Affective value of game items: a mood management and selective exposure approach

Author:

Bae Joonheui,Kim Sang Jin,Kim Kyung Hoon,Koo Dong-Mo

Abstract

PurposeThe purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study examines the impact of interaction between two negative mood states (stress vs boredom) and types of game items (functional vs decorative) on the purchasing intention of game items.Design/methodology/approachTwo experiments were conducted to predict the outcomes of using game items.FindingsGame users effectively manage their level of arousal and mood valence using game items. The selective exposure theory provides additional understanding of different purchasing behaviors, suggesting that stressed users are more likely to purchase decorative items while bored users purchase functional items to manage their mood.Research limitations/implicationsThe study results show the affective role of game items in mood management. While previous studies focused on the cognitive and functional aspects of purchasing game items, this study extends the value of game items as augmented products.Practical implicationsWhen launching new games, companies should provide game users free game items for mood management. In addition, to increase intervention potential and behavioral affinity, marketers need to develop and launch more game item types.Originality/valueThis study extends the understanding of affective value of game items by applying mood management and selective exposure theories to explain the purchase intention of game items.

Publisher

Emerald

Subject

Economics and Econometrics,Sociology and Political Science,Communication

Reference49 articles.

1. Affective motives to play online games;Journal of Global Scholars of Marketing Science,2016

2. Task demand and mood repair: the intervention potential of computer games;New Media & Society,2012

3. In the mood to game: selective exposure and mood management processes in computer game play;New Media & Society,2015

4. Bryant, J. and Davies, J. (2006), “Selective exposure to video games”, in Vorderer, P. and Bryant, J. (Eds), Playing Video Games: Motives, Responses, and Consequences, Lawrence Erlbaum Associates, Mahwah, NJ, pp. 181-194.

5. Using television to alleviate boredom and stress: selective exposure as a function of induced excitational states;Journal of Broadcasting & Electronic Media,1984

Cited by 20 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3