“Celebrity Avatar” Feasting on In-Game Items: A Gamers’ Play Arena

Author:

Wang Xuhui1,Butt Asad Hassan1ORCID,Zhang Qilin1,Shafique Nouman2ORCID,Ahmad Hassan1ORCID

Affiliation:

1. Dongbei University of Finance and Economics, Dalian, China

2. Gomal University, Dera Ismail Khan, Pakistan

Abstract

Gamers like to socially interact with other players and show off their avatar whenever it is conceivable in performance and appearance. This study aimed to develop a new construct—“Celebrity Avatar”—based on the celebrity endorsement model and player-avatar identification theory and add value to the survey using theory of consumption value (TCV) as a mediating role. As we know, celebrity and avatar identification show a positive influence on consumer behavioral decisions, so celebrity avatars altogether as a new construct showed positive results. The self-brand connection (SBC) and fantasy have a positive effect on the celebrity avatar. We found that four components of TCV, that is, enjoyment value, character competency value, visual character value, and monetary value, are applicable for depicting how celebrity avatars can persuade consumers to buy in-game items.

Publisher

SAGE Publications

Subject

General Social Sciences,General Arts and Humanities

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