• Title/Summary/Keyword: self congruity

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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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The Effects of Self-image Congruity and Alternative Attractiveness on Commitment and Store Loyalty (자아이미지 일치성과 대안 매력도가 몰입 및 점포충성도에 미치는 영향)

  • Kim, Hanna
    • Asia Marketing Journal
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    • v.10 no.3
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    • pp.1-30
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    • 2008
  • The purpose of this study was to identify the effects of self-image congruity and alternative attractiveness on commitment and store loyalty when customers purchase clothes in a department store. A survey was conducted for this study and 530 answer sheets were analyzed using structural equation modeling. The results are as follows: First, self-image congruity has a significant positive effect on affective commitment and continuance commitment. Second, alternative attractiveness has no significant effect on affective and continuance commitment. Third, both affective commitment and continuance commitment have a significant effect on behavior intentions such as repurchase intention, word-of-mouth, and willing to pay more. Fourth, affective commitment has a stronger effect on word-of-mouth intention and willing to pay more than does continuance commitment. Finally, continuance commitment has a stronger effect on repurchase intention than does affective commitment.

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The Impact of Users' Congruity and Emotion on Intention to Game Use (사용자의 일치성과 감정이 게임이용에 미치는 영향)

  • Byeon, Hyeonsu;Yim, Myeong-Sung
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.89-98
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    • 2014
  • This study was accomplished to examine the relationship between the videogame player's perceived congruity and intention to game use, and to investigate the mediating effect of emotion as the psychological factor. Games for the research subject are confined to single player games on console or PC not online or mobile games to rule out human interaction. The results proposed that self and functional congruity have positive impact on intention to game use, and emotion is in the mediating effect of these relationships. Based on the results of the analysis, game producers have some implications for the game which is appropriate for the quality, the gamer's image, and the emotional aspect.

The Effect of Sports Brand Self-Image Congruity and Affect on Brand Attitude and Purchase Intension (스포츠 브랜드의 자아이미지 일치성과 감정이 브랜드태도와 구매의도에 미치는 영향)

  • Yim, Ki-Tae
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.151-157
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    • 2018
  • The purpose of this study was to analyze the relationship among self-image congruity, affect, brand attitude and purchase intention toward sports brands. In order to achieve the purpose of this study, totalling 329 students were recruited from several different university. Data were collected by using convenience sampling method. Research model and hypothesis testing were conducted by using SEM(structural equation modeling) through AMOS 18.0. The result were as follows; First, sports brand ideal self-image positively influenced on brand affect. Second, brand affect had significantly effect brand attitude and purchase intention. Third, brand attitude positively influenced purchase intention toward sports brands. The finding s also revealed effect of ideal self-image congruity in there relationships between self-image and brand affect.

The Effect of Perceived Value, Satisfaction and Self-Congruity on the Revisit Intention and the Word-of-Mouth Intention (스키장 방문자들의 가치, 만족, 자아일치성이 재방문의도와 구전의도에 미치는 영향)

  • Hong, Sung-Kwon;Kim, Jae-Hyun;Jang, Ho-Chan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.2
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    • pp.74-85
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    • 2012
  • As competition increases, ski resort managers need to search for ways to attract previous visitors or to gain new visitors through word-of-mouth. This study examined the impact of skiers' perceived value, satisfaction and self-congruity on the revisit intention and the positive word-af-mouth intention. Total respondents were also segmented into a promotion-focus and prevention-focus individuals then later examined the differences in the effect of independent variables between groups in order to suggest a managerial direction that will enhance business competency of ski resorts. Results from regression analysis showed that all independent variables utilized in this study were good predictors of two dependent variables. Specially, satisfaction was a highly significant predictor. Promotion and prevention-focused individuals were also differed in evaluating the importance of independent variables for their revisit and word-of-mouth intention. It means that self-regulatory focus is an effective variable for segmentation. More specifically, satisfaction was the only variable influencing the revisit intention for promotion-focused individuals; whereas both satisfaction and self-congruity had significant effects on the revisit intention for prevention-focused individuals. All independent variables had significant effects on the word-of-mouth intention, except self-congruity for promotion-focused individuals. This research suggests several managerial implications on the findings based on the analysis and the characteristics of the visitors.

Congruity effects of University Students' Self-Image on the Satisfaction to Social Enterprise: Focused on SEN Clubs (사회적기업에 대한 대학생의 자아이미지 일치성이 고객만족에 미치는 영향: SEN 동아리를 중심으로)

  • Lee, II-Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.5
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    • pp.175-185
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    • 2019
  • Despite the rapid growth and importance of social enterprises in recent years, most social enterprises have many limitations such as small business size, financial dependence on government, lack of professional management personnel and knowledge, and low consumer awareness. Therefore, empirical research in the field of marketing is needed for economic independence of social enterprises. This study is based on the following: First, the identity of the social enterprise and the self-image of the consumer, second, the functional correspondence between the consumer's expectation and actual performance of the social enterprise's product, and third, the social value of the social enterprise product, the purpose of this study was to examine the effects of consumer value consistency on customer satisfaction and loyalty to social enterprises. Finally, this study aimed to suggest the moderating role of social enterprise clubs in this process to give implications for the long-term marketing of social enterprises. The results of this study are as follows. First, self-image consistency, functional correspondence, and value correspondence all have positive effects on the satisfaction of social enterprise and its products and form a loyalty. Secondly, whether or not the social enterprise club belonged to them is a moderating variable that raises sensitivity in the effects of self image consistency and functional consistency on customer satisfaction and customer satisfaction on loyalty. It was found to be.

