How to cite this paper
El-Okah, A., Al-Haddad, S & Sharabati, A. (2023). The impact of promotion on purchase intentions in Jordan: Video game industry.International Journal of Data and Network Science, 7(4), 1525-1534.
Refrences
Al-Haddad, S., Ayesh, O., Hassan, S. Al, Taleb, J. A., Taleb, F. A., & Otaibi, L. Al. (2021). The Impact of Social Media Advertisements on Purchase Intentions: An Empirical Study on Food Industry in Jordan. Jordan Journal of Business Administration, 17(4), 611–624.
Alpert, F. (2007). Entertainment software: Suddenly huge, little understood. Asia Pacific Journal of Marketing and Logistics, 19(1), 87–100. https://doi.org/10.1108/13555850710720920
Andreti, J., Zhafira, N. H., Akmal, S. S., & Kumar, S. (2013). The Analysis of Product, Price, Place, Promotion and Service Quality on Customers’ Buying Decision of Convenience Store: A Survey of Young Adult in Bekasi, West Java, Indonesia. International Journal of Advances in Management and Economics, 2(6), 72–78. www.managementjournal.info
Bankov, B. (2019). The Impact of Social Media on Video Game Communities and the Gaming Industry. Information Аnd Communication Technologies in Business Аnd Education, 1–7.
Bhatti Scholar, A. (2018). Sales Promotion and Price Discount Effect on Consumer Purchase Intention with the Moderating Role of Social Media in Pakistan. International Journal of Business Management, 3(4), 50–58. www.sciarena.com
Bruin, J. (2006). Statistical Methods and Data Analysis: WHAT DOES CRONBACH’S ALPHA MEAN? SPSS FAQ. Statistical Consulting Group. University of California, Los Angeles. https://stats.oarc.ucla.edu/spss/faq/what-does-cronbachs-alpha-mean/
Çavuşoğlu, S., Demirağ, B., & Durmaz, Y. (2020). Investigation of the effect of hedonic shopping value on discounted product purchasing. Review of International Business and Strategy, 31(3), 317–338. https://doi.org/10.1108/RIBS-04-2020-0034
Cerny, B. A., & Kaiser, H. F. (1977). A study of a measure of sampling adequacy for factor-analytic correlation matrices. Multivariate Behavioral Research, 12(1), 43–47. https://doi.org/doi.org/10.1207/s15327906mbr1201_3
CHOU, C.-M., & KIMSUWAN, A. (2013). Factors Affecting Purchase Intention of Online Game Prepayment Card – Evidence from Thailand. Journal of Internet Banking and Commerce, 18(3), 1–13. http://eprints.utm.my/8136/
Clement, J. (2023a). Number of games released on Steam worldwide from 2004 to 2022. Statista. https://www.statista.com/statistics/552623/number-games-released-steam/
Clement, J. (2023b). Video game industry - Statistics & Facts. Statista. https://www.statista.com/topics/868/video-games/#topicOverview
Goldsmith, R. E., & Clark, R. A. (2008). An analysis of factors affecting fashion opinion leadership and fashion opinion seeking. Journal of Fashion Marketing and Management, 12(3), 308–322. https://doi.org/10.1108/13612020810889272
Graeff, T. R. (1995). Product comprehension and promotional strategies. Journal of Consumer Marketing, 12(2), 28–39. https://doi.org/10.1108/07363769510084885
Green, C. E., Chen, C. E., Helms, J. E., & Henze, K. T. (2011). Recent Reliability Reporting Practices in Psychological Assessment: Recognizing the People Behind the Data. Psychological Assessment, 23(3), 656–669. https://doi.org/10.1037/a0023089
Hair, J. F., Sarstedt, M., Matthews, L. M., & Ringle, C. M. (2016). Identifying and Treating Unobserved Heterogeneity with FIMIX-PLS: part I – Method. European Business Review, 28(1), 63–76.
Ip, B., & Jacobs, G. (2006). Quality in the games industry: An analysis of customer perceptions. International Journal of Quality and Reliability Management, 23(5), 531–546. https://doi.org/10.1108/02656710610664596
Jeon, H.-J. (2022). Does the relationship between brand attitude, brand attachment, and purchase intention vary based on the type of prosocial expression-based brand emoji? Journal of Product & Brand Management, 31(8), 1180–1195. https://doi.org/doi.org/10.1108/JPBM-09-2021-3660
Jerrick, D., & Crosby, E. (2013). The Effectiveness of Film Trailers: Evidence from the College Student Market. Journal of Undergraduate Research, 16, 2–13.
