• Title/Summary/Keyword: advertising brand

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The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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Antecedents and Consequences of Consumer Engagement in Social Media

  • Um, Nam-Hyun
    • International Journal of Contents
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    • v.12 no.3
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    • pp.59-68
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    • 2016
  • This study investigates perceived social presence, perceived interactivity, perceived enjoyment, and perceived trust as antecedents of consumer engagement. We measured the attitudinal and behavioral brand loyalty as consequences of consumer engagement in social media. Our findings suggest that perceptions of social presence, enjoyment, and trust are significantly related to consumer engagement. Conversely, perceived interactivity has no positive influence on consumer engagement. In addition, consumer engagement is found to have a significant impact on both attitudinal and behavioral brand loyalty. The study revealed that, in the modified model, covariance paths among the proposed antecedents of consumer engagement (namely the perceived social presence, interactivity, enjoyment, and trust) are statistically significant. In this paper, we also discuss limitations of the study and future research.

The Management Strategy Research of Integration Advertising -The comparison between Nike and Li Ning- (통합 광고 마케팅 전략 수립에 관한 연구 - 나이키와 Li-Ning를 중심으로 -)

  • Dong, Liu
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.978-982
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    • 2009
  • The strategyresearch between the advertisement of Nike and the advertisement of Lining, the comparison between these two brands which named Nike and Lining shows that Lining aims to search a kind of new effective advertizingform based on the success of Nike and contrasting to others. So Watch for this activity of advertisement marketing and give the analysis about the strategy of Lining brand comparing with the strategy of Nike brand.

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Overseas Expansion Strategy of Korean Fashion Character through Sensitive Space Creation (감성적 공간창출을 통한 한국 패션 캐릭터의 해외진출전략)

  • Park, Hyun-Hee
    • Journal of the Korean Home Economics Association
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    • v.49 no.4
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    • pp.25-35
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    • 2011
  • This study was intended to suggest overseas expansion strategy of Korean fashion character through sensitive space creation. This study reviewed literature, and did internet searching and observation. For the research methods were the analysis of the main retail spaces utilizing character and case study for the classification of collaboration types between retail space and character. As a results, 8 collaboration types between space and character were extracted: collaboration between retail distribution space and character, collaboration between product space and character, collaboration between service space and character, collaboration between experience space and character, collaboration between moving space and character, collaboration between publicity & advertising space and character, and collaboration between exhibition space and character. This study suggested the necessity of consistent identity strategy between character and retail space for a new character brand and the effectiveness of collaboration strategy for enhancement of character brand awareness.

A Study of Sportswear Designs Using the Tiger Motif found in Folk Painting (민화 호랑이를 응용한 스포츠웨어 디자인 연구)

  • Kim, Weol-Kye
    • Journal of the Korean Society of Costume
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    • v.60 no.5
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    • pp.128-138
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    • 2010
  • This study�s purpose is to contrive the national brand image, developing sportswear design and related-culture by using tiger which represents Korea used to design sportswear�s logo and design. For the method of study, illustrator CS3 was used to design three vests and three sports shirts for both men and women by characterizing tiger image from Korean folk painting tiger. Tiger appears commonly in paintings, folk tales and literature of Korea since ancient times. It was even used as a mascot of Seoul Olympic on 1988. Many global sports companies choose an animal that represents their brand to advertise such as Lacoste, le coq sportif and musingwear, wolsey. This study could provide example design adapting korean traditional patterns, also expects for culture advertising Korean traditional culture and developing designs of Korean fashion companies.

The Market Segmentation according to Lifestyle Types of Chinese Consumers: - Focused on Shanghai Residents - (중국소비자의 라이프스타일 유형에 따른 시장세분화 - 상해를 중심으로 -)

  • Lee, Ji-Hyun
    • Journal of Fashion Business
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    • v.14 no.5
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    • pp.176-194
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    • 2010
  • According to the economy recession of U.S.A and Europe, the value of China market has been increased. Therefore the in-depth studies were essential for the companies and brands which look for new rising market. This study typed Chinese consumers by lifestyle and analyze the demographics and clothing purchasing behavior. The result of the internet survey which was carried out targeting Shanghai residents, established several consumer types of men and women respectively. In case of male consumers, established 4 groups like indifferent to advertising/brand group, seriously considering brand/health group, seriously considering leisure group, and seriously considering education group. In case of female consumers, established 3 groups like seriously considering education/food group, seriously considering housing/leisure group, and seriously considering shopping group. These groups were showed significant differences to demographics and clothing purchasing behavior. These characteristics about the groups must be reflected to marketing and merchandising strategies.