A Study of Impulse-Buying and Psychological Characteristics of Female College students by Body Cathexis and Clothing Attitude (신체만족도.의복태도에 따른 여대생의 충동구매와 심리적 특성에 관한 연구)

  • Park, Jeong-Eun;Jeong, Su-Jin;Kang, Kyung-Ja
    • Korean Journal of Human Ecology
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    • v.14 no.6
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    • pp.985-994
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    • 2005
  • The objective of this study was to investigate differences in clothing behavior and individual characteristics of female college students by their body cathexis and clothing attitude. The college students selected by random sampling were classified into four groups by their body cathexis and clothing attitude: positive congruity(positive body cathexis and clothing attitude, G1), positive incongruity(negative body cathexis and positive clothing attitude, G2), negative congruity(negative body cathexis and clothing attitude, G3), negative incongruity(positive body cathexis and negative clothing attitude, G4). The results were as follows: G1 was high in both public and personal self-esteem and self-image, extroverted, refined and impulsive. G2 were fashion opinion leaders, highly uneasy about society, highly impulsive, modem, peculiar, creative and introspective. G3 was highly uneasy about society, low in self-esteem, and less impulsive. G4 was low in both public self-esteem and fashion innovation, and avoided impulsive buying.

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Exploring Purchase Behavior of Digital Items and Actual Usage in a Social Network Site: A Longitudinal Perspective (소셜 네트워크 서비스 사용자의 디지털 아이템 구매와 실제 사용에 관한 연구: 종단적 관점에서)

  • Kim, Byoung-Soo;Han, Se-Hee;Kang, Young-Sik
    • The Journal of Information Systems
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    • v.21 no.2
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    • pp.97-114
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    • 2012
  • Given the rapid growth of social network services (SNS) such as Facebook and Cyworld, it is important to understand SNS users' decision-making processes such as purchasing and continuance intention. Especially, as a number of SNS providers such as Cyworld and Habbo Hotel recognize the sales of digital items as the main source of their profits, it is critical to in-depth understand SNS users' purchasing behaviors. In this regard, this study explores continued usage behaviors and purchase behaviors of digital items in an SNS environment using a longitudinal research method. This paper develops a theoretical model to deeply understand the key drivers of purchase behavior of digital items through constructs prescribed by two established research streams on information systems, namely continuance usage and habitual usage. Moreover, this study examines the effects of actual and ideal self-image congruity on SNS continuance intention and habit. The research model was tested by using survey data collected from 307 users who have experience with Cyworld. The analysis results show that SNS actual usage directly influence purchase behavior of digital items. SNS users' continuance intention and habit are key drivers to enhance the level of actual usage of the SNS. Both actual and ideal self-image congruity play a key role in enhancing continuance usage and habitual usage. The implication of research and discussions provides reference for SNS providers in marketing and IT strategy.

An Influence on Attitude of Korean Product of the Korean Wave Storm in Uzbekistan Market (우즈베키스탄 시장에서의 한류열풍이 한국제품의 태도에 미치는 영향)

  • Bae, Il Hyun;Kim, Jang Hyun
    • International Area Studies Review
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    • v.16 no.1
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    • pp.175-195
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    • 2012
  • Until now, many researches related to Korean Wave were focused on China and Japan. So, this study extend a scope of research about Korean Wave to Uzbekistan. Especially, we focused on relationship of perception on Korean Wave, self-congruity, attitude on Korean entertainment products and attitude on Korean consumer products. In conclusion, the 6 hypotheses were all supported. It was verified that self-congruity and attitude on Korean entertainment products is the very important factor. That is to say, we find that these two factors have a mediating role between perception on Korean Wave and attitude on Korean consumer products. This study's results are can use to raise Korean wave storm in Uzbekistan. Also, companies can use to improve its sale through a our study's results.

The antecedents of purchasing fast fashion brands (패스트 패션 브랜드 구매의 선행변수)

  • Park, Hye-Jung
    • The Research Journal of the Costume Culture
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    • v.21 no.6
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    • pp.827-843
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    • 2013
  • The purpose of this study is to identify the antecedents of the attitudes toward purchasing fast fashion brands and the frequency of purchasing fast fashion brands. As antecedents, a few brand-related variables and a consumer-related variable were considered. Perceived perishability, perceived scarcity, perceived quality, and perceived low price were included as brand-related variables and congruity between self image and fast fashion brand image was included as a consumer-related variable. It was hypothesized that both brand-related and consumer-related variables directly influence the attitudes toward purchasing fast fashion brands and then influence the frequency of purchasing fast fashion brands. Data were gathered by surveying university students in Seoul, using convenience sampling. Two hundred twenty seven questionnaires were used in the statistical analysis, exploratory factor analysis using SPSS and confirmatory factor analysis and path analysis using AMOS. The results showed that all the fit indices for the variable measures were quite acceptable. In addition, the overall fits of the model suggest that the model fits the data well. The hypothesized relationship test proved that perceived perishability, perceived quality, and congruity between self image and fast fashion brand image influence the attitudes toward purchasing fast fashion brands and then influence the frequency of purchasing fast fashion brands. The results suggest some effective marketing strategies for marketers in the fast fashion industry.