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Stein, F., Guerreiro, J., Loureiro, S. M. C. & Rodrigues, M. B. (2025). Leveling up coolness: How VR gamification drives experiential values. Journal of Brand Management . 32 (5), 438-457
F. Stein et al., "Leveling up coolness: How VR gamification drives experiential values", in Journal of Brand Management , vol. 32, no. 5, pp. 438-457, 2025
@article{stein2025_1765613031746,
author = "Stein, F. and Guerreiro, J. and Loureiro, S. M. C. and Rodrigues, M. B.",
title = "Leveling up coolness: How VR gamification drives experiential values",
journal = "Journal of Brand Management ",
year = "2025",
volume = "32",
number = "5",
doi = "10.1057/s41262-025-00390-3",
pages = "438-457",
url = "https://www.palgrave.com/gp/journal/41262"
}
TY - JOUR TI - Leveling up coolness: How VR gamification drives experiential values T2 - Journal of Brand Management VL - 32 IS - 5 AU - Stein, F. AU - Guerreiro, J. AU - Loureiro, S. M. C. AU - Rodrigues, M. B. PY - 2025 SP - 438-457 SN - 1350-231X DO - 10.1057/s41262-025-00390-3 UR - https://www.palgrave.com/gp/journal/41262 AB - Grounded on the theory of reasoned action, this study aims to explore: (1) the effect of perceived values in experiencing VR gaming on brand coolness, (2) the influence of brand coolness on brand identification, preference, willingness to pay premium, and customer advocacy. A total of 120 participants played a VR game quiz and participated in a survey that measured utilitarian, hedonic, and social values, brand coolness, and marketing outcomes. A PLS-SEM approach was used to explore the relationships between the antecedents and consequents of brand coolness. Measures such as brand type and gamification mechanics (rule, and progression mechanics) were used to control for extraneous effects. The results reveal that hedonic and social values enhance brand coolness perception. A close relationship between brand identity and brand coolness is identified by confirming that brand coolness enhances marketing outputs such as brand identity, brand identification, brand preference, willingness to pay a premium price, and customer advocacy. The current study explores how experiential values generated within a VR gamification environment affect customers’ perceptions of airline brands. It does so by exploring, for the first time, how a VR gamification experience affects brand coolness and marketing outcomes. ER -
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