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BRAND VALUE IN VIRTUAL WORLDS: AN AXIOLOGICAL APPROACH
10 references·12 citing·43 second hop
BRAND VALUE IN VIRTUAL WORLDS: AN AXIOLOGICAL APPROACH (2008)BRAND VALUE IN VIRTUAL WORLDS: AN AXIOLOG…A THEORY OF HUMAN MOTIVATION (2017)A THEORY OF HUMAN MOTIVATIONSynthetic worlds: the business and culture of online games (2006)Synthetic worlds: the busines…Impact of 3-D Advertising on Product Knowledge, Brand Attitude, and Purchase Intention: The Mediating Role of Presence (2002)Impact of 3-D Advertising on …The experience economy: work is theatre & every business a stage (1999)The experience economy: work …Business Market Management: : Understanding, Creating, and Delivering Value (1999)Business Market Management: :…The dynamics of the service delivery process: A value-based approach (1997)The dynamics of the service d…Finding flow: the psychology of engagement with everyday life (1997)Finding flow: the psychology …Conceptual Issues in the Structural Analysis of Consumption Emotion, Satisfaction, and Quality: Evidence in a Service Setting (1994)Conceptual Issues in the Stru…Validating Instruments in MIS Research1 (1989)Validating Instruments in MIS…Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence (1988)Consumer Perceptions of Price…Building Three-dimensional Virtual Historic Fashion Museum Exhibitions: From the Perspective of Technology Affordances (2024)Building Three-dimensional Vi…Personalizing 3D virtual fashion stores: Exploring modularity with a typology of atmospherics based on user input (2021)Personalizing 3D virtual fash…Consumer Experience and Omnichannel Behavior in Various Sales Atmospheres (2020)Consumer Experience and Omnic…Effects of 3D vs 2D interfaces and product-coordination methods (2019)Effects of 3D vs 2D interface…3D Servicescape Model: Atmospheric Qualities of Virtual Reality Retailing (2016)3D Servicescape Model: Atmosp…Sequential combination of consumer experiences and their impact on product knowledge and brand attitude (2014)Sequential combination of con…Brand extension evaluation: real world and virtual world (2014)Brand extension evaluation: r…The effects of sequential combinations of virtual experience, direct experience, and indirect experience: the moderating roles of need for touch and product involvement (2012)The effects of sequential com…Virtual worlds: A gateway for SMEs toward internationalization (2011)Virtual worlds: A gateway for…Segmenting Brand Value Perceptions of Consumers in Virtual Worlds (2011)Segmenting Brand Value Percep…Exploring the fit of real brands in theSecond Life1virtual world (2011)Exploring the fit of real bra…Flagship Brand Stores within Virtual Worlds: The Impact of Virtual Store Exposure on Real-Life Attitude toward the Brand and Purchase Intent (2009)Flagship Brand Stores within …Coefficient Alpha and the Internal Structure of Tests (1951)The Discovery of Grounded Theory: Strategies for Qualitative Research. 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this work references cited by second hop

References

  • 1988Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence18,274 cited
  • 2017A THEORY OF HUMAN MOTIVATION11,320 cited
  • 1997Finding flow: the psychology of engagement with everyday life3,522 cited
  • 1999The experience economy: work is theatre & every business a stage2,681 cited
  • 1989Validating Instruments in MIS Research12,536 cited
  • 2006Synthetic worlds: the business and culture of online games1,192 cited
  • 2002Impact of 3-D Advertising on Product Knowledge, Brand Attitude, and Purchase Intention: The Mediating Role of Presence779 cited
  • 1999Business Market Management: : Understanding, Creating, and Delivering Value723 cited
  • 1997The dynamics of the service delivery process: A value-based approach276 cited
  • 1994Conceptual Issues in the Structural Analysis of Consumption Emotion, Satisfaction, and Quality: Evidence in a Service Setting161 cited

Cited by

  • 2012The effects of sequential combinations of virtual experience, direct experience, and indirect experience: the moderating roles of need for touch and product involvement47 cited
  • 2011Virtual worlds: A gateway for SMEs toward internationalization47 cited
  • 2009Flagship Brand Stores within Virtual Worlds: The Impact of Virtual Store Exposure on Real-Life Attitude toward the Brand and Purchase Intent46 cited

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2011
Exploring the fit of real brands in theSecond Life1virtual world
43 cited
  • 2020Consumer Experience and Omnichannel Behavior in Various Sales Atmospheres38 cited
  • 2021Personalizing 3D virtual fashion stores: Exploring modularity with a typology of atmospherics based on user input27 cited
  • 2014Sequential combination of consumer experiences and their impact on product knowledge and brand attitude27 cited
  • 2019Effects of 3D vs 2D interfaces and product-coordination methods19 cited
  • 2011Segmenting Brand Value Perceptions of Consumers in Virtual Worlds18 cited
  • 20163D Servicescape Model: Atmospheric Qualities of Virtual Reality Retailing17 cited
  • 2014Brand extension evaluation: real world and virtual world14 cited
  • 2024Building Three-dimensional Virtual Historic Fashion Museum Exhibitions: From the Perspective of Technology Affordances5 cited