Purpose: The purpose of this research is to understand the phenomenon of the engaged gamer, that we term video gamer’s engagement beyond purchase and playing games and how it affects the strategic brand management in the video game industry. Theoretical Perspective: The study relates engagement to strategic brand management, including the creation of a brand identity within the production process of video games. It allows to reflect, include and foresee the impact of gamers’ engagement on video game brands, including their identity, communication, reputation and positioning along the production process and lifecycle. Methodology: This study features an abductive, qualitative and exploratory research design. In a first step, a typology of en...
Purpose: The purpose of this paper is to explore the literature about the four factors of Keller’s b...
Gaming as a Service is not defined in existing research. The lack of a formal definition leads to an...
Since their introduction over forty years ago, digital entertainment games have become one of the mo...
Current study was undertaken to explore a new and emerging term “brand engagement”. The main purpose...
Although research in Game Studies has been preoccupied with player-centric studies in the last decad...
This dissertation examines consumer perceptions of the engagement practices of the AAA video game in...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
Video games are engaging products with large followings engaging in their brands. Despite this, vide...
The aim of the study is to develop a new instrument to measure engagement in videogame play termed a...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
The paper presents, discusses and analyses the role of building brand image in digital games. The pu...
Video games continue to grown in popularity and presently account for annual revenues in the billion...
The video game industry is a rapidly growing industry due to technology advancements andhas made vid...
This paper examines gamers' perceptions of video game brand extensions through a grounded-theory qua...
As part of the dynamics of marketing and communication, the practice of celebrity endorsement has se...
Purpose: The purpose of this paper is to explore the literature about the four factors of Keller’s b...
Gaming as a Service is not defined in existing research. The lack of a formal definition leads to an...
Since their introduction over forty years ago, digital entertainment games have become one of the mo...
Current study was undertaken to explore a new and emerging term “brand engagement”. The main purpose...
Although research in Game Studies has been preoccupied with player-centric studies in the last decad...
This dissertation examines consumer perceptions of the engagement practices of the AAA video game in...
When games were first developed for in-home use, they were primarily targeted almost exclusively at ...
Video games are engaging products with large followings engaging in their brands. Despite this, vide...
The aim of the study is to develop a new instrument to measure engagement in videogame play termed a...
AbstractThe level of consumer engagement in video game-playing is influenced by different factors, w...
The paper presents, discusses and analyses the role of building brand image in digital games. The pu...
Video games continue to grown in popularity and presently account for annual revenues in the billion...
The video game industry is a rapidly growing industry due to technology advancements andhas made vid...
This paper examines gamers' perceptions of video game brand extensions through a grounded-theory qua...
As part of the dynamics of marketing and communication, the practice of celebrity endorsement has se...
Purpose: The purpose of this paper is to explore the literature about the four factors of Keller’s b...
Gaming as a Service is not defined in existing research. The lack of a formal definition leads to an...
Since their introduction over forty years ago, digital entertainment games have become one of the mo...