Sreejesh S
Biographic Data
| ID | 9589327 |
|---|---|
| NAME | Sreejesh S |
| GIVEN NAMES | S |
| FAMILY NAME | Sreejesh |
| SIGNATURE | S S |
| AFFILIATIONS | Indian Institute of Management Kozhikode Marketing Management Area, , Kozhikode |
| VERIFIED | No |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 4 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
A dual-mediation model linking relationship conflict to employee well-being via workplace incivility and emotional exhaustion, moderated by political skill
Purpose This study aims to examine the association between relationship conflict (RC) and employee well-being (EW) and understand the mechanisms linking both. In this attempt, the study examines workplace incivility (WI) as an interpersonal mechanism and emotional exhaustion (EE) as an intrapersonal mechanism, along with political skill as a potential moderator. Design/methodology/approach To test the study’s hypotheses, we collected data from em…
From play to community
This research explores how gamers’ outcome expectations in an advergame shape brand communitas by driving distinct engagements with the brand, advergame, and advergaming community. Using a field study (Study 1) and an experiment (Study 2), the research finds that hedonic and utilitarian outcome expectations influence advergaming community engagement through their differential impacts on affective brand engagement and advergame engagement. In turn…
Effect of nature of the game on ad-persuasion in online gaming context
Purpose The purpose of this paper is to examine the effect of nature of advergame and moderating roles of game-product congruence and need for cognition (NFC) on gamers’ ad-persuasion from attention and elaboration perspectives. Design/methodology/approach A 2 (nature of game: fast or slow)×2 (game-product congruence: high or low)×2 (NFC: high or low) between measures design is used. In total, 224 graduate students participated in the study. A 2×…
Effect of nature of the game on ad-persuasion in online gaming context
Purpose The purpose of this paper is to examine the effect of nature of advergame and moderating roles of game-product congruence and need for cognition (NFC) on gamers’ ad-persuasion from attention and elaboration perspectives. Design/methodology/approach A 2 (nature of game: fast or slow)×2 (game-product congruence: high or low)×2 (NFC: high or low) between measures design is used. In total, 224 graduate students participated in the study. A 2×…
Effect of nature of the game on ad-persuasion in online gaming context
Purpose The purpose of this paper is to examine the effect of nature of advergame and moderating roles of game-product congruence and need for cognition (NFC) on gamers’ ad-persuasion from attention and elaboration perspectives. Design/methodology/approach A 2 (nature of game: fast or slow)×2 (game-product congruence: high or low)×2 (NFC: high or low) between measures design is used. In total, 224 graduate students participated in the study. A 2×…
A dual-mediation model linking relationship conflict to employee well-being via workplace incivility and emotional exhaustion, moderated by political skill
Purpose This study aims to examine the association between relationship conflict (RC) and employee well-being (EW) and understand the mechanisms linking both. In this attempt, the study examines workplace incivility (WI) as an interpersonal mechanism and emotional exhaustion (EE) as an intrapersonal mechanism, along with political skill as a potential moderator. Design/methodology/approach To test the study’s hypotheses, we collected data from em…
From play to community
This research explores how gamers’ outcome expectations in an advergame shape brand communitas by driving distinct engagements with the brand, advergame, and advergaming community. Using a field study (Study 1) and an experiment (Study 2), the research finds that hedonic and utilitarian outcome expectations influence advergaming community engagement through their differential impacts on affective brand engagement and advergame engagement. In turn…
Advertising (2 works) · Business (2 works) · Consumer Behavior in Brand Consumption and Identification (2 works) · Digital Games and Media (2 works) · Digital Marketing and Social Media (2 works) · Psychology (2 works) · Social Psychology (2 works) · Aesthetics (1 work) · Art (1 work) · Attachment and Relationship Dynamics (1 work)