Amir Zaib Abbasi, Farhan Mirza, Mousa Albashrawi, Ding Hooi Ting and Ghazanfar Ali Abbasi
Prior studies have put much emphasis on using the uses and gratification (U&G) theory to find out why people use games, social media, the Internet, e-shopping, etc. Despite past…
Abstract
Purpose
Prior studies have put much emphasis on using the uses and gratification (U&G) theory to find out why people use games, social media, the Internet, e-shopping, etc. Despite past research efforts, the root causes underlying this phenomenon still need to be discovered as to why people use interactive virtual rides (vrides) entertainment services, especially when incorporating the hedonic consumption perspective (i.e. playful-consumption experiences). Considering the knowledge gap in the vrides’ context, this study aims to use the UGT to find out why people use the vrides entertainment service from a hedonic consumption point of view.
Design/methodology/approach
With 217 usable responses, the research model was tested using partial least squares-based structural equation modeling (PLS-SEM) and fuzzy set qualitative comparative analysis (fsQCA).
Findings
Findings reveal that only perceived enjoyment, arousal and sensory experience derive continuous intention behavior to consume vride entertainment service. Findings using the fsQCA revealed multiple causal configurations for the proposed outcome.
Originality/value
This study contributes to extending the assumption of UGT via incorporating the hedonic consumption perspective to explore the potential motives and intention to consume vrides entertainment services. Our study also discusses the important theoretical/practical implications of our findings. Besides, this study is unique because it shows both symmetrical and asymmetrical connections that help us understand why people keep using vrides entertainment service.
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Amir Zaib Abbasi, Umair Rehman, Ding Hooi Ting and Muhammad Ali Quraishi
Advertising through the videogame has become one of the most effective and prevalent channels of advertisement, especially via pop-up ads – appearing on the screen that interrupts…
Abstract
Purpose
Advertising through the videogame has become one of the most effective and prevalent channels of advertisement, especially via pop-up ads – appearing on the screen that interrupts children’s gaming activity. Despite its importance, the effectiveness of pop-up ads and its advertising value in online videogames (O-VGs) to predict children’s inspired-to behavior remains scant. This study aims to investigate the underlying factors that explain the relationship between the four dimensions of pop-up ads and perceived advertising value, which further predicts children’s inspired-to behavior.
Design/methodology/approach
Data from 196 parents who observed their children while playing O-VGs, were analyzed using Smart-PLS. As the respondents are parents, the authors took extra precautions to ensure that the findings are valid.
Findings
Results showed that perceived irritation and incentives of pop-up ads do not affect children’s advertising value, whereas perceived informativeness and entertainment of pop-up ads positively impact perceived advertising value among children. Besides, children’s perceived advertising value of pop-up ads in O-VGs predict their inspired-to behavior.
Originality/value
This study contributes to children’s inspired-to behavior via empirically studying the perceived advertising value as a potential deriving source of inspiration. Finally, the study provides information for developers/advertisers about why and under what circumstances children perceived advertising value affect inspired-to behavior.
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Muhammad Shahzeb Fayyaz, Amir Zaib Abbasi, Khurram Altaf, Nasser Alqahtani and Ding Hooi Ting
This study investigates two important research questions. First, does YouTube advertising create value for customers to activate their inspired-by state (motivation), or does…
Abstract
Purpose
This study investigates two important research questions. First, does YouTube advertising create value for customers to activate their inspired-by state (motivation), or does customer engagement in advertised brands have a mediating role? Second, does the inspired-by state influence customers’ inspired-to state (action) to purchase the advertised brand?
Design/methodology/approach
This study employs Ducoffe’s advertising value model to investigate how customers’ engagement mediates perceived advertising value and their inspired-by state. The authors split customer inspiration into two primary states: inspired-by (i.e. the early interest in taking action) and inspired-to (i.e. the intention to act), demonstrating that the latter is positively influenced by the former. The study employs SmartPLS V3.2.9 to analyze survey data from 360 respondents in Pakistan – an emerging market.
