“Celebrity Avatar†Feasting on In-Game Items: A Gamers’ Play Arena
Xuhui Wang,
Asad Hassan Butt,
Qilin Zhang,
Nouman Shafique and
Hassan Ahmad
SAGE Open, 2021, vol. 11, issue 2, 21582440211015716
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.
Keywords: celebrity avatar; celebrity endorsement; game items; avatar identifications (search for similar items in EconPapers)
Date: 2021
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Persistent link: https://EconPapers.repec.org/RePEc:sae:sagope:v:11:y:2021:i:2:p:21582440211015716
DOI: 10.1177/21582440211015716
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