4 research outputs found

    Supplement to CAMAC bulletin: 1st International Symposium on CAMAC proceedings Issue #9 April 1974

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    CAMAC is a means of interconnecting many peripheral devices through a digital data highway to a data processing device such as a computer

    Supplement to CAMAC bulletin: 1st International Symposium on CAMAC proceedings Issue #9 April 1974

    Get PDF
    CAMAC is a means of interconnecting many peripheral devices through a digital data highway to a data processing device such as a computer

    Reward - based advertisement in online games: a win for advertisers, developers, and gamers

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    This study examines factors affecting gamers’ attitude towards reward-based advertisements (RBA) in online games. A conceptual model is developed based on the Ducoffe’s web advertising model and tested using a quantitative design through data collected from 532 online gamers in Fiji. Covariance-based structural equation modelling (CB-SEM) was employed to perform the analysis. Results reveal that informativeness, credibility, entertainment, and incentive positively influence advertisement value. Advertisement value was found to positively influences attitude towards RBA. The moderating factors of perceived competitiveness and gamer envy were found to strengthen the positive association between perceived advertisement value and attitude towards RBA. This study is novel is it is the first exploration of RBA in online gaming. In so doing, this study contributes to both marketing and gaming literature and provides valuable insight for marketers and game developers to influence customers to be more receptive to advertisements in online games

    Gaming and luxury fashion: exploring factors driving gamers’ luxury virtual in - game fashion

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    This study investigates the factors driving gamers’ intention to purchase virtual luxury fashion in online games. The study’s conceptual framework is grounded in the social identity and social capital theory. A total of 468 responses were collected using an online survey from Fortnite players and analyzed using covariance-based structural equation modelling (CB-SEM). The results reveal that avatar identification was positively associated with perceived value, social presence, and intention to purchase virtual luxury fashion. Perceived value and social presence were positively associated with intending to purchase virtual luxury fashion. Brand love strengthened the positive association between the perceived value and social presence on the intention to purchase virtual luxury fashion. This study contributes to the marketing and information systems literature by offering the first insights into virtual luxury fashion in online games. The findings would assist game developers and marketers in better understanding gamer behaviour to capitalize on virtual luxury fashion
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