Jiménez, N., San-Martín, S., Camarero, C., & Cabezudo, R. S. J. (2019). WHAT KIND OF VIDEO GAMER ARE YOU? Journal of Consumer Marketing, 36(1), 218–227. https://doi.org/doi.org/10.1108/JCM-06-2017-2249
Kaiser, H. F., Rice, J., Little, J., & Mark, I. (2008). (1974). Educational and psychological measurement. American Psychological Association, 34, 111-7. In Creative Commons Attribution 2.5 Australia (Vol. 7). http://www.bwgriffin.com/gsu/courses/edur9131/content/Neill2008_WritingUpAFactorAnalysis.pdf
Kim, M., & Kim., H.-M. (2022). What online game spectators want from their Twitch streamers: Flow and well-being perspectives. Journal of Retailing and Consumer Services, 66, 102951. https://doi.org/doi.org/10.1016/j.jretconser.2022.102951
Kim, S. J., Yoo, J., & Ko, E. (2023). The effects of brand collaboration with the online game on customer equity and purchase intention: Moderating effect of fashion brand type. Asia Pacific Journal of Marketing and Logistics, Vol. Ahead-of-Print No. Ahead-of-Print. Https://Doi.Org/10.1108/APJML-03-2022-0279, ahead-of-p.
King, R., & de la Hera, T. (2020). Fortnite Streamers as Influencers: A Study on Gamers’ Perceptions. The Computer Games Journal, 9(4), 349–368. https://doi.org/10.1007/s40869-020-00112-6
Lee, J. E., & Stoel, L. (2014). High versus low online price discounts: Effects on customers’ perception of risks. Journal of Product and Brand Management, 23(6), 401–412. https://doi.org/10.1108/JPBM-06-2014-0633
Marchand, A., & Hennig-Thurau, T. (2013). Value creation in the video game industry: Industry economics, consumer benefits, and research opportunities. Journal of Interactive Marketing, 27(3), 141–157. https://doi.org/10.1016/j.intmar.2013.05.001
Newzoo. (2022). Newzoo Global Games Market Report 2022 | Free Version. Newzoo.
Oh, S., Baek, H., & Ahn, J. H. (2017). Predictive value of video-sharing behavior: sharing of movie trailers and box-office revenue. Internet Research, 27(3), 691–708. https://doi.org/10.1108/IntR-01-2016-0005
Rowley, J. (1998). Promotion and marketing communications in the information marketplace. Library Review, 47(8), 383–387.
Sangwan, S., Sharma, S. K., & Sharma, J. (2022). Disclosing customers’ intentions to use social media for purchase-related decisions. Asia-Pacific Journal of Business Administration, 14(1), 145–160. https://doi.org/doi.org/10.1108/APJBA-02-2021-0061
Sekaran, U., & Bougie, R. (2016). Research Methods For Business: A Skill-Building Approach. John Willey: UK.
Sharabati, A. A. A. (2018). Effect of corporate social responsibility on Jordan pharmaceutical industry’s business performance. Social Responsibility Journal, 14(3), 566–583. https://doi.org/10.1108/SRJ-12-2016-0221
Sharabati, A. A. A., Al-Haddad, S., Al-Khasawneh, M., Nababteh, N., Mohammad, M., & Ghoush, Q. A. (2022). The Impact of TikTok User Satisfaction on Continuous Intention to Use the Application. Journal of Open Innovation: Technology, Market, and Complexity, 8(125), 1–20. https://doi.org/10.3390/joitmc8030125
Sulaiman, Y., Yusr, M. M., & Ismail1, K. A. (2017). the Influence of Marketing Mix and Service Quality on Purchase Intentions. International Journal of Research in Business Studies and Management, 4(9), 30–40.
Švelch, J. (2015). Towards a typology of video game trailers: Between the ludic and the cinematic. G| A| M| E, the Italian Journal of Game Studies, 4.
Švelch, J. (2017). Exploring the Myth of the Representative Video Game Trailer. Kinephanos, 7(1), 7–36. www.kinephanos.ca
Taber, K. S. (2018). The Use of Cronbach’s Alpha When Developing and Reporting Research Instruments in Science Education. Research in Science Education, 48(6), 1273–1296. https://doi.org/10.1007/s11165-016-9602-2
Van Der Eijk, C., & Rose, J. (2015). Risky business: Factor analysis of survey data - Assessing the probability of incorrect dimensionalisation. PLoS ONE, 10(3), 1–31. https://doi.org/10.1371/journal.pone.0118900
Vatal, A. (2021). Effectiveness of Digital Marketing Strategies Used by the Gaming Industry on Indian Consumers. International Journal of Research in Engineering, Science, and Management, 4(7), 227–233. http://journals.resaim.com/ijresm/article/view/1042
Vollans, E. (2015). So just what is a trailer, anyway? Arts and the Market, 5(2), 112–125.
