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1 – 10 of 25Devika Vashisht and Abhishek Chauhan
The purpose of this paper is to examine the effect of interactivity and game-product congruence on the players’ feelings of presence and their brand attitude in the context of…
Abstract
Purpose
The purpose of this paper is to examine the effect of interactivity and game-product congruence on the players’ feelings of presence and their brand attitude in the context of in-game advertising. Specifically, this research illustrates the conditions under which the brand placements in digital games create attention, engagement, subsequent feelings of presence and brand attitude by drawing the insights from the “limited capacity model of attention,” the “vividness effects theory” and the “transportation theory.”
Design/methodology/approach
A 2 (interactivity: high or low)×2 (game-product congruence: high or low) between-subject measures design is used. In total, 152 students participated in the study. A 2×2 between-subjects multivariate analysis of variance is used to test the hypotheses.
Findings
The results reveal that for a high game-product congruent game, high interactivity results in greater levels of feelings of presence than a low-interactivity condition. However, for a low game-product congruent game, both high- and low-interactivity conditions result in the same level of presence. Furthermore, the findings also show that for a high game-product congruent game, high interactivity results in more favorable brand attitude than a low-interactivity condition. On the other hand, for a low game-product congruent game, both high- and low-interactivity conditions result in the same level of brand attitude.
Research limitations/implications
This paper provides implications for theory as well as practice by providing the empirical evidence of the combined effect of game-product congruence and interactivity on feelings of presence and brand attitude from the perspectives of attention, engagement and transportation of experiences in an emerging marketing context like India. The findings are useful for marketing practitioners in terms of effective in-game advertising, designing and execution. Future research can be conducted by exploring the in-game advertising effects of various other variables, such as product-involvement, game-involvement or game-repetition.
Originality/value
This investigation contributes to the literature of non-traditional advertising media, specifically to the area of branded entertainment, like brand placements in digital games by examining and exploring the influence of game-specific factors on the players’ feelings of presence and brand attitudes. Moreover, this paper is one of the first to reveal the real-time roles of game-specific factors in creating gamers’ feelings of presence and brand attitude from the perspectives of attention, engagement and transportation of experience in an emerging market context like India.
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Devika Vashisht, HFO Surindar Mohan, Abhishek Chauhan and Raveesh Vashisht
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…
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.
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Devika Vashisht, HFO Surindar Mohan and Abhishek Chauhan
This study aims to examine the effect of game newness and game interactivity on players’ brand recall and brand attitude using contrast effect, mind-engagement and transfer effect…
Abstract
Purpose
This study aims to examine the effect of game newness and game interactivity on players’ brand recall and brand attitude using contrast effect, mind-engagement and transfer effect theories.
Design/methodology/approach
A 2 (newness: congruent or incongruent) × 2 (game interactivity: high or low) between-subjects measures design was conducted. A total of 224 undergraduate management students participated in the study. A 2 × 2 between-subjects measures multivariate analysis of variance was used to test the hypotheses.
Findings
Findings show that incongruent-newness results in higher brand recall but less favorable brand attitude. Under incongruent-newness condition, high interactivity results in higher brand recall. However, under congruent-newness condition, both high- and low-interactivity conditions result in similar brand recall. Under congruent-newness condition, high interactivity results in more favorable brand attitude, whereas under incongruent-newness condition, both high- and low-interactivity conditions result in similar brand attitude.
Practical implications
Developing high brand recall rates and attitudes are the prime goals of advertisers for selecting a medium to promote their brands. This experimental study adds to the knowledge of online media advertising, especially in-game advertising (IGA) as a media-strategy to advertise brands taking newness and game-interactivity factors into consideration.
Originality/value
From the perspectives of attention, cognitive elaboration, engagement and transportation of experience, this study adds to the literature of IGA by examining the impact of newness and game interactivity.
Propósito
Se analiza el efecto de la congruencia de la novedad del juego y su interactividad en el recuerdo y la actitud hacia la marca de los jugadores utilizando las teorías de contrast effect, mind-engagement y transfer effect.
Metodología
Se desarrolló un diseño de 2 (novedad: congruente o incongruente) x 2 (interactividad de juego: alta o baja) de medidas entre sujetos. 224 estudiantes de administración participaron en el estudio. Para contrastar las hipótesis se utilizó un MANOVA de medidas entre sujetos de 2 x 2.