Findings
This study found that informativeness, entertainment, creativity and incentives exerted a significant positive impact on perceived advertising value. The perceived advertising value of YouTube ads fails to influence customers’ inspired-by state directly; however, customer engagement positively mediates the relationship between the perceived advertising value of YouTube and customers’ inspired-by state. Finally, the customers’ inspired-by state is successfully converted into an inspired-to state.
Practical implications
This study has numerous practical implications for advertisers and marketers seeking to optimize social media advertising and marketing performance.
Social implications
YouTube ads shape consumer behavior, empowering informed choices; authentic engagement transforms the advertising landscape.
Originality/value
This study is the first to examine the perceived advertising value of YouTube ads for eliciting customers’ inspired-by state, assessing the mediating role of customer engagement as a mechanism. Moreover, the authors examine the role of customers’ inspired-by state as a predictor of the inspired-to state.
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Amir Zaib Abbasi, Natasha Ayaz, Sana Kanwal, Mousa Albashrawi and Nadine Khair
TikTok social media app has become one of the most popular forms of leisure and entertainment activities, but how hedonic consumption experiences (comprising fantasy, escapism…
Abstract
Purpose
TikTok social media app has become one of the most popular forms of leisure and entertainment activities, but how hedonic consumption experiences (comprising fantasy, escapism, enjoyment, role projection, sensory, arousal and emotional involvement) of the TikTok app determine users' intention to use the app and its resulting impact on the actual usage behavior remains limited in the information systems literature, especially featuring the hedonic consumption perspective in entertainment industry.
Design/methodology/approach
This study employs uses & gratification theory to answer the “why” via predicting the role of hedonic consumption experiences that serve as gratifications to trigger technology acceptance behavior (especially, in form of users' behavioral intention to use the TikTok app and its further impact on usage behavior). This study utilizes the partial least squares-structural equation modeling approach to perform data analyses on 258 TikTok app users.
Findings
Our results provide a strong support such that users' playful consumption experiences (i.e. escapism, role projection, arousal, sensory experience and enjoyment) positively influence their intention to use the TikTok app and its resultant effect on users' actual usage of the app. In contrast, fantasy and emotional involvement fail to influence users' intention to use the TikTok app.
Originality/value
To the best of our knowledge, our investigation is one of the first studies to apply the hedonic consumption experiences as potential gratifications that derive users' intention and its subsequent influence on the actual usage of the TikTok app. Our study results would assist marketing and brand managers to redefine approaches and tactics to create effective strategies that implement essential determinants to increase behavioral intention among entertainment service providers.
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Amir Zaib Abbasi, Muhammad Asif, Linda D. Hollebeek, Jamid Ul Islam, Ding Hooi Ting and Umair Rehman
This study aims to propose a model for predicting consumers’ esports videogame engagement on their ensuing consumption behaviors, which remains nebulous to date.
Abstract
Purpose
This study aims to propose a model for predicting consumers’ esports videogame engagement on their ensuing consumption behaviors, which remains nebulous to date.
Design/methodology/approach
After approaching esports consumers in different gaming zones in Pakistan, this paper collected data from 364 videogame-based esports consumers. This paper deployed SmartPLS 3.2.8 software to perform the partial least squares-structural equation modeling-based analyzes.
Findings
The structural model results show that consumers’ affective and behavioral esports videogame engagement positively affects their consumption behavior, including heightened community engagement, purchase intent, coproduction, word-of-mouth and new player recruitment. However, while consumers’ cognitive esports engagement was found to positively impact community engagement, new player recruitment and coproduction, it failed to predict consumers’ esports-related purchase intent or word-of-mouth behaviors.
Practical implications
The findings reveal that a strategic focus on consumers’ esports game engagement will enable practitioners to nurture desirable consumer behaviors, including enhanced purchase intent, coproduction, word-of-mouth and new player recruitment behaviors, thus warranting consumer engagement’s strategic value as a key esports gaming metric.
Originality/value
Empirical research into the role of consumers’ esports videogame engagement on their ensuing consumption behaviors remains scant to date. Based on this gap, this study offers a timely contribution by exploring and validating a model that gauges the effect of consumers’ cognitive, emotional and behavioral esports videogame engagement on their community engagement, purchase intention, coproduction, word-of-mouth and new player recruitment. It, thus, offers important insight into the rapidly advancing field of digital esports games.
