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The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness
Gamification on the mobile platform through the concept of online games has the potential to create unprecedented engagement with customers. With the growth in the gamification market due to the increase in internet penetration and the number of mobile devices, it has become one of the potential cha...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Elsevier Ltd.
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7525271/ https://www.ncbi.nlm.nih.gov/pubmed/33012944 http://dx.doi.org/10.1016/j.ijinfomgt.2020.102245 |
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author | Mishra, Sita Malhotra, Gunjan |
author_facet | Mishra, Sita Malhotra, Gunjan |
author_sort | Mishra, Sita |
collection | PubMed |
description | Gamification on the mobile platform through the concept of online games has the potential to create unprecedented engagement with customers. With the growth in the gamification market due to the increase in internet penetration and the number of mobile devices, it has become one of the potential channels to reach and influence young consumers who spend more time on gaming. There is a shortage of empirical evidence on the impact of gamification on online consumer decisions. This study uses ‘psychological ownership theory’ and ‘schema theory’ to examine the effects of gameful experience (GFUL) on the attitudes of online gamers (N = 326). Data were analyzed using AMOS 25 and Process Macro for SPSS. The analytical results indicated that GFUL is mediated through both the intervening variables (perceived in-game advertisement effectiveness and psychological ownership), which positively influence gamers’ attitudes towards the game and in-game advertising. Further, the study investigated the impact of in-game advertisement intrusiveness. Based on the research findings, this study proposed the theoretical and managerial implications. |
format | Online Article Text |
id | pubmed-7525271 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Elsevier Ltd. |
record_format | MEDLINE/PubMed |
spelling | pubmed-75252712020-09-30 The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness Mishra, Sita Malhotra, Gunjan Int J Inf Manage Article Gamification on the mobile platform through the concept of online games has the potential to create unprecedented engagement with customers. With the growth in the gamification market due to the increase in internet penetration and the number of mobile devices, it has become one of the potential channels to reach and influence young consumers who spend more time on gaming. There is a shortage of empirical evidence on the impact of gamification on online consumer decisions. This study uses ‘psychological ownership theory’ and ‘schema theory’ to examine the effects of gameful experience (GFUL) on the attitudes of online gamers (N = 326). Data were analyzed using AMOS 25 and Process Macro for SPSS. The analytical results indicated that GFUL is mediated through both the intervening variables (perceived in-game advertisement effectiveness and psychological ownership), which positively influence gamers’ attitudes towards the game and in-game advertising. Further, the study investigated the impact of in-game advertisement intrusiveness. Based on the research findings, this study proposed the theoretical and managerial implications. Elsevier Ltd. 2021-12 2020-09-30 /pmc/articles/PMC7525271/ /pubmed/33012944 http://dx.doi.org/10.1016/j.ijinfomgt.2020.102245 Text en © 2020 Elsevier Ltd. All rights reserved. Since January 2020 Elsevier has created a COVID-19 resource centre with free information in English and Mandarin on the novel coronavirus COVID-19. The COVID-19 resource centre is hosted on Elsevier Connect, the company's public news and information website. Elsevier hereby grants permission to make all its COVID-19-related research that is available on the COVID-19 resource centre - including this research content - immediately available in PubMed Central and other publicly funded repositories, such as the WHO COVID database with rights for unrestricted research re-use and analyses in any form or by any means with acknowledgement of the original source. These permissions are granted for free by Elsevier for as long as the COVID-19 resource centre remains active. |
spellingShingle | Article Mishra, Sita Malhotra, Gunjan The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness |
title | The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness |
title_full | The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness |
title_fullStr | The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness |
title_full_unstemmed | The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness |
title_short | The gamification of in-game advertising: Examining the role of psychological ownership and advertisement intrusiveness |
title_sort | gamification of in-game advertising: examining the role of psychological ownership and advertisement intrusiveness |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7525271/ https://www.ncbi.nlm.nih.gov/pubmed/33012944 http://dx.doi.org/10.1016/j.ijinfomgt.2020.102245 |
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