A Market Oriented Study on the Wearing Attitude and Purechase Behavior of Jeans (청바지의 착용태도 및 구매행동에 관한 마케팅적 연구)

  • 이선재
    • Journal of the Korean Society of Costume
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    • v.43
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    • pp.109-124
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    • 1999
  • This study was aimed to analyze consumer's wearing attitude and the purchase behavior of jeans and the jean manufacturer's marketing strategies. Subjects were 448 male and female in their teens twenties and thirties living in Seoul. Data were obtained by self-administered questions and analyzed by SAS package. The main findings of this research are as follows: factors of fashion pursuit famous brand pursuit sexual attraction pursuit practicality pursuit. 2. In analysis between jeans wearing attitude type of information source purchase behavior and demographic characteristics showed signicficant difference partially. 3. The most influential design of jeans purchase was a fitting factor. The consumers preferred low price shops in downtown and colledge area and department store because of it's variety of jean goods. So the market segmentation and the brand positioning method according to consumers' wearing attitude and purchase behavior should be concerned properly in maketing strategy design include product and advertising strategy.

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DESIGN OF A MODERN COMPUTER BRAND AS THE MAIN COMMUNICATION FACTOR IN THE WORLD CULTURAL SPACE

  • Zaitseva, Veronika;Bratus, Ivan;Sverdlyk, Zoriana;Gunka, Anna;Liezhniev, Olexandr
    • International Journal of Computer Science & Network Security
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    • v.21 no.9
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    • pp.292-296
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    • 2021
  • The purpose of this article is to explore the modern branding - its nature, history, originality, spirit and value to consumers. In particular, graphic design of the brand is an important component in terms of the modern European culture. The scientific novelty of the work implies the study of the contemporary design, which widely embraces the sphere of cultural and social life and can contribute to the development of progressive phenomena in society, as the design can literally be defined as a rethinking, a search for new meanings. The design itself is a versatile means of communication at the level of feelings and meanings. One of its main goals is the harmonization, and even formation of perception of the world, creation of new images or rethinking the essence of ordinary things. Hence, the research in the field of the design development is topical in the worldwide cultural space..

Effects of ad endorser's gaze directions on social perceptions and advertising effectiveness (광고 모델의 시선 효과: 모델의 사회적 특성 지각과 광고 효과성)

  • Kang, Jungsuk
    • Science of Emotion and Sensibility
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    • v.18 no.1
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    • pp.3-14
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    • 2015
  • An ad endorser's gaze direction is a salient nonverbal cue that consumers use in responding to advertisements. The gaze direction influences consumers' social perceptions (e.g., attractiveness, credibility) of the endorser and advertising effectiveness (e.g., advertising attitudes, brand attitudes). Especially, the cerebral emotional asymmetry hypothesis suggests that an ad endorser's left-averted gaze can produce more positive social perceptions and advertising effectiveness than the right-averted gaze for right-handed consumers. This study examined the effects of three gaze directions (direct, left-averted and right-averted gaze directions) of unknown female ad endorser on Korean males' advertising responses (attractiveness-, credibility- and ad-effectiveness-related responses), using online experimental method. The results indicated that the ad endorser's direct gaze was more likely to increase both positive (correspondence bias) and negative (suspicion, deceptiveness) social perceptions of her than the right-averted gaze. The direct gaze also created more positive advertising effectiveness (advertising attitudes) than the right-averted gaze. However, the study failed to find consistent differences in responses between left-averted gaze and either direct or right-averted gaze.

A Study on Consumer Value Perception through Social Big Data Analysis: Focus on Smartphone Brands (소셜 빅데이터 분석을 통한 소비자 가치 인식 연구: 신규 스마트폰을 중심으로)

  • Kim, Hyong-Jung;Kim, Jin-Hwa
    • The Journal of Society for e-Business Studies
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    • v.22 no.1
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    • pp.123-146
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    • 2017
  • The information that consumers share in the SNS (Social Networking Service) has a great influence on the purchase of consumers. Therefore, it is necessary to pay attention to new research methodology and advertising strategy using Social Big Data. In this context, the purpose of this study is to quantitatively analyze customer value through Social Big Data. In this study, we analyzed the value structure of consumers for the three smartphone brands through text mining and positive/negative image analysis. Analysis result, it was possible to distinguish the emotional aspects (sensitivity) and rational aspects (rationality) for customer value per brand. In the case of the Galaxy S7 and iPhone 6S, emotional aspects were important before the launch, but the rational aspects was important after release date. On the other hand, in the case of the LG G5, emotional aspects were important before and after launch. We can propose two core advertising strategies based on analyzed consumer value. When developing advertising strategy in the case of the Galaxy S7, there is a need to emphasize the rational aspects of product attributes and differentiated functions. In the case of the LG G5, it is necessary to consider the emotional aspects of happiness, excitement, pleasure, and fun that are felt by using products in advertising strategy. As a result, this study will provide a good standard for actual advertising strategy through consumer value analysis. Advertising strategies are primarily driven by intuition or experience. Therefore, it is important to develop advertising strategies by analyzing consumer value through social big data analysis.