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Munir A. Abbasi, Azlan Amran, Noor e Sahar and Chia Yon Lim
This study aims to investigate the effects of both internal and external corporate social irresponsibility (CSI) on organizational workplace deviant behaviours (OWDB) by using…
Abstract
Purpose
This study aims to investigate the effects of both internal and external corporate social irresponsibility (CSI) on organizational workplace deviant behaviours (OWDB) by using social cognitive theory. The study also explores the role of moral disengagement as a mediator in this relationship.
Design/methodology/approach
Data was collected from a sample of 321 individuals employed in the textile industry of Pakistan. The study used partial least square-structural equation modelling (PLS-SEM) to estimate the relationships within the model.
Findings
The findings indicate that both internal and external CSI have a positive impact on moral disengagement. Secondly, moral disengagement drives OWDB positively. Thirdly, moral disengagement is a significant mediator that mediates between both internal and external CSI and OWDB positively.
Practical implications
This research offers novel perspectives to organizational leaders, highlighting the significance of addressing CSI in conjunction with sustainability endeavours. It is imperative for business managers to prioritize the morality of their employees.
Originality/value
This study’s novelty lies in its confirmation of the mediating role of moral disengagement in the relationship between internal and external CSI and OWDB.
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Amir Zaib Abbasi, Umair Rehman, Muhammad Shahzeb Fayyaz, Ding Hooi Ting, Muhammad Umair Shah and Ramsha Fatima
Playing video gaming is one of the most popular forms of leisure activities. This study looks into a specific video game genre, under the category of Multiplayer Online Battle…
Abstract
Purpose
Playing video gaming is one of the most popular forms of leisure activities. This study looks into a specific video game genre, under the category of Multiplayer Online Battle Arena (MOBA) games. The purpose of this research is to investigate the factors that lead to the consumption of MOBA games. Three factors, imaginal, emotional and sensory experiences, are investigated through an integration of the hedonic consumption model, Technology Acceptance Model (TAM) and Uses and Gratification Theory (UGT).
Design/methodology/approach
The study analyses a sample of 292 MOBA game players using the PLS-SEM model. The study comprises two stages; in the first stage, an estimation model was used to test the constructs' quality and legitimacy. In the second stage, we assessed the theoretical model to test the relationship between the principle constructs.
Findings
The study found that factors related to emotional experiences, namely enjoyment, emotional involvement, and arousal, led to greater intention to play MOBA games. Similarly, two factors related to imaginal experiences, escapism and role projection, also positively impacted while fantasy carried a negative impact. The study also found that sensory experiences had a significant positive impact on the intention to play MOBA games. Lastly, a positive correlation was also found between the intention to use and usage behavior in MOBA games.
Originality/value
This study contributes to the theoretical understanding of the playful-consumption experiences of pleasure-oriented information systems (I.S.) that is MOBA games that derive behavioral intention to play MOBA games, which in turn determines the usage behavior of MOBA players. The study also incorporates the uses and gratification theory to uncover the needs and experiences that trigger MOBA games' behavioral intention and its further impact on gamers' usage behavior. The study also presents useful insights for game developers and other relevant stakeholders in game development.
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Hanan Alghamdi and Ali Selamat
With the proliferation of terrorist/extremist websites on the World Wide Web, it has become progressively more crucial to detect and analyze the content on these websites…
Abstract
Purpose
With the proliferation of terrorist/extremist websites on the World Wide Web, it has become progressively more crucial to detect and analyze the content on these websites. Accordingly, the volume of previous research focused on identifying the techniques and activities of terrorist/extremist groups, as revealed by their sites on the so-called dark web, has also grown.
Design/methodology/approach
This study presents a review of the techniques used to detect and process the content of terrorist/extremist sites on the dark web. Forty of the most relevant data sources were examined, and various techniques were identified among them.
Findings
Based on this review, it was found that methods of feature selection and feature extraction can be used as topic modeling with content analysis and text clustering.
