Publication Type
Journal Article
Version
publishedVersion
Publication Date
12-2010
Abstract
This research uses the theory of flow to examine the effect of 2D versus 3D virtual world environments on brand equity and use intention. The results suggest that a 3D virtual world environment has both positive (indirect) and negative (direct) effects on brand equity. The positive, indirect effect of the 3D virtual world environment occurs through feelings of telepresence and enjoyment, both of which contribute positively to brand equity and, in turn, induces a higher behavioral intention. The negative, direct effect can be explained using distraction-conflict theory, where attentional conflict is faced by users of a highly interactive and rich medium. This paper explains the flow experience and its effects on brand equity in 2D versus 3D virtual world environments, and provides insights to practitioners for designing 3D virtual world sites to enhance brand equity and behavioral intention.
Keywords
Behavioral intention, Brand equity, Enjoyment, Flow, Telepresence, Virtual worlds.
Discipline
Digital Communications and Networking | Graphics and Human Computer Interfaces
Research Areas
Data Science and Engineering; Information Systems and Management; Intelligent Systems and Optimization
Publication
MIS Quarterly
Volume
35
Issue
3
First Page
731
Last Page
747
ISSN
0276-7783
Identifier
10.2307/23042806
Publisher
Management Information Systems Research Center
Citation
NAH, Fiona Fui-hoon; ESCHENBRENNER, Brenda; and DEWESTER, David.
Enhancing brand equity through flow: Comparison of 2D versus 3D virtual world. (2010). MIS Quarterly. 35, (3), 731-747.
Available at: https://ink.library.smu.edu.sg/sis_research/9476
Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 4.0 International License.
Additional URL
https://doi.org/10.2307/23042806
Included in
Digital Communications and Networking Commons, Graphics and Human Computer Interfaces Commons