Home > Research > Publications & Outputs > Ads in gaming apps

Electronic data

  • Ads_in_Gaming_Apps_-_Word_Final_Version

    Rights statement: This article is (c) Emerald Group Publishing and permission has been granted for this version to appear here. Emerald does not grant permission for this article to be further copied/distributed or hosted elsewhere without the express permission from Emerald Group Publishing Limited.

    Accepted author manuscript, 1.51 MB, PDF document

    Available under license: CC BY-NC: Creative Commons Attribution-NonCommercial 4.0 International License

Links

Text available via DOI:

View graph of relations

Ads in gaming apps: Experiential value of gamers

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Published

Standard

Ads in gaming apps: Experiential value of gamers. / Valaei, Naser; Bressolles, Gregory; Khan, Hina et al.
In: Industrial Management and Data Systems, Vol. 122, No. 1, 03.01.2022, p. 78-106.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Valaei, N, Bressolles, G, Khan, H & Low, Y 2022, 'Ads in gaming apps: Experiential value of gamers', Industrial Management and Data Systems, vol. 122, no. 1, pp. 78-106. https://doi.org/10.1108/IMDS-11-2020-0660

APA

Valaei, N., Bressolles, G., Khan, H., & Low, Y. (2022). Ads in gaming apps: Experiential value of gamers. Industrial Management and Data Systems, 122(1), 78-106. https://doi.org/10.1108/IMDS-11-2020-0660

Vancouver

Valaei N, Bressolles G, Khan H, Low Y. Ads in gaming apps: Experiential value of gamers. Industrial Management and Data Systems. 2022 Jan 3;122(1):78-106. Epub 2021 Oct 5. doi: 10.1108/IMDS-11-2020-0660

Author

Valaei, Naser ; Bressolles, Gregory ; Khan, Hina et al. / Ads in gaming apps : Experiential value of gamers. In: Industrial Management and Data Systems. 2022 ; Vol. 122, No. 1. pp. 78-106.

Bibtex

@article{1b43129680694f3c962d6eb915e2f53a,
title = "Ads in gaming apps: Experiential value of gamers",
abstract = "Purpose – Even though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game ads in gaming apps. This study fills the void in the literature by examining factors associated with “experiential value of gamers through ads in gaming apps” as well as investigating its antecedents (cognitive and affective involvement) and consequences (positive word of mouth and intention to continue playing the mobile game). Design/methodology/approach – A total of 600 valid responses from gamers was used to test the model fit, measurement and structural models, conditional probabilistic queries, and nonlinearity. Findings – This study found that experiential value of gamers through ads in gaming apps is a second-order factor of four constructs: escapism, enjoyment, social affiliation and entertainment. Most of the structural paths between cognitive/affective involvement and dimensions of experiential value are supported. Surprisingly, only social affiliation and entertainment values predict positive word of mouth and intention to continue playing the mobile game, in a nonlinear way. Originality/value – This study is the first to introduce “experiential value of gamers through ads in gaming apps”. The findings have important implications for companies to develop brand and communication strategies by leveraging specific advertisement formats and present their ads to the right audience in the right gaming apps and at the right time.  ",
keywords = "apps, Experiential value, In-game advertising, Mobile gaming industry, Involvement, Word of mouth communication, Continuance intention",
author = "Naser Valaei and Gregory Bressolles and Hina Khan and YeaMin Low",
note = "This article is (c) Emerald Group Publishing and permission has been granted for this version to appear here. Emerald does not grant permission for this article to be further copied/distributed or hosted elsewhere without the express permission from Emerald Group Publishing Limited. ",
year = "2022",
month = jan,
day = "3",
doi = "10.1108/IMDS-11-2020-0660",
language = "English",
volume = "122",
pages = "78--106",
journal = "Industrial Management and Data Systems",
issn = "0263-5577",
publisher = "Emerald Group Publishing Ltd.",
number = "1",

}

RIS

TY - JOUR

T1 - Ads in gaming apps

T2 - Experiential value of gamers

AU - Valaei, Naser

AU - Bressolles, Gregory

AU - Khan, Hina

AU - Low, YeaMin

N1 - This article is (c) Emerald Group Publishing and permission has been granted for this version to appear here. Emerald does not grant permission for this article to be further copied/distributed or hosted elsewhere without the express permission from Emerald Group Publishing Limited.

PY - 2022/1/3

Y1 - 2022/1/3

N2 - Purpose – Even though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game ads in gaming apps. This study fills the void in the literature by examining factors associated with “experiential value of gamers through ads in gaming apps” as well as investigating its antecedents (cognitive and affective involvement) and consequences (positive word of mouth and intention to continue playing the mobile game). Design/methodology/approach – A total of 600 valid responses from gamers was used to test the model fit, measurement and structural models, conditional probabilistic queries, and nonlinearity. Findings – This study found that experiential value of gamers through ads in gaming apps is a second-order factor of four constructs: escapism, enjoyment, social affiliation and entertainment. Most of the structural paths between cognitive/affective involvement and dimensions of experiential value are supported. Surprisingly, only social affiliation and entertainment values predict positive word of mouth and intention to continue playing the mobile game, in a nonlinear way. Originality/value – This study is the first to introduce “experiential value of gamers through ads in gaming apps”. The findings have important implications for companies to develop brand and communication strategies by leveraging specific advertisement formats and present their ads to the right audience in the right gaming apps and at the right time.  

AB - Purpose – Even though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game ads in gaming apps. This study fills the void in the literature by examining factors associated with “experiential value of gamers through ads in gaming apps” as well as investigating its antecedents (cognitive and affective involvement) and consequences (positive word of mouth and intention to continue playing the mobile game). Design/methodology/approach – A total of 600 valid responses from gamers was used to test the model fit, measurement and structural models, conditional probabilistic queries, and nonlinearity. Findings – This study found that experiential value of gamers through ads in gaming apps is a second-order factor of four constructs: escapism, enjoyment, social affiliation and entertainment. Most of the structural paths between cognitive/affective involvement and dimensions of experiential value are supported. Surprisingly, only social affiliation and entertainment values predict positive word of mouth and intention to continue playing the mobile game, in a nonlinear way. Originality/value – This study is the first to introduce “experiential value of gamers through ads in gaming apps”. The findings have important implications for companies to develop brand and communication strategies by leveraging specific advertisement formats and present their ads to the right audience in the right gaming apps and at the right time.  

KW - apps

KW - Experiential value

KW - In-game advertising

KW - Mobile gaming industry

KW - Involvement

KW - Word of mouth communication

KW - Continuance intention

U2 - 10.1108/IMDS-11-2020-0660

DO - 10.1108/IMDS-11-2020-0660

M3 - Journal article

VL - 122

SP - 78

EP - 106

JO - Industrial Management and Data Systems

JF - Industrial Management and Data Systems

SN - 0263-5577

IS - 1

ER -