Access the full text.
Sign up today, get DeepDyve free for 14 days.
C. Wang, Juhi Sarkar, Abhigyan Sarkar (2019)
Hallowed be thy brand: measuring perceived brand sacrednessEuropean Journal of Marketing
Han-Chung Huang, T. Cheng, Weifan Huang, Ching-I. Teng (2018)
Impact of online gamers' personality traits on interdependence, network convergence, and continuance intention: Perspective of social exchange theoryInt. J. Inf. Manag., 38
C. Bracken, G. Pettey, Mu Wu (2013)
Revisiting the use of secondary task reaction time measures in telepresence research: exploring the role of immersion and attentionAI & SOCIETY, 29
R. Belk, J. Costa (1998)
The Mountain Man Myth: A Contemporary Consuming FantasyJournal of Consumer Research, 25
V. Stavropoulos, John Rennie, Maria Morcos, R. Gomez, M. Griffiths (2020)
Understanding the relationship between the Proteus effect, immersion, and gender among World of Warcraft players: An empirical survey studyBehaviour & Information Technology, 40
Eric Liu, Chun-Yi Lee, Huang-Jen Chen (2013)
Developing a New Computer Game Attitude Scale for Taiwanese Early AdolescentsJ. Educ. Technol. Soc., 16
Jocelyn Proulx, C. Koverola, Anne Fedorowicz, M. Kral (1995)
Coping Strategies as Predictors of Distress in Survivors of Single and Multiple Sexual Victimization and Nonvictimized ControlsJournal of Applied Social Psychology, 25
H. Kim, Yeon-Ju Hong, Min-Kyeong Kim, Y. Jung, S. Kyeong, Jae-Jin Kim (2017)
Effectiveness of self-training using the mobile-based virtual reality program in patients with social anxiety disorderComput. Hum. Behav., 73
J. Woodruff (1985)
A Spate of Words, Full of Sound & Fury, Signifying Nothing: Or, How to Read in HarlequinThe Journal of Popular Culture, 19
R. Chinomona (2013)
Mobile Gaming Perceived Enjoyment and Ease of Play as Predictors of Student Attitude and Mobile Gaming Continuance IntentionMediterranean journal of social sciences, 4
E. Hirschman (1983)
Predictors of Self-Projection, Fantasy Fulfillment, and EscapismJournal of Social Psychology, 120
Frederick Stander (2016)
Escapism motive for sport consumption as a predictor of meaning in lifeJournal of Psychology in Africa, 26
N. Malhotra, Sung Kim, Ashutosh Patil (2006)
Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past ResearchManag. Sci., 52
Juho Hamari, Lauri Keronen (2017)
Why do people play games? A meta-analysisInt. J. Inf. Manag., 37
T. Fernandes, Mariana Moreira (2019)
Consumer brand engagement, satisfaction and brand loyalty: a comparative study between functional and emotional brand relationshipsJournal of Product & Brand Management
Chia-Pin Yu, Hsiao-Yun Lee, X. Luo (2018)
The effect of virtual reality forest and urban environments on physiological and psychological responsesUrban Forestry & Urban Greening
Lauren Labrecque, Anjala Krishen, Stephan Grzeskowiak (2011)
Exploring social motivations for brand loyalty: Conformity versus escapismJournal of Brand Management, 18
Susan Fournier (1998)
Consumers and Their Brands: Developing Relationship Theory in Consumer ResearchJournal of Consumer Research, 24
Navdeep Athwal, Dogá Istanbulluoglu, Sophie McCormack (2019)
The allure of luxury brands' social media activities: a uses and gratifications perspectiveInf. Technol. People, 32
Faisal Arafsha, K. Alam, A. Saddik (2012)
EmoJacket: Consumer centric wearable affective jacket to enhance emotional immersion2012 International Conference on Innovations in Information Technology (IIT)
De Liu, R. Santhanam, J. Webster (2017)
Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information SystemsMIS Q., 41
Xiang Gong, Kem Zhang, Christy Cheung, Chongyang Chen, Matthew Lee (2019)
Alone or together? Exploring the role of desire for online group gaming in players' social game addictionInf. Manag., 56
A. Alalwan, N. Rana, Yogesh Dwivedi, R. Algharabat (2017)
Social media in marketing: A review and analysis of the existing literatureTelematics Informatics, 34
L. Hollebeek (2011)
Exploring customer brand engagement: definition and themesJournal of Strategic Marketing, 19
(1967)
A single factor test of common method variance
B. Carroll, Aaron Ahuvia (2006)
Some antecedents and outcomes of brand loveMarketing Letters, 17
V. Cho, H. Hung (2015)
Sending mobile messages to different social ties in modern urban life: How do anxiety and time-shortage matter?Inf. Technol. People, 28
Bernd Schmitt, L. Zarantonello, J. Brakus (2009)
