Query:
faculty: "FEB" and publication year: "2010"
| Author | O. Afonina | | Title | Determinants of Brand Extension performance in experiential industry : evidence from the video gaming. |
| Supervisors | M.A.A.M. Leenders, F.B Situmeang |
| Year | 2010 |
| Faculty | Faculty of Economics and Business |
| Abstract | The gaming industry is a multi billion dollar market involving great production and
promotion costs, as well as creating new working places and even professions. The growing
army of consumers of this entertainment product includes people of different ages and social
levels, making this market interesting and complex to manage for the marketers. Despite ongoing
researches on video games in a wide range of different fields, including computer science, media
and cultural studies, psychology, medicine, education, physics and youth studies, this huge and
fast developing market was almost ignored by the marketing scholars. One of the strategies
frequently applied by game developers is sequel release which is a form of brand extension. This
study attempted to provide insights for the well researched topic of brand extensions (which was
mostly done on the examples of physical goods) in the scarce studied environment of hedonic
goods.
In this study I integrate diverse streams of literature from brand extension, consumer
perception and experiential markets in order to identify factors that influence the market
performance of sequels of video games. The empirical research was carried by analyzing the
real data from the open online sources on video games, and thus provides reliable results unlike
the studies using hypothetical brands. The key findings of this research suggest that critic rating
and sales of previous game installment are the most influential predictors of the sequel
performance. Even thought other factors (genre extension, user rating, use of media franchise
and naming strategy) are not so important for the success of the brand extension, analysis and
discussion reveals insights for the entertainment industry. I then use the results of research to
derive recommendations for marketers who work in entertainment industry, as well as provide
comments for the theory on brand extensions from the side of experiential industry. Also
limitations of my study and recommendations for the further research are discussed. |
| Document type | scriptie master |
| Download paper | |
Use this url to link to this page: http://dare.uva.nl/en/scriptie/364532
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