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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...

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Detalles Bibliográficos
Autores principales: Mishra, Sita, Malhotra, Gunjan
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier Ltd. 2021
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.
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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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