{"id":{"repo_id":"vt","oai_identifier":"oai:vtechworks.lib.vt.edu:10919/77890"},"canonical_url":"https://search.dev.ndltd.org/etd/vt/oai:vtechworks.lib.vt.edu:10919/77890","repository":{"repo_id":"vt","name":"Virginia Tech","base_url":"https://vtechworks.lib.vt.edu/oai/request"},"display":{"title":"What's 'Awe' The Hype? Motivations to Share Video Game Information","abstract":"Over the past few decades, video games have become a popular avenue for dissemination of information and publicity about video games is word-of-mouth sharing. Thus, it is imperative for researchers to examine the social, and individual processes that guide this behavior. Focusing on prerelease sharing behavior specifically, this pair of studies aimed to identify predictors and dimensions of video game information sharing, and explore the impact content characteristics have on individuals' likelihood to share game information either online or to friends. A pretest survey (n = 577) investigated the prominence word-of-mouth communication has on video game information sharing amongst college students, finding it to be the most common method of sharing and obtaining game information. The main experiment (n = 227) examined participants' intent to share information after being exposed to a video game trailer manipulated to emphasize variations of core video game characteristics (control, narrative and mechanics) and emotional appeals (control, awe and hedonic). There were no findings suggesting the manipulations had a significant effect on participants' intent to share; however, those who reported first-person shooters as their favorite genre reported significantly more intent to share. Conceptualized through Social Exchange Theory and Social Identity Theory; the experiment also explored motivations to share based on exchange value, and gamer identity. Implications for our understanding of motivations to share game information based on social networks and content characteristics are discussed.","abstract_html":"Over the past few decades, video games have become a popular avenue for dissemination of information and publicity about video games is word-of-mouth sharing. Thus, it is imperative for researchers to examine the social, and individual processes that guide this behavior. Focusing on prerelease sharing behavior specifically, this pair of studies aimed to identify predictors and dimensions of video game information sharing, and explore the impact content characteristics have on individuals&#x27; likelihood to share game information either online or to friends. A pretest survey (n = 577) investigated the prominence word-of-mouth communication has on video game information sharing amongst college students, finding it to be the most common method of sharing and obtaining game information. The main experiment (n = 227) examined participants&#x27; intent to share information after being exposed to a video game trailer manipulated to emphasize variations of core video game characteristics (control, narrative and mechanics) and emotional appeals (control, awe and hedonic). There were no findings suggesting the manipulations had a significant effect on participants&#x27; intent to share; however, those who reported first-person shooters as their favorite genre reported significantly more intent to share. Conceptualized through Social Exchange Theory and Social Identity Theory; the experiment also explored motivations to share based on exchange value, and gamer identity. Implications for our understanding of motivations to share game information based on social networks and content characteristics are discussed.","abstract_has_math":false,"creators":["Blankenbeckler, Logan Bryan"],"institution":"Virginia Tech","degree_name":"Master of Arts","degree_level":"masters","degree_discipline":"Communication","degree_department":"Communication","school":null,"contributors":[],"advisors":[],"committee_chairs":["Ivory, James Dee"],"committee_members":["Ivory, Adrienne Holz","Waggenspack, Beth M."],"year":2017,"date_issued":"2017-06-04","date_published":"2017-06-04","updated_at":"2026-07-22T22:20:23Z","subjects":["awe","content characteristics","motivation","sharing","video games"],"languages":[],"rights":["In Copyright"],"rights_urls":["http://rightsstatements.org/vocab/InC/1.0/"],"identifier_entries":[{"key":"dc:identifier.other","label":"Dc Identifier Other","values":["vt_gsexam:11853"],"render_values":[{"text":"vt_gsexam:11853","href":null,"code":true}]}]},"links":{"outbound_url":"http://hdl.handle.net/10919/77890","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.committeechair","label":"Committee Chair","values":["Ivory, James Dee"]},{"key":"dc:contributor.committeemember","label":"Committee Member","values":["Ivory, Adrienne Holz","Waggenspack, Beth M."]},{"key":"dc:contributor.department","label":"Department","values":["Communication"]},{"key":"dc:creator","label":"Author","values":["Blankenbeckler, Logan Bryan"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.accessioned","label":"Dc Date Accessioned","values":["2017-06-05T08:00:14Z"]},{"key":"dc:date.available","label":"Dc Date Available","values":["2017-06-05T08:00:14Z"]},{"key":"dc:date.issued","label":"Date","values":["2017-06-04"]},{"key":"dc:publisher","label":"Institution","values":["Virginia Tech"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Communication"]},{"key":"thesis:degree_level","label":"Degree Level","values":["masters"]},{"key":"thesis:degree_name","label":"Degree Name","values":["Master of Arts"]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["Virginia Polytechnic Institute and State University"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["awe","content characteristics","motivation","sharing","video games"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:rights","label":"Dc Rights","values":["In Copyright"]},{"key":"dc:rights.uri","label":"Rights URI","values":["http://rightsstatements.org/vocab/InC/1.0/"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.other","label":"Dc Identifier Other","values":["vt_gsexam:11853"]},{"key":"dc:identifier.uri","label":"Identifier URI","values":["http://hdl.handle.net/10919/77890"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["Over the past few decades, video games have become a popular avenue for dissemination of information and publicity about video games is word-of-mouth sharing. Thus, it is imperative for researchers to examine the social, and individual processes that guide this behavior. Focusing on prerelease sharing behavior specifically, this pair of studies aimed to identify predictors and dimensions of video game information sharing, and