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논문 기본 정보

자료유형
학술저널
저자정보
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한국유통경영학회 유통경영학회지 유통경영학회지 제23권 제2호
발행연도
2020.4
수록면
63 - 74 (12page)

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Purpose: In recent years, a mobile augmented reality game such as Pokémon GO has become popular. Although past research has investigated the features of mobile technology and motivations for using Pokémon GO, little has been known about the relationship between the use of augmented reality game and the sponsorship company. Because the augmented reality game overlays digital contents on users’ everyday surroundings, the company which sponsors Pokémon GO may have the chance to develop positive relationships with the game users in both real and virtual environments. This paper, therefore, explores the antecedents of the attitude toward the sponsorship company in the augmented reality game context. Research design, data, and methodology: A total of 294 validated responses from Pokémon GO players were collected from an online survey. The data were analyzed with hierarchical regression techniques. To predict attitude toward the sponsorship company, attitude toward the Pokémon characters, competition, physical activity, and attention switching were included in the hierarchical regression model as independent variables. Gender and age were used as control variables. Further, the sample was divided into the low-level trainer group (n=144) and the high-level trainer group (n= 150), and the hierarchical regression models were tested, respectively. Results: The results show that attitude toward the Pokémon characters, competition and physical activity increase attitude toward the sponsorship company. Although attention switching is not associated with attitude to the sponsorship company, the relationship between two constructs is significant in the low-level trainer group. Conclusions: The present study reveals the positive association between Pokémon characters and the attitude towards the sponsorship company. Because the Pokémon franchise has lots of fans, the sponsorship company may develop positive relationships with individuals by supporting use of the augmented reality game. Also, competition and physical activity are the important factors for using Pokémon GO. The sponsorship company have the chance to develop the positive attitude with those who want to fulfil the need of competition or physical activity via Pokémon GO. Considering the negative role of attention switching in the low-level trainer group, the sponsorship company had better pay attention to low-level trainer's discontent.

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