Work–family conflict affects employee performance and well-being. However, despite the underlying focus of work–family research on family health and well-being, we have limited knowledge about the impact of role-based stressors, such as work–family conflict, on child health. In this study, we propose and test the stressor-self-regulatory resources-crossover framework. In the spirit of extension of existing work–family research to other cultural settings, we report on two multisource studies conducted in Nigeria to explain whether, how, why, and when parental work–family conflict relates to child health. In Study 1, we collected multisource data from parent–child pairs in low-income families to test whether parental self-regulatory resources explain why work- family conflict relates to child health, resulting in findings that support the stressor-self-regulatory resources-crossover framework. In order to identify possible targets for future organizational-based interventions, we collected Study 2 data from parents and their children (who were enrolled at private schools) to test whether job autonomy and job demands altered the relationship between parental self-regulatory resources and child health. Moderator analyses of the multisource data reveal that self-regulatory resources matter for child health only when job demands are high or when job autonomy is low, pointing to potential intervention and policy levers.
With virtual reality (VR) video game users beginning to see beta advertisements within game play, this conceptual article adds a needed digital and interactive marketing research foundation to the new construct of VR in-game advertising (IGA) activation. New consumer VR technology continues to disrupt traditional media as a $7.7 billion USD industry, that is expected to reach $57.55 billion by 2027. As such, marketing researchers must continue to evolve and understand the interdisciplinary VR research evolution as many VR users are likely to view IGA as intrusive. IGA and VR are not new constructs, but IGA within VR is unique as VR consumers have not yet experienced VR IGA intrusion. This article utilizes a sport marketing focus to provide an industry specific set of examples for the reader, however this article can be applied to broader fields including communications and interactive marketing. The main contributions of this article are 2-fold. First the development of a VR In-Game Advertising Congruity Framework is developed through a review of the literature and application to VR IGA in the topical areas of congruity of the IGA, interactivity of the IGA, intrusiveness of the IGA, realism of the experience, telepresence, brand awareness, and attitude toward the IGA. Secondly, a proper VR context definition of telepresence is provided through review of the literature that takes into account the interaction of a VR participant. This article aims to aid marketers in making informed IGA development decisions through strategic choice, via a centralized VR IGA congruity framework, that not only enhances brand awareness, but leaves participants with a favorable attitude toward the IGA to increase sales activation.
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