explore the impact content characteristics have on individuals' likelihood to share game information either online or to friends. A pretest survey (n = 577) investigated the prominence word-of-mouth communication has on video game information sharing amongst college students, finding it to be the most common method of sharing and obtaining game information. The main experiment (n = 227) examined participants' intent to share information after being exposed to a video game trailer manipulated to emphasize variations of core video game characteristics (control, narrative and mechanics) and emotional appeals (control, awe and hedonic). There were no findings suggesting the manipulations had a significant effect on participants' intent to share; however, those who reported first-person shooters as their favorite genre reported significantly more intent to share. Conceptualized through Social Exchange Theory and Social Identity Theory; the experiment also explored motivations to share based on exchange value, and gamer identity. Implications for our understanding of motivations to share game information based on social networks and content characteristics are discussed."]},{"key":"dc:description.abstractgeneral","label":"General Abstract","values":["Questions about what makes video games highly anticipated and commonly discussed before games are played by the general public were examined through a pretest survey and main experiment. A pretest questionnaire focused on potential motivations driving word-of-mouth information sharing among video game players about particular games. The main experiment further examined motivations to share game information but also considered the impact of content characteristics (games intended for enjoyment vs. awe-inspiring experiences) and game characteristics (games story driven vs. gameplay driven) used in video game trailers on intent to share and heightened anticipation surrounding an upcoming game. Word-of-mouth information sharing and social structures were highly related to participants’ intent to share information about games to friends, but specific content included in video game trailers did not significantly increase intent to share. This thesis contributes to word-of-mouth and marketing research in the context of prerelease video game promotional efforts by examining external and internal motivations which drive the sharing of information or content with friends."]},{"key":"dc:description.degree","label":"Dc Description Degree","values":["Master of Arts"]},{"key":"dc:format.medium","label":"Dc Format Medium","values":["ETD"]},{"key":"dc:title","label":"Title","values":["What's 'Awe' The Hype? Motivations to Share Video Game Information"]}]}],"canonical_facts":{"dc:contributor.committeechair":["Ivory, James Dee"],"dc:contributor.committeemember":["Ivory, Adrienne Holz","Waggenspack, Beth M."],"dc:contributor.department":["Communication"],"dc:creator":["Blankenbeckler, Logan Bryan"],"dc:date.accessioned":["2017-06-05T08:00:14Z"],"dc:date.available":["2017-06-05T08:00:14Z"],"dc:date.issued":["2017-06-04"],"dc:description.abstract":["Over the past few decades, video games have become a popular avenue for dissemination of information and publicity about video games is word-of-mouth sharing. Thus, it is imperative for researchers to examine the social, and individual processes that guide this behavior. Focusing on prerelease sharing behavior specifically, this pair of studies aimed to identify predictors and dimensions of video game information sharing, and explore the impact content characteristics have on individuals' likelihood to share game information either online or to friends. A pretest survey (n = 577) investigated the prominence word-of-mouth communication has on video game information sharing amongst college students, finding it to be the most common method of sharing and obtaining game information. The main experiment (n = 227) examined participants' intent to share information after being exposed to a video game trailer manipulated to emphasize variations of core video game characteristics (control, narrative and mechanics) and emotional appeals (control, awe and hedonic). There were no findings suggesting the manipulations had a significant effect on participants' intent to share; however, those who reported first-person shooters as their favorite genre reported significantly more intent to share. Conceptualized through Social Exchange Theory and Social Identity Theory; the experiment also explored motivations to share based on exchange value, and gamer identity. Implications for our understanding of motivations to share game information based on social networks and content characteristics are discussed."],"dc:description.abstractgeneral":["Questions about what makes video games highly anticipated and commonly discussed before games are played by the general public were examined through a pretest survey and main experiment. A pretest questionnaire focused on potential motivations driving word-of-mouth information sharing among video game players about particular games. The main experiment further examined motivations to share game information but also considered the impact of content characteristics (games intended for enjoyment vs. awe-inspiring experiences) and game characteristics (games story driven vs. gameplay driven) used in video game trailers on intent to share and heightened anticipation surrounding an upcoming game. Word-of-mouth information sharing and social structures were highly related to participants’ intent to share information about games to friends, but specific content included in video game trailers did not significantly increase intent to share. This thesis contributes to word-of-mouth and marketing research in the context of prerelease video game promotional efforts by examining external and internal motivations which drive the sharing of information or content with friends."],"dc:description.degree":["Master of Arts"],"dc:format.medium":["ETD"],"dc:identifier.other":["vt_gsexam:11853"],"dc:identifier.uri":["http://hdl.handle.net/10919/77890"],"dc:publisher":["Virginia Tech"],"dc:rights":["In Copyright"],"dc:rights.uri":["http://rightsstatements.org/vocab/InC/1.0/"],"dc:subject":["awe","content characteristics","motivation","sharing","video games"],"dc:title":["What's 'Awe' The Hype? Motivations to Share Video Game Information"],"dc:type":["Thesis"],"thesis:degree_discipline":["Communication"],"thesis:degree_level":["masters"],"thesis:degree_name":["Master of Arts"],"thesis:institution_name":["Virginia Polytechnic Institute and State University"]},"updated_at":"2026-07-22T22:20:23Z"}