engaging in their brands. Despite this, vide...
Purpose: The purpose of this research is to understand the phenomenon of the engaged gamer, that we ...
Purpose: The purpose of this paper is to explore the literature about the four factors of Keller’s b...
In the modern marketing environment, many brands seek to expand into new markets while taking advant...
Although research in Game Studies has been preoccupied with player-centric studies in the last decad...
The paper presents, discusses and analyses the role of building brand image in digital games. The pu...
Throughout recent years, many physical establishments were forced to close, and events were canceled...
The purpose of this research paper was to explain how product placement in games influences the cons...
As part of the dynamics of marketing and communication, the practice of celebrity endorsement has se...
Over the last decade, buying in-game content with real money has become a more common practice among...
Due to proliferation of media and platforms it is becoming increasingly difficult for marketers to ...
The objective of the study was to explain the relevance of video game conferences and to examine com...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...