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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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A Study on the Revitalization of Tourism Industry through Big Data Analysis (한국관광 실태조사 빅 데이터 분석을 통한 관광산업 활성화 방안 연구)

  • Lee, Jungmi;Liu, Meina;Lim, Gyoo Gun
    • Journal of Intelligence and Information Systems
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    • v.24 no.2
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    • pp.149-169
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    • 2018
  • Korea is currently accumulating a large amount of data in public institutions based on the public data open policy and the "Government 3.0". Especially, a lot of data is accumulated in the tourism field. However, the academic discussions utilizing the tourism data are still limited. Moreover, the openness of the data of restaurants, hotels, and online tourism information, and how to use SNS Big Data in tourism are still limited. Therefore, utilization through tourism big data analysis is still low. In this paper, we tried to analyze influencing factors on foreign tourists' satisfaction in Korea through numerical data using data mining technique and R programming technique. In this study, we tried to find ways to revitalize the tourism industry by analyzing about 36,000 big data of the "Survey on the actual situation of foreign tourists from 2013 to 2015" surveyed by the Korea Culture & Tourism Research Institute. To do this, we analyzed the factors that have high influence on the 'Satisfaction', 'Revisit intention', and 'Recommendation' variables of foreign tourists. Furthermore, we analyzed the practical influences of the variables that are mentioned above. As a procedure of this study, we first integrated survey data of foreign tourists conducted by Korea Culture & Tourism Research Institute, which is stored in the tourist information system from 2013 to 2015, and eliminate unnecessary variables that are inconsistent with the research purpose among the integrated data. Some variables were modified to improve the accuracy of the analysis. And we analyzed the factors affecting the dependent variables by using data-mining methods: decision tree(C5.0, CART, CHAID, QUEST), artificial neural network, and logistic regression analysis of SPSS IBM Modeler 16.0. The seven variables that have the greatest effect on each dependent variable were derived. As a result of data analysis, it was found that seven major variables influencing 'overall satisfaction' were sightseeing spot attraction, food satisfaction, accommodation satisfaction, traffic satisfaction, guide service satisfaction, number of visiting places, and country. Variables that had a great influence appeared food satisfaction and sightseeing spot attraction. The seven variables that had the greatest influence on 'revisit intention' were the country, travel motivation, activity, food satisfaction, best activity, guide service satisfaction and sightseeing spot attraction. The most influential variables were food satisfaction and travel motivation for Korean style. Lastly, the seven variables that have the greatest influence on the 'recommendation intention' were the country, sightseeing spot attraction, number of visiting places, food satisfaction, activity, tour guide service satisfaction and cost. And then the variables that had the greatest influence were the country, sightseeing spot attraction, and food satisfaction. In addition, in order to grasp the influence of each independent variables more deeply, we used R programming to identify the influence of independent variables. As a result, it was found that the food satisfaction and sightseeing spot attraction were higher than other variables in overall satisfaction and had a greater effect than other influential variables. Revisit intention had a higher ${\beta}$ value in the travel motive as the purpose of Korean Wave than other variables. It will be necessary to have a policy that will lead to a substantial revisit of tourists by enhancing tourist attractions for the purpose of Korean Wave. Lastly, the recommendation had the same result of satisfaction as the sightseeing spot attraction and food satisfaction have higher ${\beta}$ value than other variables. From this analysis, we found that 'food satisfaction' and 'sightseeing spot attraction' variables were the common factors to influence three dependent variables that are mentioned above('Overall satisfaction', 'Revisit intention' and 'Recommendation'), and that those factors affected the satisfaction of travel in Korea significantly. The purpose of this study is to examine how to activate foreign tourists in Korea through big data analysis. It is expected to be used as basic data for analyzing tourism data and establishing effective tourism policy. It is expected to be used as a material to establish an activation plan that can contribute to tourism development in Korea in the future.