Amir Zaib Abbasi

Amir Zaib Abbasi
King Fahd University of Petroleum and Minerals | KFUPM · IRC for Finance and Digial Economy - KFUPM Business School

PhD in Management

About

51
Publications
19,046
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
316
Citations
Introduction
Amir Zaib Abbasi did his PhD in Management with an interest in Consumer Behavior from Department of Management and Humanities, Universiti Teknologi PETRONAS. In his PhD work, he has investigated the personality features of videogame consumers and has developed a model predicting videogame consumers' personality using the Stimulus-Organism-Response theory. He holds the interest to research on the following topics such as playful-consumption experience, observational learning, consumer videogame engagement, personality traits, videogame addiction, consumption behaviors and many more. Previously, he did MBA 1.5 years in Marketing with research thesis and BBA-IT honors from University of Peshawar.
Additional affiliations
September 2018 - present
Shaheed Zulfikar Ali Bhutto Institute of Science and Technology, Islamabad Campus
Position
  • Professor (Assistant)
February 2018 - September 2018
Capital University of Science & Technology
Position
  • Professor (Assistant)
April 2014 - January 2018
Universiti Teknologi PETRONAS
Position
  • Graduate Assistant
Education
March 2014 - January 2018
Universiti Teknologi PETRONAS
Field of study
  • PhD In Management (Consumer behavior-User Experience-HCI)

