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Thought favorability: mediating role in fit and brand advocacy

Devika Vashisht (Department of Marketing Management, Indian Institute of Management Sirmaur, Paonta Sahib, India)
HFO Surindar Mohan (IAF, Chandigarh, India)
Abhishek Chauhan (Andhra Bank, Hyderabad, India)
Raveesh Vashisht (IAF, Chandigarh, India)

Arts and the Market

ISSN: 2056-4945

Article publication date: 15 February 2021

Issue publication date: 25 February 2021

411

Abstract

Purpose

The purpose of this study is to investigate the effect of game-product fit on brand advocacy and mediating role of thought favorability in fit and brand advocacy relationship in the context of in-game advertising (IGA) using congruity theory and heuristic systematic model. This expounds the conditions under which in-game brand placements form favorable or unfavorable thoughts about the game and the advertised brand, and following brand advocacy.

Design/methodology/approach

A total of 144 student-gamers participated in the study. One-way ANOVA and a path analysis were used for hypotheses testing.

Findings

Results showed that the high-fit game resulted in higher thought favorability and greater levels of brand advocacy than the low-fit game. Furthermore, results also revealed that thought favorability mediated the relationship of game-product fit and brand advocacy among players.

Research limitations/implications

Research on IGA is still in its relative infancy, and how gamers respond to brand placements in games has yet to be fully established. This paper’s theoretical implications are primarily in the context of in-game advertising and explain the role played by game-product fit as an originator to thought favorability that further adds value to thought favorability and brand advocacy relationship.

Practical implications

The study offers important implications for marketers, advertisers, policy-makers in terms of effective game-designing and IGA execution.

Originality

Since very little research has been done focusing on mediating role of thought favorability in game-product fit and brand advocacy relationship in the context of IGA from attention and elaboration perspectives, this paper scores as a pioneering study of its kind in India.

Keywords

Citation

Vashisht, D., Mohan, H.S., Chauhan, A. and Vashisht, R. (2021), "Thought favorability: mediating role in fit and brand advocacy", Arts and the Market, Vol. 11 No. 1, pp. 40-53. https://doi.org/10.1108/AAM-03-2020-0005

Publisher

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Emerald Publishing Limited

Copyright © 2020, Emerald Publishing Limited

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