Hallazgos
Los hallazgos muestran que cuando la novedad es incongruente es mayor el recuerdo de la marca, pero la actitud es menos favorable. Bajo la condición de novedad incongruente, la alta interactividad motiva mayor recuerdo de la marca. Sin embargo, en la condición de novedad congruente, tanto las condiciones de alta como las de baja interactividad resultan en el mismo nivel de recuerdo de marca. Si la novedad es congruente, la alta interactividad conduce a una actitud de marca más favorable, mientras que, en condiciones de novedad incongruente, tanto la alta como baja interactividad conducen a una actitud hacia la marca similar.
Implicaciones prácticas
Lograr altos índices de recuerdo y actitudes positivas hacia la marca son los objetivos principales de los anunciantes al seleccionar un medio para anunciar sus marcas. Este estudio avanza en el conocimiento de la publicidad online, especialmente la publicidad en juegos como estrategia de medios para anunciar marcas teniendo en cuenta la novedad e interactividad de los juegos.
Originalidad/valor
Desde las perspectivas de la atención, la elaboración cognitiva, el compromiso y la experiencia, este estudio contribuye a la literatura de la publicidad en juegos al examinar el impacto de la novedad y la interactividad de los juegos.
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Chetna Chauhan, Abhishek Sharma and Amol Singh
In the recent years, the two increasingly popular topics, namely, Industry 4.0 and circular economy (CE) have attracted the attention of many academicians and practitioners…
Abstract
Purpose
In the recent years, the two increasingly popular topics, namely, Industry 4.0 and circular economy (CE) have attracted the attention of many academicians and practitioners. However, the connection between CE and Industry 4.0 has not been much investigated in the literature. Motivated by this gap, the purpose of this paper is to integrate these two streams and attempt to understand the new paradigm of Industry 4.0 for resolving the issues pertaining to CE principles.
Design/methodology/approach
The study uses situation, actor, process, learning, action, performance (SAP-LAP) linkages framework to analyze the applications of Industry 4.0 mechanisms in realizing the issues of current CE business models. This is done through the interpretation of the cross-interaction and self-interaction relationships among the different interfaces/elements of SAP-LAP.
Findings
The results suggest that top managers are the most essential actors for integrating the use of Industry 4.0 to achieve sustainability, in the light of CE. In addition, advanced technologies such as Internet of Things and cyber-physical systems are the most important Industry 4.0 actions that help in improving the CE performance parameters.
Research limitations/implications
This qualitative study is an attempt to analyze and assess the strategic issues pertaining to Industry 4.0 standards in CE. The study identifies learnings (challenges/opportunities) and the corrective actions which are imperative toward achieving CE principles. This study will guide managers and policymakers to understand the importance of implementing Industry 4.0 for accomplishing CE principles.
Originality/value
This study integrates two important streams of literature – Industry 4.0 and CE. Thus, this paper offers insights about the importance of Industry 4.0 standards in achieving CE principles.
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Swati Yeravdekar and Abhishek Behl
Management education has assumed phenomenal prominence in India in recent years, with branding being a prime factor used as a yardstick, rather a benchmark or point of reference…
Abstract
Purpose
Management education has assumed phenomenal prominence in India in recent years, with branding being a prime factor used as a yardstick, rather a benchmark or point of reference, for one institution having an edge over the other. The purpose of this paper is to explore the factors leading to branding of management education in India. It proposes two frameworks using Total Interpretive Structural Model (TISM) for public and private sector management colleges. For this purpose, variables are extracted using systematic literature review, which play a crucial role in changing the dynamics of college rankings. The inquiry distinctly examines the nature of relationship between them for public and private colleges offering higher education. The study further proposes strategies for improvement of rankings by discussing the hierarchy and interrelationship among the enablers.
Design/methodology/approach
The study uses Interpretive Structural Model (ISM) to ascertain the linkages between the variables, and employs TISM to validate the reasons of association. The model was fabricated by consulting the experts from various spheres closely allied to branding and higher education, including the private agencies and decision makers in the selected colleges. The variables were furthermore structured for classification using Matrice d’Impacts Croises-Multiplication Appliqué an Classment Analysis.
