2019
DOI: 10.1108/oir-06-2018-0198
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The role of flow for mobile advergaming effectiveness

Abstract: Purpose Based on flow theory, the purpose of this paper is to explain why the use of mobile advergames can enhance players’ brand perceptions and purchase intentions, as well as the factors that affect players’ flow experience. Design/methodology/approach Data from 212 participants who played a mobile advergame was analysed. Structural equation modelling with PLS was used to test the research model. Findings The results reveal that challenge, interactivity, focused attention and telepresence significantly … Show more

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Cited by 22 publications
(34 citation statements)
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“…Experience with the game is mainly concerned with flow and other factors associated with user's engagement. Several authors examined the concept of flow (Catalán et al, 2019a;Catalán et al, 2019b;Chia-Wen et al, 2017;Gurău, 2008;Ham et al, 2016;Hartini, 2020;Hernandez, 2011;Renard & Zhao, 2016). Renard and Zhao (2016) conducted a research in which they compared flow with boredom, anxiety or apathy, while Chia-Wen et al ( 2017) measured flow in relation to either high or low engagement.…”
Section: Experience With the Gamementioning
confidence: 99%
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“…Experience with the game is mainly concerned with flow and other factors associated with user's engagement. Several authors examined the concept of flow (Catalán et al, 2019a;Catalán et al, 2019b;Chia-Wen et al, 2017;Gurău, 2008;Ham et al, 2016;Hartini, 2020;Hernandez, 2011;Renard & Zhao, 2016). Renard and Zhao (2016) conducted a research in which they compared flow with boredom, anxiety or apathy, while Chia-Wen et al ( 2017) measured flow in relation to either high or low engagement.…”
Section: Experience With the Gamementioning
confidence: 99%
“…Renard and Zhao (2016) conducted a research in which they compared flow with boredom, anxiety or apathy, while Chia-Wen et al ( 2017) measured flow in relation to either high or low engagement. Meanwhile, Catalán et al (2019b) defined flow as a measure of total enjoyment. Another study by Ham et al's (2016) supports connection between flow and entertainment.…”
Section: Experience With the Gamementioning
confidence: 99%
See 2 more Smart Citations
“…Consumers are constrained by a smaller focus area, cumbersome controls and information is often processed while carrying out other activities, such as attending meetings, walking or sometimes driving (Keith et al, 2011), thus affecting attention and focus. Mobile computing activities foster flow states, in which consumers experience a continuous stream of psychological rewards, in the absence of mindful thinking (Catal an et al, 2019;Cano et al, 2017). As such, mobile application (app) designers must design apps that can influence consumer attitudes and behavior under these constraints.…”
Section: Introductionmentioning
confidence: 99%