Brand Experience: What is It? How is it Measured? Does it Affect Loyalty?Journal of Marketing, 73
C. Maier (2020)
Overcoming pathological IT use: How and why IT addicts terminate their use of games and social mediaInt. J. Inf. Manag., 51
Hua Qin, P. Rau, G. Salvendy (2009)
Measuring Player Immersion in the Computer Game NarrativeInternational Journal of Human–Computer Interaction, 25
Beomkyu Choi, Jie Huang, A. Jeffrey, Youngkyun Baek (2013)
Development of a scale for fantasy state in digital gamesComput. Hum. Behav., 29
R. Davison (2020)
The Transformative Potential of Disruptions: A ViewpointInternational Journal of Information Management, 55
A. Samuels, Marjorie Taylor (1994)
Children's ability to distinguish fantasy events from real-life eventsBritish Journal of Development Psychology, 12
Meng-Xiang Li, Qiqi Jiang, Chuan-Hoo Tan, K. Wei (2014)
Enhancing User-Game Engagement Through Software Gaming ElementsJournal of Management Information Systems, 30
J. Bowlby (1978)
Attachment theory and its therapeutic implications.Adolescent psychiatry, 6
V. Chang (2016)
Review and discussion: E-learning for academia and industryInt. J. Inf. Manag., 36
Helen Bland, B. Melton, P. Welle, Lauren Bigham (2012)
Stress tolerance: new challenges for millennial college studentsCollege student journal, 46
M. Potenza (2006)
Should addictive disorders include non-substance-related conditions?Addiction, 101 Suppl 1
Juho Hamari, Nicolai Hanner, Jonna Koivisto (2017)
Service quality explains why people use freemium services but not if they go premium: An empirical study in free-to-play gamesInt. J. Inf. Manag., 37
G. Calleja (2010)
Digital Games and EscapismGames and Culture, 5
Lucia Malär, Harley Krohmer, Wayne Hoyer, Bettina Nyffenegger (2011)
Emotional Brand Attachment and Brand Personality: The Relative Importance of the Actual and the Ideal SelfJournal of Marketing, 75
M. Holbrook, E. Hirschman (1982)
The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and FunJournal of Consumer Research, 9
A. Mishra, Subhadip Roy, Ainsworth Bailey (2015)
Exploring Brand Personality–Celebrity Endorser Personality Congruence in Celebrity Endorsements in the Indian ContextPsychology & Marketing, 32
J. Vancouver, Bruce Carlson (2015)
All Things in Moderation, Including Tests of Mediation (at Least Some of the Time)Organizational Research Methods, 18
C. Jennett, A. Cox, P. Cairns, S. Dhoparee, Andrew Epps, Tim Tijs, Alison Walton (2008)
Measuring and defining the experience of immersion in gamesInt. J. Hum. Comput. Stud., 66
Joseph Kong, R. Kwok, Yulin Fang (2012)
The effects of peer intrinsic and extrinsic motivation on MMOG game-based collaborative learningInf. Manag., 49
Martin Mende, Ruth Bolton (2011)
Why Attachment Security Matters: How Customers’ Attachment Styles Influence Their Relationships With Service Firms and Service Employees
Kit Wong, H. Chang, Chih Yeh (2019)
The effects of consumption values and relational benefits on smartphone brand switching behaviorInf. Technol. People, 32
M.R. Hastall (2017)
EscapismThe International Encyclopedia of Media Effects
E. Hirschman, M. Holbrook (1982)
Hedonic Consumption: Emerging Concepts, Methods and PropositionsJournal of Marketing, 46
Jonna Koivisto, Juho Hamari (2019)
The rise of motivational information systems: A review of gamification researchInt. J. Inf. Manag., 45
Changho Lee, Ocktae Kim (2017)
Predictors of online game addiction among Korean adolescentsAddiction Research & Theory, 25
Hana Kim, Daeho Lee, Junseok Hwang (2018)
Dividing network externality into the number of peers and users: Focusing on sociability and enjoyment in online gamesInf. Technol. People, 31
Zhongyun Zhou, Xiaoling Jin, D. Vogel, Yulin Fang, Xiaojian Chen (2011)
Individual motivations and demographic differences in social virtual world uses: An exploratory investigation in Second LifeInt. J. Inf. Manag., 31
L. Bergkvist, T. Bech-Larsen (2010)
Two studies of consequences and actionable antecedents of brand loveJournal of Brand Management, 17
R. Kwortnik, William Ross (2007)
The role of positive emotions in experiential decisionsInternational Journal of Research in Marketing, 24
Andrew Kuo, R. Lutz, Jacob Hiler (2016)
Brave new World of Warcraft: a conceptual framework for active escapismJournal of Consumer Marketing, 33
R. Batra, Aaron Ahuvia, R. Bagozzi (2012)
Brand LoveJournal of Marketing, 76
Juhi Sarkar, Abhigyan Sarkar, M. Balaji (2020)
The “right-to-refuse-service” paradox: Other customers’ perception of discretionary service denialJournal of Business Research, 121