Findings
It was observed that the variables behave differently when studied from the perspective of private sector colleges and public sector colleges; the former have seven levels of arrangement while it is only four for the latter. Quality of Faculty and Research were the key areas of concern for private sector colleges while infrastructure featured as a focal point for those in public sector. It was also evident that the placement of variables and their flow were different. Rankings should thus be premeditated differently for both the sectors and different weights should be assigned to rank the colleges.
Research limitations/implications
The study is confined to branding of management education institutes in India, without considering other important disciplines for generalizing the framework. It is based on literature review followed by ISM, while other approaches such as ethnographic research methods and appreciative inquiry could have been possible alternatives as well.
Practical implications
The paper helps in developing different frameworks for private and public sector institutes, which would assist them to have a homogenous completion within their respective sectors. The study can be used to measure the performance of colleges on various parameters and gives them linking variables to enhance their productivity.
Originality/value
The paper discusses the need for developing a different barometer to measure the performance of private sector and public sector colleges offering higher education.
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Abhishek Sahu, Saurabh Agrawal and Girish Kumar
Industry 4.0 and circular economy are the two major areas in the current manufacturing industry. However, the adoption and implementation of Industry 4.0 and circular economy…
Abstract
Purpose
Industry 4.0 and circular economy are the two major areas in the current manufacturing industry. However, the adoption and implementation of Industry 4.0 and circular economy worldwide are still in the nascent stage of development. To address this gap, the purpose of this article is to conduct a systematic literature review on integrating Industry 4.0 and circular economy. Further, identify the research gaps and provide the future scope of work in this area.
Design/methodology/approach
Content-based analysis was adopted for reviewing the research articles and proposed a transition framework that comprises of four categories, namely, (1) Transition from Industry 3.0 to Industry 4.0 and integration with circular economy; (2) Adoption of combined factors and different issues; (3) Implementation possibilities such as front-end technologies, integration capabilities and redesigning strategies; (4) Current challenges. The proposed study reviewed a total of 204 articles published from 2000 to 2020 based on these categories.
Findings
The article presents a systematic literature review of the last two decades that integrates Industry 4.0 and circular economy concepts. Findings revealed that very few studies considered the adoption and implementation issues of Industry 4.0 and circular economy. Moreover, it was found that Industry 4.0 technologies including digitalization, real-time monitoring and decision-making capabilities played a significant role in circular economy implementation. The major elements are discussed through the analysis of the transition and integration framework. The study further revealed that a limited number of developing countries like India have taken preliminary initiatives toward Industry 4.0 and circular economy implementation.
Research limitations/implications
The study proposes a transition and integration framework that identifies adoption and implementation issues and challenges. This framework will help researchers and practitioners in implementation of Industry 4.0 and circular economy.
Originality/value
Reviews of articles indicated that there are very few studies on integrating Industry 4.0 and circular economy. Moreover, there are very few articles addressing adoption and implementation issues such as legal, ethical, operational and demographic issues, which may be used to monitor the organization's performance and productivity.
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Abhishek Kajal and Siddharth Bansal
The purpose of this study is to analyse the impact of corporate attributes like a company’s profitability, size, age, leverage and board size on companies’ sustainability…
Abstract
Purpose
The purpose of this study is to analyse the impact of corporate attributes like a company’s profitability, size, age, leverage and board size on companies’ sustainability reporting as measured through India’s new business responsibility and sustainability reporting (BRSR) framework.
Design/methodology/approach
A random sample of 130 companies was taken from the top 1,000 listed companies on the National Stock Exchange. Sequential mixed methods research approach was used to prepare a sustainability quality index. Then, a hierarchical multiple regression analysis was performed to examine the impact on the quality of reporting by Indian companies.
Findings
Interestingly, the analysis revealed that traditional metrics like age, profitability, board size and leverage did not have significant associations with reporting quality. Rather, the size of a company in terms of market capitalisation was found to have a strong positive impact on sustainability reporting.
Research limitations/implications
This was a cross-sectional study, as time series data for BRSR reporting is not yet available. Also, only five parameters were taken for analysis. Lastly, subjective judgment in content analysis may be involved.
Practical implications
This suggests that only larger companies in India are prioritising sustainability reporting over smaller ones. It affirms the legitimacy and stakeholder theory in the Indian context.
