Purpose: Empirical studies using the Technology Acceptance Model (TAM) have mainly focused on uti... more Purpose: Empirical studies using the Technology Acceptance Model (TAM) have mainly focused on utilitarian technologies. The aim of this study is to extend the TAM in order to develop a more nuanced understanding of the family dynamic around video game acceptance within households. Design/methodology/approach: This paper proposes a new and unique adaptation of the TAM to study the acceptance of hedonic technologies in the context of parents'/carers' acceptance and integration of video games within family-life dynamics. This adaptation of the TAM attempts to shed light on the social influences and intrinsic motivations behind parents' and carers' intentions to purchase video games for their children's consumption. Findings: The usefulness of video games lies in how enjoyable and entertaining they are, and this seems to be influenced by the convenience and ease of use, that ultimately affects the behavioural intention towards video games. Convenience of use brings in social influences on perceived enjoyment and on parents' actual behaviour towards video games. Some social influences seem to play a direct role in affecting children's behaviour towards video games. Research limitations: We acknowledge that using Facebook as a tool for data collection has limitations attributed to selection bias. Another limitation is not giving voice to the children to account for their own subjective experience of video games and relying on their parents' perceptions on the matter. Theoretical implications: This study advocated extending TAM within a hedonic framework in the context of examining parents'/carers' acceptance of video games, while re-validating past theories of TAM and introducing new contextual variables adapted to address hedonic technologies. Originality: Empirical studies using TAM have focused on the utilitarian nature of technologies and very few considered hedonic technologies. This study's key contribution to research lies in explaining the effects of parents' perceived enjoyment, ease of use and convenience on the intention to purchase and play video games. The findings feed into work on the ethics and developmental issues around the marketing of video games to and for children.
Full Citation
Dina H. Bassiouni, Chris Hackley, Hakim Meshreki, (2019) "The integration of video games in family-life dynamics: An adapted technology acceptance model of family intention to consume video games", Information Technology & People, https://doi.org/10.1108/ITP-11-2017-0375
Pre-print draft of paper accepted for publication in Marketing Intelligence and Planning on 29th ... more Pre-print draft of paper accepted for publication in Marketing Intelligence and Planning on 29th August 2017, DOI 10.1108/MIP-07-2017-0124
Please cite as Hackley, C., Hackley, R.A. and Bassiouni, D.H. (2017, in press) Implications of the Selfie for Marketing Management Practice in the Era of Celebrity. Marketing Intelligence and Planning DOI 10.1108/MIP-07-2017-0124
Structured Abstract
Category: Conceptual paper
Purpose This conceptual paper explores the implications of the selfie for marketing management in the era of celebrity. The purpose is to show that the facilitation of the creative performance of consumer identity is a key element of the marketing management task for the media convergence era.
Approach The paper uses the selfie, the picture of oneself taken by oneself, as a metaphor to develop a conceptual exploration of the nature of marketing in the light of the dominance of celebrity and entertainment in contemporary media and entertainment.
Findings The paper suggests that marketing management in the era of convergence should facilitate consumers’ identity projects through participatory initiatives. Marketers must furnish and facilitate not only the props for consumers mediated identity performances, but also the scripts, sets and scenes, plot devices, cinematographic and other visual techniques, costumes, looks, movements, characterizations and narratives.
Research limitations/implications This is a conceptual paper that sketches out the beginning of a re-framed, communication-focused vision of marketing management in the era of media convergence.
Practical implications Marketing managers can benefit from thinking about consumer marketing as the stage management of consumer visual, physical, virtual, sensory and psychic environments that enable consumers to actively participate in celebrity culture.
Originality/value This paper suggests ways in which marketing practice can emerge from its pre-digital frame to embrace the new digital cultures of consumption.
This paper undertakes a selective thematic review of published research studies to investigate th... more This paper undertakes a selective thematic review of published research studies to investigate the topic of children’s adaptation to digital consumer culture. The review looks across multiple disciplines to assess research into children and video games from an ‘active gamer’ perspective. This focus builds on the view that, through digital games and wider cultural shifts, children are assuming greater autonomy as consumers. The review attempts to negotiate the conflicting research methodological paradigms, and the equally conflicting popular wisdom around the topic, using video games as a point of entry into digital consumer culture. The overall aim is to synthesise current findings to contribute to a multi-disciplinary body of knowledge on this pressing topic.
This paper undertakes a selective thematic review of published research studies to investigate th... more This paper undertakes a selective thematic review of published research studies to investigate the topic of children’s adaptation to digital consumer culture. The review looks across multiple disciplines to assess research into children and video games from an ‘active gamer’ perspective. This focus builds on the view that, through digital games and wider cultural shifts, children are assuming greater autonomy as consumers. The review attempts to negotiate the conflicting research methodological paradigms, and the equally conflicting popular wisdom around the topic, using video games as a point of entry into digital consumer culture. The overall aim is to synthesise current findings to contribute to a multi-disciplinary body of knowledge on this pressing topic.
