Exploring the marketing potential of location-based mobile games

被引:10
作者
Wu, Linwan [1 ]
Stilwell, Matthew A. [1 ]
机构
[1] Univ South Carolina, Sch Journalism & Mass Commun, Columbia, SC 29208 USA
关键词
Internet marketing; Pokemon GO; Consumer psychology; Mobile advertising; Location-based mobile games; Spatial presence; SPATIAL PRESENCE; ENGAGEMENT; IMPACT; TELEPRESENCE; MOTIVATION; INTENTION; CORRELATE; BEHAVIOR; REALITY; MODELS;
D O I
10.1108/JRIM-06-2017-0041
中图分类号
F [经济];
学科分类号
02 ;
摘要
Purpose Location-based mobile games, like Pokemon GO, have been tremendously prevalent in recent years. Marketing professionals have considered this type of game as a promising marketing platform. The purpose of this study is to explore the marketing potential of location-based mobile games by examining players' responses to sponsors featured in Pokemon GO. Design/methodology/approach A survey was conducted among gamers of Pokemon GO to examine the psychological process of the gameplay, and how it influences some marketing outcomes. A conceptual model was built based on the survey results. Findings Results indicated that gamers of Pokemon GO experienced spatial presence, which positively influenced their attitudes toward and intentions to visit the sponsors. Moreover, spatial presence was positively influenced by players' game engagement, perceived mobility and contextual perceived value. Some motives of playing Pokemon GO were also identified, including the entertainment motive and social motive. Originality/value This study is the first one to analyze the marketing potential of Pokemon GO, which is a successful location-based mobile game. The results are meaningful to marketing professionals who are interested in this innovative media platform. This study is also the first one to apply the theory of spatial presence to the investigations of this type of game. It showcases the power of this theory in guiding the research of interactive marketing with mobile gaming.
引用
收藏
页码:22 / 44
页数:23
相关论文
共 85 条
[41]  
Carlson L.A., 2000, SPAT COGN COMPUT, V1, P365, DOI DOI 10.1023/A:1010071109785
[42]   Context effects of TV programme-induced interactivity and telepresence on advertising responses [J].
Cauberghe, Verolien ;
Geuens, Maggie ;
De Pelsmacker, Patrick .
INTERNATIONAL JOURNAL OF ADVERTISING, 2011, 30 (04) :641-663
[43]   Pokemon Go and Research: Qualitative, Mixed Methods Research, and the Supercomplexity of Interventions [J].
Clark, Alexander M. ;
Clark, Matthew T. G. .
INTERNATIONAL JOURNAL OF QUALITATIVE METHODS, 2016, 15 (01)
[45]  
Dunser A., 2006, P 7 ACM SIGCHI NZ CH, V158, P125, DOI 10.1145/1152760.1152776
[46]   Emotional transfer in goal systems [J].
Fishbach, A ;
Shah, JY ;
Kruglanski, AW .
JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY, 2004, 40 (06) :723-738
[47]   EVALUATING STRUCTURAL EQUATION MODELS WITH UNOBSERVABLE VARIABLES AND MEASUREMENT ERROR [J].
FORNELL, C ;
LARCKER, DF .
JOURNAL OF MARKETING RESEARCH, 1981, 18 (01) :39-50
[48]   SEARCHING IMAGINED ENVIRONMENTS [J].
FRANKLIN, N ;
TVERSKY, B .
JOURNAL OF EXPERIMENTAL PSYCHOLOGY-GENERAL, 1990, 119 (01) :63-76
[49]   A framework for mobile SNS advertising effectiveness: user perceptions and behaviour perspective [J].
Ha, Young Wook ;
Park, Myeong-Cheol ;
Lee, Euehun .
BEHAVIOUR & INFORMATION TECHNOLOGY, 2014, 33 (12) :1333-1346
[50]   The Spatial Presence Experience Scale (SPES) A Short Self-Report Measure for Diverse Media Settings [J].
Hartmann, Tilo ;
Wirth, Werner ;
Schramm, Holger ;
Klimmt, Christoph ;
Vorderer, Peter ;
Gysbers, Andre ;
Boecking, Saskia ;
Ravaja, Niklas ;
Laarni, Jari ;
Saari, Timo ;
Gouveia, Feliz ;
Sacau, Ana Maria .
JOURNAL OF MEDIA PSYCHOLOGY-THEORIES METHODS AND APPLICATIONS, 2016, 28 (01) :1-15