A. Hayes, A. Montoya, Nicholas Rockwood (2017)
The Analysis of Mechanisms and Their Contingencies: PROCESS versus Structural Equation ModelingAustralasian Marketing Journal, 25
Vikas Arya, Hemraj Verma, D. Sethi, R. Agarwal (2019)
Brand Authenticity and Brand Attachment: How Online Communities Built on Social Networking Vehicles Moderate the Consumers’ Brand AttachmentIIM Kozhikode Society & Management Review, 8
Anne-Cécile Jeandrain (2001)
Consumer Reactions in a Realistic Virtual ShopJournal of Interactive Advertising, 2
Xue Yang, Chuan-Hoo Tan, Yan Li, H. Teo (2018)
Psychological paradox of game software trialInf. Manag., 55
Matthew Thomson, D. MacInnis, C. Park (2005)
The Ties That Bind: Measuring the Strength of Consumers’ Emotional Attachments to BrandsJournal of Consumer Psychology, 15
Anthony Clohesy (2020)
EscapismThe Politics of Well-Being
Robert Hooker, M. Wasko, D. Paradice, R. Teigland, C. Hofacker (2019)
Beyond gamingInf. Technol. People, 32
Daniel Kardefelt-Winther (2014)
The moderating role of psychosocial well-being on the relationship between escapism and excessive online gamingComput. Hum. Behav., 38
V. Swaminathan, K. Stilley, Rohini Ahluwalia (2009)
When Brand Personality Matters: The Moderating Role of Attachment StylesJournal of Consumer Research, 35
R. Garris, R. Ahlers, J. Driskell (2002)
Games, Motivation, and Learning: A Research and Practice ModelSimulation & Gaming, 33
Ching-I. Teng (2010)
Customization, immersion satisfaction, and online gamer loyaltyComput. Hum. Behav., 26
I. Galatzer-Levy, G. Bonanno (2013)
Heterogeneous patterns of stress over the four years of college: associations with anxious attachment and ego-resiliency.Journal of personality, 81 5
L. Schwartz (2006)
Fantasy, Realism, and the Other in Recent Video GamesSpace and Culture, 9
J. Monahan (2010)
Berkeley conversations: COVID-19: digital and telehealth implications of COVID-19 and social distancing
Hatice Kizgin, B. Dey, Yogesh Dwivedi, Laurie Hughes, Ahmad Jamal, Paul Jones, Bianca Kronemann, M. Laroche, L. Peñaloza, M. Richard, N. Rana, Renee Romer, K. Tamilmani, Michael Williams (2020)
The impact of social media on consumer acculturation: Current challenges, opportunities, and an agenda for research and practiceInt. J. Inf. Manag., 51
This research aims to extend brand relationship theory to the domain of online gaming by augmenting the understanding of the role played by fantasy state in digital game in impacting gamers' immersive relationships with digital game brands. In this quest, the research examines how fantasy state in game (FSG) creates game brand immersion (GBI) through the mediation of emotional game brand attachment (EGBA) and the roles of individual's need for escapism (NE) and anxious attachment style (AAS) in moderating the aforementioned relationships.Design/methodology/approachThe research employs a pre-test followed by two quantitative studies. Quantitative data were analyzed using the PROCESS macro.FindingsResults from Study 1 illustrate that perceived fantasy in game generates EGBA, which, in turn, predicts GBI. Further, Study 2 establishes that the effect of fantasy in game on EGBA is moderated by gamer's NE. The moderating effect of NE is moderated by individual's AAS.Originality/valueValue of the study lies in extending consumer–brand relationship theory to digital gaming domain which enhances the understanding of how fantasy state in digital game can lead to GBI and the roles played by individual personality characteristics like escapism motivation and AAS in the process.
Information Technology and People – Emerald Publishing
Published: Mar 21, 2023
Keywords: Fantasy in game; Need for escapism; Anxious attachment style; Emotional game brand attachment; Game brand immersion
Read and print from thousands of top scholarly journals.
Already have an account? Log in
Bookmark this article. You can see your Bookmarks on your DeepDyve Library.
To save an article, log in first, or sign up for a DeepDyve account if you don’t already have one.
Copy and paste the desired citation format or use the link below to download a file formatted for EndNote
Access the full text.
Sign up today, get DeepDyve free for 14 days.
All DeepDyve websites use cookies to improve your online experience. They were placed on your computer when you launched this website. You can change your cookie settings through your browser.