Purpose This paper aims to understand how experiential value can generate awareness, image, perceived quality and loyalty to the moderate drinking brand. Electronic games are increasingly used by social marketers in an attempt to support target audiences uptake of social behaviours. However, little is known of the value this creates for target audiences and its impact on the uptake of a social behaviour brand. Design/methodology/approach A survey of male adolescents (n = 137) was conducted to test proposed relationships between experiential value and consumer-based brand equity dimensions. The research tested the game “Don’t Turn a Night Out into a Nightmare” that was developed by the Australian Federal Government as part of a social market...
Play has been under-investigated in a marketing context, particularly public policy implications and...
The placement of brand references within mainstream entertainment (called here 'entertainment market...
Despite the increasing use of technology, there is little research in the marketing literature that ...
Purpose – This paper aims to understand how experiential value can generate awareness, image, percei...
Experiential value is an important driver of customer repeat behavior and is necessary for achieving...
International audienceBranded social games represent a new advertising concept used by marketers to ...
International audienceBranded social games represent a new advertising concept used by marketers to ...
Purpose There is growing evidence that serious games can be an effective tool in social marketing pr...
Experiential value is an important driver of customer repeat behaviour and is necessary for achievin...
In a marketplace where millions of dollars are spent on the design of mobile games (m-games), social...
While there is great enthusiasm and interest by social marketers for games as a social marketing int...
The rapid change of technological trends in the marketplace has increased the difficulty for social ...
The rapid change of technological trends in the marketplace has increased the difficulty for\ud soci...
While there is great enthusiasm and interest by social marketers for games as a social marketing int...
While there is great enthusiasm and interest by social marketers for games as a social marketing int...
Play has been under-investigated in a marketing context, particularly public policy implications and...
The placement of brand references within mainstream entertainment (called here 'entertainment market...
Despite the increasing use of technology, there is little research in the marketing literature that ...
Purpose – This paper aims to understand how experiential value can generate awareness, image, percei...
Experiential value is an important driver of customer repeat behavior and is necessary for achieving...
International audienceBranded social games represent a new advertising concept used by marketers to ...
International audienceBranded social games represent a new advertising concept used by marketers to ...
Purpose There is growing evidence that serious games can be an effective tool in social marketing pr...
Experiential value is an important driver of customer repeat behaviour and is necessary for achievin...
In a marketplace where millions of dollars are spent on the design of mobile games (m-games), social...
While there is great enthusiasm and interest by social marketers for games as a social marketing int...
The rapid change of technological trends in the marketplace has increased the difficulty for social ...
The rapid change of technological trends in the marketplace has increased the difficulty for\ud soci...
While there is great enthusiasm and interest by social marketers for games as a social marketing int...
While there is great enthusiasm and interest by social marketers for games as a social marketing int...
Play has been under-investigated in a marketing context, particularly public policy implications and...
The placement of brand references within mainstream entertainment (called here 'entertainment market...
Despite the increasing use of technology, there is little research in the marketing literature that ...