Article ID Journal Published Year Pages File Type
10312694 Computers in Human Behavior 2016 7 Pages PDF
Abstract
Given their societal presence, brand communities and tribes must, in some capacity, influence marketing strategy. With a player base exceeding 50 million and annual sales surpassing $12 billion, the massively multiplayer online role playing game (MMORPG) community is considered a burgeoning cultural and economic consumer segment. Yet, quantitative examination of MMORPG community members' consumptive processes is sparse. To help fill this research lacuna, the current study tests a sequential choice model of attachment, tribalism, and self-esteem on MMORPG-related behavioral outcomes. Using a sample 970 MMORPG players, support is offered for the posited model, indicating among others, that brand attachment antecedes MMORPG brand tribalism, which in turn, augments player self-esteem. Implications and future research directions are offered.
Related Topics
Physical Sciences and Engineering Computer Science Computer Science Applications
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