Can Pokémon GO catch brands? The fit effect of game characters and brands on efficacy of brand communications

Citations

SCOPUS

13

초록

Given the recent popularity of augmented reality (AR) games, such as Pokémon GO, this study explores the congruence effect of game characters and brands on brand evaluations and the underlying mechanisms of the effect. Prior gaming experience and motivations are taken into account. An experiment reveals that inexperienced gamers are likely to have more favorable evaluations of the target brands when the images of game characters match the brand images, whereas these effects disappear for experienced gamers. Furthermore, the research demonstrates that experienced gamers are more likely to hold game-specific motivations than the inexperienced, while inexperienced gamers are motivated more by social interaction for playing AR games. Lastly, a mediation analysis reveals that social interaction-related motivation mediates inexperienced gamers’ preference of character–brand congruence. This study sheds light upon how AR games can be utilized by brand communicators. © 2018, © 2018 Informa UK Limited, trading as Taylor & Francis Group.

키워드

Augmented reality game; brand communications; experiment; Pokémon GO
제목
Can Pokémon GO catch brands? The fit effect of game characters and brands on efficacy of brand communications
저자
Kim, D.H.; Kim, S.; Song, D.
DOI
10.1080/13527266.2018.1471614
발행일
2019
유형
Article
저널명
Journal of Marketing Communications
권
25
호
6
페이지
645 ~ 660