Dados Bibliográficos

AUTOR(ES) X. Wang , Q. Zhang , Habib Ahmad , Asad Hassan Butt , Nouman Shafique
AFILIAÇÃO(ÕES) Dongbei University of Finance and Economics, Dalian, China, Gomal University, Dera Ismail Khan, Pakistan
ANO 2021
TIPO Artigo
PERIÓDICO SAGE Open
ISSN 2158-2440
E-ISSN 2158-2440
DOI 10.1177/21582440211015716
ADICIONADO EM 2025-08-18

Resumo

Gamers like to socially interact with other players and show off their avatar whenever it is conceivable in performance and appearance. This study aimed to develop a new construct—'Celebrity Avatar'—based on the celebrity endorsement model and player-avatar identification theory and add value to the survey using theory of consumption value (TCV) as a mediating role. As we know, celebrity and avatar identification show a positive influence on consumer behavioral decisions, so celebrity avatars altogether as a new construct showed positive results. The self-brand connection (SBC) and fantasy have a positive effect on the celebrity avatar. We found that four components of TCV, that is, enjoyment value, character competency value, visual character value, and monetary value, are applicable for depicting how celebrity avatars can persuade consumers to buy in-game items.

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