Please use this identifier to cite or link to this item: http://hdl.handle.net/10071/28407
Author(s): Stein, F.
Guerreiro, J.
Loureiro, S.
Editor: Umashankar, N., and Lisjak, M.
Date: 2023
Title: How gamification in virtual reality affects brand coolness and marketing outcomes
Volume: 24
Book title/volume: 2023 AMA Winter Academic Conference
Pages: 727 - 730
Event title: 2023 AMA Winter Academic Conference
Reference: Stein, F., Guerreiro, J., & Loureiro, S. (2023). How gamification in virtual reality affects brand coolness and marketing outcomes. In N. Umashankar, & M. Lisjak (Eds.), 2023 AMA Winter Academic Conference (vol. 24, pp. 727-730). American Marketing Association. http://hdl.handle.net/10071/28407
ISBN: 978-0-87757-015-8
Keywords: Brand coolness
Gamification
Virtual reality
Customer loyalty
Abstract: Description: The current study shows that hedonic and social values enhance perception of brand coolness and that utilitarian value was found not to affect brand coolness in a VR environment with a gamification experience, however, brand coolness affects brand preference and customer loyalty in such environment.
Peerreviewed: yes
Access type: Open Access
Appears in Collections:BRU-CRI - Comunicações a conferências internacionais

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