Publications

Publications (51)
Article
Full-text available
Negative disconfirmation will usually lead to switching behaviour and attenuate customers’ repurchase intentions, a behaviour that will undercut businesses’ profitability. Limited research discussed post-purchase behaviour, in general, and how to retain aggrieved customers during the online shopping experience, in particular. This study investigate...
Article
Purpose This paper aims to investigate the impact of perceived usefulness of online reviews and crowd cues on restaurant selection. In addition, the authors also examine the moderating role of perceived crowding and gender in this process. Design/methodology/approach The proposed hypotheses were tested with survey data ( N = 200) collected from cu...
Article
Full-text available
This research investigates the factors that affect male gamers' behavioral intention to play PlayerUnknown's Battlegrounds (PUBG), which is one of the most widely played online games of today's era. We examine the factors through the lens of the hedonic consumption model (i.e., playful-consumption experiences) and use the gratification theory to pr...
Article
This study explores how the value of sponsored Instagram advertisements (ads) can enhance consumer ad-related involvement (cognitive and affective) and flow experience, which consequently impacts product purchase intention. To comprehend this issue, we propose a framework that combines the extended Ducoffe’s web advertising value model and the Stim...
Article
Although social media-based brand equity has become a vital area of interest for brand managers, insights into its destination-based dynamics and applications remain scarce, specifically in the destination brand context. To address this gap, we develop and test a theoretical model to investigate the role of destination marketing organization-genera...
Article
Purpose Drawing on Ducoffe’s advertising value model, this study aims to integrate additional constructs (credibility, fantasy and visual appeal) as important antecedents to the perceived advertising value of vlogs. The study also examines the mediating role of place attachment between perceived advertising value and intention to visit a destinatio...
Article
Full-text available
Serious games (SGs), are gaining prominence as a tool for early education at home as well as in school settings. Given the mixed effects of gamification on various aspects of users' lives, it is pertinent to study its broader effects on a child's preschool and school years. Given the lack of consensus on a comprehensive measure that encapsulates th...
Article
Purpose The present study aims to specify, estimate, and validate the composite formative model of consumer eSports engagement (CeSE) through utilizing the composite confirmatory analysis (CCA) methodological approach. Design/methodology/approach To validate the composite model of CeSE, we collected the data using the Mturk online tool from eSport...
Article
Full-text available
This study investigates whether there exist personality differences between consumers of videogames and non-consumers of videogames. This is explored through the HEXACO model, which derives HEXACO scores indicative of a particular personality profile. The model assesses the dimensions of honesty-humility, emotionality, extraversion, agreeableness,...
Article
Purpose This study investigates the moderating role of complaint handling between ideological incompatibility, symbolic incongruity, negative past experience and corporate social irresponsibility on brand hate. Design/methodology/approach The study employs the Duplex Hate theory which assumes that hate is the manifestation of multiple factors. A s...
Article
Full-text available
Prior research primarily considers consumers' hedonic gaming experience, defined as an individual's level of pleasure, emotional gratification, and enjoyment from playing a videogame, from a unidimensional perspective. However, given the growing range of technology-enabled, hedonic game-related (e.g., aesthetic, competition, or social) elements, we...
Article
Purpose The local food tourism in Pakistan is increasing rapidly, and it attracts scholars to determine the factors affecting local food tourists' buying choices. Particularly, the authors aim to investigate the role of food consumption values on predicting domestic tourists' attitude toward local food and its effect on the intention to try local f...
Article
Depression, coupled with a cancer diagnosis in early childhood, often leads toward disinclination to psychotherapy, especially in children. However, a possible remedy could be found in video games that could reduce the depressive condition. This study investigates two games and our results show that the ability of therapy embedded game (3D-GIT) is...
Article
Purpose Advertising through the videogame has become one of the most effective and prevalent channels of advertisement, especially via pop-up ads – appearing on the screen that interrupts children’s gaming activity. Despite its importance, the effectiveness of pop-up ads and its advertising value in online videogames (O-VGs) to predict children’s i...
Article
Full-text available
Background Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement–related factors that may influence video game addiction. Objective This study aims to empirically examine the impact of the dimension...
Conference Paper
This study proposes a conceptual model that establishes a relationship between engagement with gamified applications, and its impact on a user’s quality of life (QoL). Since gamification is rapidly gaining popularity therefore the use of such applications has become a norm. Subjective quality of life is a mental state or an individual’s awareness o...
Article
Full-text available
Purpose: Playing video gaming is one of the most popular forms of leisure activities. This study looks into a specific video game genre, under the category of Multiplayer Online Battle Arena (MOBA) games. The purpose of this research is to investigate the factors that lead to the consumption of MOBA games. Three factors, imaginal, emotional, and se...
Article
Purpose Though the videogame literature is thriving, little remains known regarding the effectiveness of pop-up ads that appear in videogames. Addressing this gap, this study, therefore, aims to explore pop-up ads as an important tool to prompt gamer-perceived advertisement value and their subsequent intent to install the advertised videogame. Des...
Article
Full-text available
Background: Problematic smartphone use (PSU) has been increasing hastily in recent decades, and it has become inseparable during the COVID-19 pandemic, especially among the students who are at risk of problematic smartphone use. Therefore, the present study aimed to investigate the prevalence and associated factors of PSU during the COVID-19 pande...
Article
Full-text available
2021), Videogames-as-a-Service: Converting Freemium-to Paying Users through Pop-up Advertisement Value, Journal of Services Marketing, Forthcoming. Abstract Purpose: Though the videogame literature is thriving, little remains known regarding the effectiveness of pop-up ads that appear in videogames. Addresing this gap, we therefore explore pop-up a...
Conference Paper
Identifying and addressing usability issues is a vital part of improving player experiences in games. This paper delves into different methods that can be applied to shortlist usability issues in games. We specifically discuss observational studies, think-aloud protocols, questionnaires, surveys, user interviews, focus groups, and heuristic evaluat...
Chapter