Originality/value
At the end of the review, present the current state-of-the- art and certain open issues associated with Arabic dark Web content analysis.
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Nida Malik, Amir Zaib Abbasi, M. Sadiq Sohail, Ghazanfar Ali Abbasi and Ding Hooi Ting
There has been a dramatic rise in the use of online food delivery apps (FDAs) services since the COVID-19 pandemic. Though online FDAs have contributed significantly to the rise…
Abstract
Purpose
There has been a dramatic rise in the use of online food delivery apps (FDAs) services since the COVID-19 pandemic. Though online FDAs have contributed significantly to the rise in demand for products from the gourmet industry, little is known regarding the factors that inspire customers to order from online FDAs, subsequently influencing customers’ satisfaction. Considering the knowledge gap, this study utilizes the stimulus-organism-response (S-O-R) model to conceptualize the factors: stimuli (eWOM, online reviews and online deals as external stimuli, and late-night craving and convenience as internal stimuli) that determine the organism level (i.e. customers’ inspiration) to subsequently generate the response (i.e. customers’ satisfaction).
Design/methodology/approach
We collected the data from 388 users and analyzed it via partial least squares – structural equation modeling (PLS-SEM).
Findings
The results reveal that online reviews, deals, late-night food cravings and convenience positively determine customers’ inspiration and satisfaction. In contrast, eWOM fails to impact customers’ inspiration directly and indirectly, affecting customers’ satisfaction through inspiration. Besides, customers’ inspiration positively mediates the relationship between stimuli (e.g. online reviews, online deals, late-night cravings and convenience) and customers’ satisfaction.
Originality/value
This study is novel in that it explores the impact of internal (late-night craving and convenience) and external (eWOM, online reviews and online deals) stimuli on customer inspiration and subsequently predicts customer satisfaction. We also expand prior studies on food delivery apps by studying customer inspiration as a mediating mechanism between internal and external stimuli and customer satisfaction.
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Amir Zaib Abbasi, Carsten D. Schultz, Ding Hooi Ting, Faizan Ali and Khalil Hussain
Drawing on Ducoffe’s advertising value model, this study aims to integrate additional constructs (credibility, fantasy and visual appeal) as important antecedents to the perceived…
Abstract
Purpose
Drawing on Ducoffe’s advertising value model, this study aims to integrate additional constructs (credibility, fantasy and visual appeal) as important antecedents to the perceived advertising value of vlogs. The study also examines the mediating role of place attachment between perceived advertising value and intention to visit a destination.
Design/methodology/approach
A total of 267 valid online questionnaires were collected among Pakistanis who (regularly, frequently, weekly or at least monthly) watch vlogs of tourist places on social networking sites and YouTube.
Findings
The empirical results using the partial least squares structural equation modeling approach show that informativeness, entertainment and credibility have significant positive effects, whereas irritation negatively impacts advertising value. The study also supports the positive effect of advertising value on visit intention and the mediating role of place attachment.
Originality/value
These findings reinforce a paradigm shift in advertising building on personal credibility, experiences and trustworthiness. This study contributes to the line of research that links promotional activities, destination image, tourists’ attitudes, visit intention and behavior.
研究目的
本研究借鉴 Ducoffe 的广告价值模型, 将其他构念(可信度、幻想和视觉吸引力)作为感知视频博客广告价值的重要前提。该研究还考察了地方依恋在感知的广告价值和访问目的地的意愿之间的中介作用。
研究设计/方法/路径
本研究在社交网站和 YouTube 上(定期、频繁、每周或至少每月)观看旅游视频博客的巴基斯坦游客中收集了 267 份有效的在线问卷。
研究发现
使用 PLS-SEM 方法的实证结果表明, 信息量、娱乐性和可信度具有显着的积极影响, 而刺激则对广告价值产生负面影响。该研究还支持广告价值对访问意愿的正向影响以及地方依恋的中介作用。
研究原创性/价值
这些发现强化了基于个人信誉、经验和可信赖性的广告范式转变。本研究有助于将促销活动、目的地形象、游客态度、访问意图和行为联系起来的研究路线。