Zhong, Y., Zhang, Y., Luo, M., Wei, J., Liao, S., Tan, K. L., & Yap, S. S. N. (2022). I give discounts, I share information, I interact with viewers: a predictive analysis on factors enhancing college students’ purchase intention in a live-streaming shopping environment. Young Consumers, 23(3), 449–467. https://doi.org/10.1108/YC-08-2021-1367
Alpert, F. (2007). Entertainment software: Suddenly huge, little understood. Asia Pacific Journal of Marketing and Logistics, 19(1), 87–100. https://doi.org/10.1108/13555850710720920
Andreti, J., Zhafira, N. H., Akmal, S. S., & Kumar, S. (2013). The Analysis of Product, Price, Place, Promotion and Service Quality on Customers’ Buying Decision of Convenience Store: A Survey of Young Adult in Bekasi, West Java, Indonesia. International Journal of Advances in Management and Economics, 2(6), 72–78. www.managementjournal.info
Bankov, B. (2019). The Impact of Social Media on Video Game Communities and the Gaming Industry. Information Аnd Communication Technologies in Business Аnd Education, 1–7.
Bhatti Scholar, A. (2018). Sales Promotion and Price Discount Effect on Consumer Purchase Intention with the Moderating Role of Social Media in Pakistan. International Journal of Business Management, 3(4), 50–58. www.sciarena.com
Bruin, J. (2006). Statistical Methods and Data Analysis: WHAT DOES CRONBACH’S ALPHA MEAN? SPSS FAQ. Statistical Consulting Group. University of California, Los Angeles. https://stats.oarc.ucla.edu/spss/faq/what-does-cronbachs-alpha-mean/
Çavuşoğlu, S., Demirağ, B., & Durmaz, Y. (2020). Investigation of the effect of hedonic shopping value on discounted product purchasing. Review of International Business and Strategy, 31(3), 317–338. https://doi.org/10.1108/RIBS-04-2020-0034
Cerny, B. A., & Kaiser, H. F. (1977). A study of a measure of sampling adequacy for factor-analytic correlation matrices. Multivariate Behavioral Research, 12(1), 43–47. https://doi.org/doi.org/10.1207/s15327906mbr1201_3
CHOU, C.-M., & KIMSUWAN, A. (2013). Factors Affecting Purchase Intention of Online Game Prepayment Card – Evidence from Thailand. Journal of Internet Banking and Commerce, 18(3), 1–13. http://eprints.utm.my/8136/
Clement, J. (2023a). Number of games released on Steam worldwide from 2004 to 2022. Statista. https://www.statista.com/statistics/552623/number-games-released-steam/
Clement, J. (2023b). Video game industry - Statistics & Facts. Statista. https://www.statista.com/topics/868/video-games/#topicOverview
Goldsmith, R. E., & Clark, R. A. (2008). An analysis of factors affecting fashion opinion leadership and fashion opinion seeking. Journal of Fashion Marketing and Management, 12(3), 308–322. https://doi.org/10.1108/13612020810889272
Graeff, T. R. (1995). Product comprehension and promotional strategies. Journal of Consumer Marketing, 12(2), 28–39. https://doi.org/10.1108/07363769510084885
Green, C. E., Chen, C. E., Helms, J. E., & Henze, K. T. (2011). Recent Reliability Reporting Practices in Psychological Assessment: Recognizing the People Behind the Data. Psychological Assessment, 23(3), 656–669. https://doi.org/10.1037/a0023089
Hair, J. F., Sarstedt, M., Matthews, L. M., & Ringle, C. M. (2016). Identifying and Treating Unobserved Heterogeneity with FIMIX-PLS: part I – Method. European Business Review, 28(1), 63–76.
Ip, B., & Jacobs, G. (2006). Quality in the games industry: An analysis of customer perceptions. International Journal of Quality and Reliability Management, 23(5), 531–546. https://doi.org/10.1108/02656710610664596
Jeon, H.-J. (2022). Does the relationship between brand attitude, brand attachment, and purchase intention vary based on the type of prosocial expression-based brand emoji? Journal of Product & Brand Management, 31(8), 1180–1195. https://doi.org/doi.org/10.1108/JPBM-09-2021-3660
Jerrick, D., & Crosby, E. (2013). The Effectiveness of Film Trailers: Evidence from the College Student Market. Journal of Undergraduate Research, 16, 2–13.
