2014
DOI: 10.2501/jar-54-3-292-303
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Why Do We Share? The Impact of Viral Videos Dramatized to Sell

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Cited by 35 publications
(28 citation statements)
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“…Viewers likely assume that others will find such ads emotionally evocative as well and will therefore share the content. Chen and Lee (2014) suggest that ads rated as high in transportation (i.e., those that use plot to engage the viewer) enhance sharing intentions. However, their study did not examine actual shares.…”
Section: Sharing Digital Ads: Conceptual Framework and Hypothesesmentioning
confidence: 99%
“…Viewers likely assume that others will find such ads emotionally evocative as well and will therefore share the content. Chen and Lee (2014) suggest that ads rated as high in transportation (i.e., those that use plot to engage the viewer) enhance sharing intentions. However, their study did not examine actual shares.…”
Section: Sharing Digital Ads: Conceptual Framework and Hypothesesmentioning
confidence: 99%
“…Participants, procedures and measures : Young adults are the predominant social media users and represent the key targets promoting viral advertisements (Chen and Lee, 2014). Hence, undergraduate students ( n = 263) studying commerce, science, engineering and management across different colleges in a metropolitan city in India (51.34 per cent male; average age = 20.45 years, SD = 1.71) were selected to participate in the study.…”
Section: Methodsmentioning
confidence: 99%
“…Young consumers are the most active users of social media, where they consume and share viral content online (Chen and Lee, 2014). There is no empirical research investigating the effect of young consumers' personality traits on their intention to share a viral ad.…”
Section: Introductionmentioning
confidence: 99%
“…Advergames are an increasingly popular way to market products, raise brand awareness (Cauberghe and De Pelsmacker, 2010;Gross, 2010), create positive brand experience and brand attitudes (Vashisht and Sreejesh, 2017), and achieve viral status (Chen and Lee, 2014). Advergames are socially interactive game components that take the advantage of the popularity of video games, which drew $36bn of consumer spending in 2017, an 18 percent rise over 2016 according to the Entertainment Software Association.…”
Section: Introductionmentioning
confidence: 99%