STEMM Institute Press
Science, Technology, Engineering, Management and Medicine
The Threshold Effect of Cultural Empowerment: A Study on Heterogeneous Decision-Making in Virtual Consumption: A Case Study of Honor of Kings
DOI: https://doi.org/10.62517/jbm.202609307
Author(s)
Yifang Ruan
Affiliation(s)
College of Business, Shenzhen Technology University, Shenzhen, Guangdong, China
Abstract
Cross-industry IP collaboration has evolved from a niche marketing tactic into a core engine of the digital economy [2]. While brands aggressively pursue cultural value empowerment to drive purchase intent, current literature often overlooks consumer heterogeneity, assuming a linear relationship that may not exist. Drawing on data from 306 Honor of Kings players, we construct a moderated model to examine the intersection of cultural value perception (as a primary dimension of brand equity), consumer involvement, and purchase intention. Contrary to established marketing assumptions, our data reveals that cultural value perception does not directly predict purchase behavior ($p > 0.05$) [3]. We define this as the "consumption paradox." Our analysis demonstrates that consumer involvement acts as a critical boundary condition [6]: cultural empowerment is not a universal stimulus but a "necessary yet insufficient" factor. Only when consumer involvement reaches a specific threshold does cultural value effectively convert into purchase intention. These findings challenge one-size-fits-all digital marketing models and offer a roadmap for segmentation-based strategies.
Keywords
Component; Virtual Consumption; IP Collaboration; Consumer Involvement; Cultural Perception Threshold; Heterogeneous Decision-Making; Honor of Kings
References
[1] R. W. Belk, "Possessions and the extended self," Journal of Consumer Research, vol. 15, no. 2, pp. 139–168, 1988. [2] Q. Zhu, "Cross-industry IP collaboration: A new paradigm of brand marketing," Journal of Brand Management, vol. 29, no. 5, pp. 450–465, 2022. [3] J. Kim and S. Moon, "The role of consumer involvement in virtual goods purchase," Computers in Human Behavior, vol. 107, p. 106295, 2020. [4] D. A. Aaker, Managing Brand Equity: Capitalizing on the Value of a Brand Name. New York: The Free Press, 1991. [5] K. L. Keller, Strategic Brand Management: Building, Measuring, and Managing Brand Equity, 4th ed. Pearson, 2013. [6] X. Wang and Y. Zhang, "Digital identity and virtual luxury consumption: Evidence from gaming platforms," International Journal of Consumer Studies, vol. 48, no. 2, pp. 345–362, 2024.
Copyright @ 2020-2035 STEMM Institute Press All Rights Reserved