Jiménez, N., San-Martín, S., Camarero, C., & Cabezudo, R. S. J. (2019). WHAT KIND OF VIDEO GAMER ARE YOU? Journal of Consumer Marketing, 36(1), 218–227. https://doi.org/doi.org/10.1108/JCM-06-2017-2249
Kaiser, H. F., Rice, J., Little, J., & Mark, I. (2008). (1974). Educational and psychological measurement. American Psychological Association, 34, 111-7. In Creative Commons Attribution 2.5 Australia (Vol. 7). http://www.bwgriffin.com/gsu/courses/edur9131/content/Neill2008_WritingUpAFactorAnalysis.pdf
Kim, M., & Kim., H.-M. (2022). What online game spectators want from their Twitch streamers: Flow and well-being perspectives. Journal of Retailing and Consumer Services, 66, 102951. https://doi.org/doi.org/10.1016/j.jretconser.2022.102951
Kim, S. J., Yoo, J., & Ko, E. (2023). The effects of brand collaboration with the online game on customer equity and purchase intention: Moderating effect of fashion brand type. Asia Pacific Journal of Marketing and Logistics, Vol. Ahead-of-Print No. Ahead-of-Print. Https://Doi.Org/10.1108/APJML-03-2022-0279, ahead-of-p.
King, R., & de la Hera, T. (2020). Fortnite Streamers as Influencers: A Study on Gamers’ Perceptions. The Computer Games Journal, 9(4), 349–368. https://doi.org/10.1007/s40869-020-00112-6
Lee, J. E., & Stoel, L. (2014). High versus low online price discounts: Effects on customers’ perception of risks. Journal of Product and Brand Management, 23(6), 401–412. https://doi.org/10.1108/JPBM-06-2014-0633
Marchand, A., & Hennig-Thurau, T. (2013). Value creation in the video game industry: Industry economics, consumer benefits, and research opportunities. Journal of Interactive Marketing, 27(3), 141–157. https://doi.org/10.1016/j.intmar.2013.05.001
Newzoo. (2022). Newzoo Global Games Market Report 2022 | Free Version. Newzoo.
Oh, S., Baek, H., & Ahn, J. H. (2017). Predictive value of video-sharing behavior: sharing of movie trailers and box-office revenue. Internet Research, 27(3), 691–708. https://doi.org/10.1108/IntR-01-2016-0005
Rowley, J. (1998). Promotion and marketing communications in the information marketplace. Library Review, 47(8), 383–387.
Sangwan, S., Sharma, S. K., & Sharma, J. (2022). Disclosing customers’ intentions to use social media for purchase-related decisions. Asia-Pacific Journal of Business Administration, 14(1), 145–160. https://doi.org/doi.org/10.1108/APJBA-02-2021-0061
Sekaran, U., & Bougie, R. (2016). Research Methods For Business: A Skill-Building Approach. John Willey: UK.
Sharabati, A. A. A. (2018). Effect of corporate social responsibility on Jordan pharmaceutical industry’s business performance. Social Responsibility Journal, 14(3), 566–583. https://doi.org/10.1108/SRJ-12-2016-0221
Sharabati, A. A. A., Al-Haddad, S., Al-Khasawneh, M., Nababteh, N., Mohammad, M., & Ghoush, Q. A. (2022). The Impact of TikTok User Satisfaction on Continuous Intention to Use the Application. Journal of Open Innovation: Technology, Market, and Complexity, 8(125), 1–20. https://doi.org/10.3390/joitmc8030125
Sulaiman, Y., Yusr, M. M., & Ismail1, K. A. (2017). the Influence of Marketing Mix and Service Quality on Purchase Intentions. International Journal of Research in Business Studies and Management, 4(9), 30–40.
Švelch, J. (2015). Towards a typology of video game trailers: Between the ludic and the cinematic. G| A| M| E, the Italian Journal of Game Studies, 4.
Švelch, J. (2017). Exploring the Myth of the Representative Video Game Trailer. Kinephanos, 7(1), 7–36. www.kinephanos.ca
Taber, K. S. (2018). The Use of Cronbach’s Alpha When Developing and Reporting Research Instruments in Science Education. Research in Science Education, 48(6), 1273–1296. https://doi.org/10.1007/s11165-016-9602-2
Van Der Eijk, C., & Rose, J. (2015). Risky business: Factor analysis of survey data - Assessing the probability of incorrect dimensionalisation. PLoS ONE, 10(3), 1–31. https://doi.org/10.1371/journal.pone.0118900
Vatal, A. (2021). Effectiveness of Digital Marketing Strategies Used by the Gaming Industry on Indian Consumers. International Journal of Research in Engineering, Science, and Management, 4(7), 227–233. http://journals.resaim.com/ijresm/article/view/1042
Vollans, E. (2015). So just what is a trailer, anyway? Arts and the Market, 5(2), 112–125.
Zhong, Y., Zhang, Y., Luo, M., Wei, J., Liao, S., Tan, K. L., & Yap, S. S. N. (2022). I give discounts, I share information, I interact with viewers: a predictive analysis on factors enhancing college students’ purchase intention in a live-streaming shopping environment. Young Consumers, 23(3), 449–467. https://doi.org/10.1108/YC-08-2021-1367