Purchase intention and purchase behavior online: A cross-cultural approach

N Peña-García, I Gil-Saura, A Rodríguez-Orejuela… - Heliyon, 2020 - cell.com
This article aims to explore the key factors on e-commerce adoption from elements of social
psychology, such as attitude, subjective norms, perceived behavioral control, ease of use …

Purchase behavior in COVID-19: A cross study in Mexico, Colombia, and Ecuador

E Larios-Gómez, L Fischer, M Peñalosa… - Heliyon, 2021 - cell.com
This article explores the critical factors of consumption in Mexico, Ecuador, and Colombia,
due to confinement and social distancing. Besides, which are the factors that influence the …

[HTML][HTML] Comportamiento de compra ante el Covid-19: Estudio transversal latinoamericano desde un enfoque del marketing sanitario

E Larios-Gómez - Horizonte sanitario, 2021 - scielo.org.mx
Objetivo: Explorar los factores clave en los cambios de consumo en hombres y mujeres, en
México, Ecuador y Colombia, por la situación de aislamiento causado por el COVID 19 …

Advergames and consumer behaviour: A quantitative comparative analysis of the United Kingdom and Saudi Arabia

A Hanbazazah, C Reeve… - International Journal of …, 2022 - eprints.staffs.ac.uk
Background/Aim: People from different cultures share different thoughts, values, and morals,
and the activities they engage in reflect their backgrounds. Advergames are an innovative …

Comparative Analysis of the Impact of Advergames on Cultural Outcomes in the United Kingdom and Saudi Arabia

C REEVE, M Abuljadail - International Business Research, 2023 - eprints.staffs.ac.uk
Advergames represent a new advertising concept that uses internet technology to
implement viral marketing campaigns. This study aimed to conduct a comparative analysis …

Influence of Advergames on Brand Outcomes and Cross-Cultural Consumer Behaviour

A Hanbazazah, C Reeve… - International Business …, 2022 - eprints.staffs.ac.uk
People of different cultures have different ideas, values and morals, and the activities in
which they engage reflect their backgrounds. The present study followed a quantitative cross …

Balancing game elements, learning, and emotions in game design

GC Natucci, MAF Borges - Forum on Grand Research Challenges in …, 2020 - Springer
Games have been shown to be an effective method for various purposes, from pure
entertainment to fostering learning outcomes through serious and game-based learning …

[PDF][PDF] Designing Advergames For Awareness Campaigns: An Engaging Tool

A Turafy - 2021 - mjaf.journals.ekb.eg
Awareness campaigns lack the interactivity and engagement factors, especially when the
target audience are children. Gaming provides an engagement tool that may help change …

[PDF][PDF] FLOW EXPERIENCE AS A PREDICTOR OF BRAND ATTITUDE AND PURCHASE INTENTION IN ADVERGAMING: THE MODERATING ROLE OF eWOM

I Lubbe - EMCB 2023 CONFERENCE PROCEEDINGS, 2023 - researchgate.net
Advergaming, a combination of advertising and gaming, is an effective marketing tool that
engages consumers and enhances brand knowledge and attitudes. Advergames offer …

[PDF][PDF] The state of digital gaming and play post-COVID

V Wanick, LJ Mataruna-Dos-Santos - 2021 - alexpander.it
When the world was hit by the COVID-19 pandemic, the game Animal Crossing: New
Horizons became a hit. While millions of people where social distancing and working from …