Originality/value
To the best of the authors’ knowledge, this study is one of the first endeavours to assess the efficacy of the new Indian BRSR framework and test its primary objectives. Furthermore, significant implications have been given for managers to catalyse and reinforce the sustainability momentum down the lane across companies of all sizes in India.
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Abhishek Kashyap, Amarendra Kumar Yadav, Omkar Nandan Vatsa, Trivedh Naidu Chandaka and Om Ji Shukla
The purpose of this paper is to develop an interpretive structural modeling (ISM) model to investigate the critical success factors (CSF) and the extent of CSF's influence in the…
Abstract
Purpose
The purpose of this paper is to develop an interpretive structural modeling (ISM) model to investigate the critical success factors (CSF) and the extent of CSF's influence in the implementation of lean industry 4.0 in manufacturing supply chain.
Design/methodology/approach
The study has been carried out with the help of the latest literature followed by brainstorming sessions with experts. The experts were the managers from the industries, assistant professors, and research scholars from academia working in this domain. Finally, a structured model is formed using ISM methodology for the analysis of the CSFs followed by matrice d'impacts croisés multiplication appliquée á un classment (MIAMAC) Analysis for the validation of the model.
Findings
The study identifies robotics, virtual and augmented reality and cloud computing as the main CSFs which are responsible to drive all the identified CSFs. However the CSF professional training and development (PTD) has been identified as the weakest driver but having the highest dependent power.
Research limitations/implications
The study has included nine CSFs and the contextual relationships between the CSFs are based on the knowledge and experience of the experts, which may be biased. Moreover, the paper has covered the ISM approach, and the same thing can be validated using the fuzzy-ISM and other multi-criteria decision-making (MCDM) techniques.
Originality/value
This investigation of the CSFs in the lean industry 4.0 is original and the identified CSFs are the result of the literature reviews and an extensive discussion from the experts. The paper uses the complete experience of the respective experts to make this work more effective and original.
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Abhishek Ranga and Rajesh Pathak
The authors investigate the effect of audit quality and analysts' coverage on firms' compliance concerning goodwill impairment testing and disclosure requirements with the Indian…
Abstract
Purpose
The authors investigate the effect of audit quality and analysts' coverage on firms' compliance concerning goodwill impairment testing and disclosure requirements with the Indian Accounting Standard (Ind AS) over the period of 2017–2020.
Design/methodology/approach
The authors conduct univariate analysis and employ pooled ordinary least square (POLS) and Fama–MacBeth (FMB) regression techniques for empirical testing.
Findings
The authors report a substantially higher disclosure score (DS) for firms with superior audit quality and for firms with incidence of analysts' coverage. Moreover, the authors show a positive impact of audit quality on the firm's degree of disclosure. This signifies better compliance by the clients of Big-4 audit firms in the enforcement of standard's mandates. Besides, the results on analysts' coverage indicate that the increasing number of analysts discipline managers in terms of appropriate compliance with disclosure requirements, hence favours the monitoring effect hypothesis for Indian firms. The results are robust to the alternate measures of key regressors, set of firm controls and alternate estimation technique.
Originality/value
The study adds to the knowledge concerning the economic consequences of mandatory disclosures and is possibly the first to investigate compliance related to goodwill impairment disclosure regime under the new Ind AS.
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Zahid Mahmood, Muhammad Asif, Mohammed Aljuaid and Rab Nawaz Lodhi
The purpose of this paper is to identify the negative aspects of blockchain technology and to shed the light on most productive years, countries, authors, sources and frequent…
Abstract
Purpose
The purpose of this paper is to identify the negative aspects of blockchain technology and to shed the light on most productive years, countries, authors, sources and frequent keywords.
Design/methodology/approach
A Web of Science bibliographic data set containing 209 journal articles was evaluated using descriptive and network analytics. A two-step process is adopted in this study; descriptive analysis is initially carried out using RStudio to determine the most productive years, nations, sources and authors, and using co-occurrence of keyword analysis in VOSviewer, the most influential keywords are determined.
Findings
The findings reveal that 2022 is the most prolific year in terms of number of publications. It is discovered that China tops the list for having published the most articles. Similarly, the most productive authors are Kumar A and Abhishek K.
Originality/value
To the best of the authors’ knowledge, this bibliometric analysis is unique in that it takes a thorough approach to examine the negative aspects of blockchain technology and identify research trends and offer insights that might guide future research and practical solutions.
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