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Yosuke Tsuji

Biographic Data

ID3749140
NAMEYosuke Tsuji
GIVEN NAMESYosuke
FAMILY NAMETsuji
SIGNATURETSUJI Y
AFFILIATIONSRikkyo University
ORCID0000-0002-1703-5408
VERIFIEDYes
TOTAL WORKS2
TOTAL CITATIONS4
AUTHOR COUNT2
EDITOR COUNT0
FIRST PUBLICATION YEAR2019
LATEST PUBLICATION YEAR2021
H-INDEX2
  • Clustering Esports Gameplay Consumers via Game Experiences

    Open Access•Wooyoung William Jang, Wooyoung Jang et al.•ARTICLE•Frontiers in Sports and Active…•2021•Cited by: 2•References: 23

    This study focuses on "game experiences" in the context of esports gameplay consumption and aims to identify adequate consumer groups based on their esports experience including perceptions of gameplay, watching, and purchasing hardware. The purpose of this study is to identify adequate consumer groups through consumer segmentation. Based on the literature review, a matrix of esports gameplay was proposed based on high/low esports gameplay, viewi…

  • When Should a Brand Cut Ties With a Scandalized Endorser

    Open Access•Shintaro Sato, Akiko Arai et al.•ARTICLE•Communication & Sport•2019•Cited by: 2•References: 6

    It is important for brands to appropriately respond when their athlete endorsers are involved in a scandal. The present study examines how consumer evaluations of endorsed brands are influenced by a brand’s response to an endorser scandal. A 2 (brand response strategy type: maintenance vs. termination) × 2 (endorser scandal type: competence-relevant vs. competence-irrelevant) between-subjects experiment is conducted. Specifically, the authors foc…

  • Clustering Esports Gameplay Consumers via Game Experiences

    Open Access•Wooyoung William Jang, Wooyoung Jang et al.•ARTICLE•Frontiers in Sports and Active…•2021•Cited by: 2•References: 23

    This study focuses on "game experiences" in the context of esports gameplay consumption and aims to identify adequate consumer groups based on their esports experience including perceptions of gameplay, watching, and purchasing hardware. The purpose of this study is to identify adequate consumer groups through consumer segmentation. Based on the literature review, a matrix of esports gameplay was proposed based on high/low esports gameplay, viewi…

  • When Should a Brand Cut Ties With a Scandalized Endorser

    Open Access•Shintaro Sato, Akiko Arai et al.•ARTICLE•Communication & Sport•2019•Cited by: 2•References: 6

    It is important for brands to appropriately respond when their athlete endorsers are involved in a scandal. The present study examines how consumer evaluations of endorsed brands are influenced by a brand’s response to an endorser scandal. A 2 (brand response strategy type: maintenance vs. termination) × 2 (endorser scandal type: competence-relevant vs. competence-irrelevant) between-subjects experiment is conducted. Specifically, the authors foc…

  • When Should a Brand Cut Ties With a Scandalized Endorser

    Open Access•Shintaro Sato, Akiko Arai et al.•ARTICLE•Communication & Sport•2019•Cited by: 2•References: 6

    It is important for brands to appropriately respond when their athlete endorsers are involved in a scandal. The present study examines how consumer evaluations of endorsed brands are influenced by a brand’s response to an endorser scandal. A 2 (brand response strategy type: maintenance vs. termination) × 2 (endorser scandal type: competence-relevant vs. competence-irrelevant) between-subjects experiment is conducted. Specifically, the authors foc…

  • Clustering Esports Gameplay Consumers via Game Experiences

    Open Access•Wooyoung William Jang, Wooyoung Jang et al.•ARTICLE•Frontiers in Sports and Active…•2021•Cited by: 2•References: 23

    This study focuses on "game experiences" in the context of esports gameplay consumption and aims to identify adequate consumer groups based on their esports experience including perceptions of gameplay, watching, and purchasing hardware. The purpose of this study is to identify adequate consumer groups through consumer segmentation. Based on the literature review, a matrix of esports gameplay was proposed based on high/low esports gameplay, viewi…

Advertising (2 works) · Business (2 works) · Digital Marketing and Social Media (2 works) · Marketing (2 works) · Psychology (2 works) · Social Psychology (2 works) · Brand awareness (1 works) · Brand equity (1 works) · Brand management (1 works) · Cluster analysis (1 works)

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