Marketing as Provisioning Technology: Integrating Perspectives on Solutions for Sustainability, Prosperity, and Social Justice, 40th Annual Macromarketing Conference, Quinlan School of Business, Loyola University Chicago, 2015
'Your Life Is a Story': Liminoid Advertising Appeals and the Consumption of Possibility , 2019
Competitive paper, extended abstract, EIASM 10th Interpretive Consumer Research Workshop, EMLYON ... more Competitive paper, extended abstract, EIASM 10th Interpretive Consumer Research Workshop, EMLYON Business School, Lyon, France, May 2019
Purpose: Empirical studies using the Technology Acceptance Model (TAM) have mainly focused on uti... more Purpose: Empirical studies using the Technology Acceptance Model (TAM) have mainly focused on utilitarian technologies. The aim of this study is to extend the TAM in order to develop a more nuanced understanding of the family dynamic around video game acceptance within households. Design/methodology/approach: This paper proposes a new and unique adaptation of the TAM to study the acceptance of hedonic technologies in the context of parents'/carers' acceptance and integration of video games within family-life dynamics. This adaptation of the TAM attempts to shed light on the social influences and intrinsic motivations behind parents' and carers' intentions to purchase video games for their children's consumption. Findings: The usefulness of video games lies in how enjoyable and entertaining they are, and this seems to be influenced by the convenience and ease of use, that ultimately affects the behavioural intention towards video games. Convenience of use brings in social influences on perceived enjoyment and on parents' actual behaviour towards video games. Some social influences seem to play a direct role in affecting children's behaviour towards video games. Research limitations: We acknowledge that using Facebook as a tool for data collection has limitations attributed to selection bias. Another limitation is not giving voice to the children to account for their own subjective experience of video games and relying on their parents' perceptions on the matter. Theoretical implications: This study advocated extending TAM within a hedonic framework in the context of examining parents'/carers' acceptance of video games, while re-validating past theories of TAM and introducing new contextual variables adapted to address hedonic technologies. Originality: Empirical studies using TAM have focused on the utilitarian nature of technologies and very few considered hedonic technologies. This study's key contribution to research lies in explaining the effects of parents' perceived enjoyment, ease of use and convenience on the intention to purchase and play video games. The findings feed into work on the ethics and developmental issues around the marketing of video games to and for children.
Full Citation
Dina H. Bassiouni, Chris Hackley, Hakim Meshreki, (2019) "The integration of video games in family-life dynamics: An adapted technology acceptance model of family intention to consume video games", Information Technology & People, https://doi.org/10.1108/ITP-11-2017-0375
Pre-print draft of paper accepted for publication in Marketing Intelligence and Planning on 29th ... more Pre-print draft of paper accepted for publication in Marketing Intelligence and Planning on 29th August 2017, DOI 10.1108/MIP-07-2017-0124
Please cite as Hackley, C., Hackley, R.A. and Bassiouni, D.H. (2017, in press) Implications of the Selfie for Marketing Management Practice in the Era of Celebrity. Marketing Intelligence and Planning DOI 10.1108/MIP-07-2017-0124
Structured Abstract
Category: Conceptual paper
Purpose This conceptual paper explores the implications of the selfie for marketing management in the era of celebrity. The purpose is to show that the facilitation of the creative performance of consumer identity is a key element of the marketing management task for the media convergence era.
Approach The paper uses the selfie, the picture of oneself taken by oneself, as a metaphor to develop a conceptual exploration of the nature of marketing in the light of the dominance of celebrity and entertainment in contemporary media and entertainment.
Findings The paper suggests that marketing management in the era of convergence should facilitate consumers’ identity projects through participatory initiatives. Marketers must furnish and facilitate not only the props for consumers mediated identity performances, but also the scripts, sets and scenes, plot devices, cinematographic and other visual techniques, costumes, looks, movements, characterizations and narratives.
Research limitations/implications This is a conceptual paper that sketches out the beginning of a re-framed, communication-focused vision of marketing management in the era of media convergence.
Practical implications Marketing managers can benefit from thinking about consumer marketing as the stage management of consumer visual, physical, virtual, sensory and psychic environments that enable consumers to actively participate in celebrity culture.
Originality/value This paper suggests ways in which marketing practice can emerge from its pre-digital frame to embrace the new digital cultures of consumption.
This paper undertakes a selective thematic review of published research studies to investigate th... more This paper undertakes a selective thematic review of published research studies to investigate the topic of children’s adaptation to digital consumer culture. The review looks across multiple disciplines to assess research into children and video games from an ‘active gamer’ perspective. This focus builds on the view that, through digital games and wider cultural shifts, children are assuming greater autonomy as consumers. The review attempts to negotiate the conflicting research methodological paradigms, and the equally conflicting popular wisdom around the topic, using video games as a point of entry into digital consumer culture. The overall aim is to synthesise current findings to contribute to a multi-disciplinary body of knowledge on this pressing topic.
