2012
DOI: 10.1080/10454446.2012.666448
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Marketing “Gamer Foods”: Qualitative Insights into Responsible Strategy Development

Abstract: The purpose of this article is to explore the video-gaming experience as a novel consumption occasion for snack foods and to provide insights into responsible marketing strategy development. Consumers' desired food product attributes, their motivating conditions to snack while gaming, and the environment in which this takes place are explored qualitatively through 14 in-depth interviews and 10 separate points of field observation. The findings indicate certain unhealthy food products are valued during the occa… Show more

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Cited by 4 publications
(13 citation statements)
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References 42 publications
(30 reference statements)
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“…Interestingly, this snackscape features some variation concerning whether the consumer focuses on food and the digital world is just an addition to the moment, or vice versa. This resembles the notion that snacking can make a consumption experience complete (Cronin & McCarthy, ). The following quotation from the data showcases this:
Also today, it was so nice to sit on the couch, laptop in my hands.
…”
Section: Resultsmentioning
confidence: 66%
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“…Interestingly, this snackscape features some variation concerning whether the consumer focuses on food and the digital world is just an addition to the moment, or vice versa. This resembles the notion that snacking can make a consumption experience complete (Cronin & McCarthy, ). The following quotation from the data showcases this:
Also today, it was so nice to sit on the couch, laptop in my hands.
…”
Section: Resultsmentioning
confidence: 66%
“…This snackscape indicates that the digitalization of life transforms snacking into an integral part of social routines, where young consumers’ needs to socialize both face‐to‐face and virtually are fulfilled. This invites novel solutions that not only make the gaming and social media experiences complete (Cronin & McCarthy, ), but do so without compromising health and ‘coolness’ among the peer groups.…”
Section: Discussionmentioning
confidence: 99%
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“…Los educadores que trabajan temas de marketing han implementado el uso de los juegos gerenciales en sus aulas de clase como una alternativa de aprendizaje, donde el estudiante participa en la construcción del mismo (Vos y Brennan, 2010), y a fortalecer al mismo tiempo su aprendizaje en las variables propias de la mezcla de marketing (Cronin y McCarthy, 2012), como: la distribución (Shycon y Maffei, 1960), los precios (March, 1962) y la publicidad (Forrester, 1959); o en tendencias propias del marketing, como marketing social (Russell-Bennett, Leo, Rundle-Thiele y Drennan, 2016), marketing viral (Payne, Campbell, Bal y Piercy, 2011), gestión de la marca (Craciun y Corrigan, 2009), ética de marketing, comportamiento del consumidor (Titus y Petroshius, 1993) y medio ambiente (Wiese y Sherman, 2010), entre otras variables (McRaith y Goeldner, 1962). A partir de lo anterior, se puede observar que de las variables estudiadas o encontradas en la literatura, poco énfasis se ha puesto en el proceso de marketing, especialmente en la auditoría de marketing, a pesar de ser esta herramienta la que mide el impacto de las acciones de marketing en términos financieros y de resultados (Radulescu y Cetina, 2012).…”
Section: Juegos Gerenciales En Marketingunclassified