Brands in virtual reality games: Affective processes within computer-mediated consumer experiences
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DOI: 10.1016/j.jbusres.2020.09.006
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Cited by:
- Jiaxing Chen & Yuze Bao & Guangling Zhang & Xiaoqi Huang, 2022. "A Study of the Impact of Social Responsibility Cues on the Long-Term Effectiveness of Gamification Strategies: Insights from the Adverse Effects of Game Strategies," Sustainability, MDPI, vol. 14(22), pages 1-18, November.
- Zhang, Yunen & Shao, Wei & Quach, Sara & Thaichon, Park & Li, Qianmin, 2024. "Examining the moderating effects of shopping orientation, product knowledge and involvement on the effectiveness of Virtual Reality (VR) retail environment," Journal of Retailing and Consumer Services, Elsevier, vol. 78(C).
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Keywords
Virtual reality (VR); Consumer learning; Brand engagement; Emotional response; Head-mounted display (HMD);All these keywords.
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