This paper undertakes a selective thematic review of published research studies to investigate th... more This paper undertakes a selective thematic review of published research studies to investigate the topic of children’s adaptation to digital consumer culture. The review looks across multiple disciplines to assess research into children and video games from an ‘active gamer’ perspective. This focus builds on the view that, through digital games and wider cultural shifts, children are assuming greater autonomy as consumers. The review attempts to negotiate the conflicting research methodological paradigms, and the equally conflicting popular wisdom around the topic, using video games as a point of entry into digital consumer culture. The overall aim is to synthesise current findings to contribute to a multi-disciplinary body of knowledge on this pressing topic.
Marketing as Provisioning Technology: Integrating Perspectives on Solutions for Sustainability, Prosperity, and Social Justice, 40th Annual Macromarketing Conference, Quinlan School of Business, Loyola University Chicago, 2015
'Your Life Is a Story': Liminoid Advertising Appeals and the Consumption of Possibility , 2019
Competitive paper, extended abstract, EIASM 10th Interpretive Consumer Research Workshop, EMLYON ... more Competitive paper, extended abstract, EIASM 10th Interpretive Consumer Research Workshop, EMLYON Business School, Lyon, France, May 2019
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Full Citation
Dina H. Bassiouni, Chris Hackley, Hakim Meshreki, (2019) "The integration of video games in family-life dynamics: An adapted technology acceptance model of family intention to consume video games", Information Technology & People, https://doi.org/10.1108/ITP-11-2017-0375
Please cite as
Hackley, C., Hackley, R.A. and Bassiouni, D.H. (2017, in press) Implications of the Selfie for Marketing Management Practice in the Era of Celebrity. Marketing Intelligence and Planning DOI 10.1108/MIP-07-2017-0124
Structured Abstract
Category: Conceptual paper
Purpose
This conceptual paper explores the implications of the selfie for marketing management in the era of celebrity. The purpose is to show that the facilitation of the creative performance of consumer identity is a key element of the marketing management task for the media convergence era.
Approach
The paper uses the selfie, the picture of oneself taken by oneself, as a metaphor to develop a conceptual exploration of the nature of marketing in the light of the dominance of celebrity and entertainment in contemporary media and entertainment.
Findings
The paper suggests that marketing management in the era of convergence should facilitate consumers’ identity projects through participatory initiatives. Marketers must furnish and facilitate not only the props for consumers mediated identity performances, but also the scripts, sets and scenes, plot devices, cinematographic and other visual techniques, costumes, looks, movements, characterizations and narratives.
Research limitations/implications
This is a conceptual paper that sketches out the beginning of a re-framed, communication-focused vision of marketing management in the era of media convergence.
Practical implications
Marketing managers can benefit from thinking about consumer marketing as the stage management of consumer visual, physical, virtual, sensory and psychic environments that enable consumers to actively participate in celebrity culture.
Originality/value
This paper suggests ways in which marketing practice can emerge from its pre-digital frame to embrace the new digital cultures of consumption.
Keywords: Selfie; Identity; Convergence; Marketing
Full Citation
Dina H. Bassiouni, Chris Hackley, Hakim Meshreki, (2019) "The integration of video games in family-life dynamics: An adapted technology acceptance model of family intention to consume video games", Information Technology & People, https://doi.org/10.1108/ITP-11-2017-0375
Please cite as
Hackley, C., Hackley, R.A. and Bassiouni, D.H. (2017, in press) Implications of the Selfie for Marketing Management Practice in the Era of Celebrity. Marketing Intelligence and Planning DOI 10.1108/MIP-07-2017-0124
Structured Abstract
Category: Conceptual paper
Purpose
This conceptual paper explores the implications of the selfie for marketing management in the era of celebrity. The purpose is to show that the facilitation of the creative performance of consumer identity is a key element of the marketing management task for the media convergence era.
Approach
The paper uses the selfie, the picture of oneself taken by oneself, as a metaphor to develop a conceptual exploration of the nature of marketing in the light of the dominance of celebrity and entertainment in contemporary media and entertainment.
Findings
The paper suggests that marketing management in the era of convergence should facilitate consumers’ identity projects through participatory initiatives. Marketers must furnish and facilitate not only the props for consumers mediated identity performances, but also the scripts, sets and scenes, plot devices, cinematographic and other visual techniques, costumes, looks, movements, characterizations and narratives.
Research limitations/implications
This is a conceptual paper that sketches out the beginning of a re-framed, communication-focused vision of marketing management in the era of media convergence.
Practical implications
Marketing managers can benefit from thinking about consumer marketing as the stage management of consumer visual, physical, virtual, sensory and psychic environments that enable consumers to actively participate in celebrity culture.
Originality/value
This paper suggests ways in which marketing practice can emerge from its pre-digital frame to embrace the new digital cultures of consumption.
Keywords: Selfie; Identity; Convergence; Marketing