Research from the various domain of life intensely focused on the understanding of the role of different psychological factors related to online video game addiction. The current study intends to propose a conceptual model to examines the relationship of in-game virtual consumption with online video game addiction. Different in-game virtual product...
Conference Paper
Persuasive technology is a new field of research that has attracted considerable attention from game designers since there is a growing interest in games promoting positive behavioral changes. Persuasive games have been exploited to tremendous effect with applications ranging from mobile healthcare, which persuade users to exercise more often and a...
Article
Full-text available
The aims of this time-lagged study are twofold, first to identify the effect of perceived justice (as a second-order construct) on recovery satisfaction and customer affection; secondly, to investigate the effect of customer affection and recovery satisfaction on customer’s re-patronage intentions. Data from 300 respondents (car insurance in Punjab...
Preprint
Full-text available
BACKGROUND Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement–related factors that may influence video game addiction. OBJECTIVE This study aims to empirically examine the impact of the dimension...
Article
In online gaming, pop-up ads are effective advertising strategies with a high conversion rate. Businesses are actively using pop-up ads in online games for advertising. However, research into the advertising value of pop-up ads and its effect on gamers’ inspiration states remains scarce. This study aims to deepen our understanding of the value of i...
Article
Full-text available
This study aims to investigate the impact of personality dimensions on consumer videogame engagement. We distributed the study questionnaire to gamers aged 16-19 years and managed to get three-hundred-and-eighty valid respondents who provided data in the form of a self-report using HEXACO-100 items and consumer videogame engagement constructs. Warp...
Preprint
UNSTRUCTURED Depression, coupled with a cancer diagnosis in early childhood, often leads toward disinclination to psychotherapy, especially in children. However, an effective remedy could be found in video games that could reduce the depressive condition. The study investigates the efficacy of therapy embedded games (3D-GIT) against the simple ment...
Article
Full-text available
Purpose - This study proposes a model for predicting consumers’ esports videogame engagement on their ensuing consumption behaviors, which remains nebulous to date. Methodology - After approaching esports consumers in different gaming zones in Pakistan, we collected data from 364 videogame-based esports consumers. We deployed SmartPLS 3.2.8 softwar...
Article
Purpose-This study aims at identifying and examining the mediating role of customer engagement behavior and social interactivity on brand loyalty. Design/methodology/approach-A correlational study design was adopted in this study to collect data (online survey) from 400 online participants active on Facebook pages. Findings-Empirical results reveal...
Article
The study aims to investigate the factors that contribute to children’s subjective well-being. We used playful-consumption experiences in children’s smartphone usage to determine their subjective well-being. In total, 210 valid responses were obtained from the parents and analyzed using PLS-SEM in SmartPLS 3.2.8. The results of the measurement mode...
Article
Full-text available
This article aims to uncover novel insights into personality factors and consumer video game engagement modeling. This research empirically validates the role of specific HEXACO personality factors that foster consumer engagement (CE) in electronic sports (eSports) users. Using a survey-based approach, we incorporated the HEXACO 60 items and consum...
Conference Paper
Pop-up ads in online gaming is an emerging phenomenon on the internet that provide massive opportunities for business enterprises. Despite its importance for any businesses, do gamers get inspired by pop-up ads? To answer the query, we develop the conceptual model predicting customer inspiration through perceived advertisement value of pop-up ads i...
Article
Full-text available
Psychosocial hazards present in workplaces are being actively investigated by researchers from multiple domains. More research and resources are required to investigate the debilitating consequences of these hazards in the developing and underdeveloped countries where this issue remains one of grave concern. This study aims at investigating the psy...
Chapter
This study aims to empirically investigate a conceptual model that is nested in a behaviorism paradigm. The model posits that consumer videogame engagement is triggered through the playful-consumption experience of a digital game. To validate the model, this study collected data from 460 teen videogame users which were subsequently analyzed on usin...
Conference Paper
Abstract. This study aims to empirically investigate a conceptual model that is nested in a behaviorism paradigm. The model posits that consumer videogame engagement is triggered through the playful-consumption experience of a digital game. To validate the model, this study collected data from 460 teen videogame users which were subsequently analyz...
Conference Paper
This study aims to empirically investigate a conceptual model that is nested in a behaviorism paradigm. The model posits that consumer videogame engagement is triggered through the playful-consumption experience of a digital game. To validate the model, this study collected data from 460 teen videogame users which were subsequently analyzed on usin...
Article
Full-text available
The purpose of this study is to investigate the effectiveness of money-back guarantee (MBG), quality label, and website quality on perceived risk and purchase intention based on the signaling theory. Primary data were collected using a convenience sampling technique and the online approach, where 210 responses were analyzed. Structural equation mod...
Article
This study proposes and validates a conceptual model for predicting consumer video game engagement, comprising cognitive, affective, and behavioural engagement originating from the imaginal, emotional, and sensory playful-consumption experience. To validate the conceptual model, data were collected from 465 teen video game consumers; 436 were usabl...
Chapter
Full-text available
The present study intends to develop a conceptual model predicting videogame consumers’ observational learning that is initiated through the playful-consumption experience of a digital game. To meet this objective, authors employed the hedonic theory of consumption experience and observational learning theory to propose a conceptual model demonstra...
Conference Paper
The present study intends to develop a conceptual model predicting videogame consumers’ observational learning that is initiated through the playful-consumption experience of a digital game. To meet this objective, authors employed the hedonic theory of consumption experience and observational learning theory to propose a conceptual model demonstra...
Article
Full-text available
This paper intends to examine the gender differences on the engagement states of consumer videogame engagement through comparing the male group vs. female group. To meet this objective, the authors aim to utilize the causal-comparative study to analyse the gender differences on consumer videogame engagement. Data were collected from a sample of 235...
Article
Full-text available
This study aims to explore the influence of place attachment (the emotional and functional ties that connect the indigenous communities to their home), trust towards development and the readiness of the community to embrace change. The study areas are non-tourist areas.
Conference Paper
This paper intends to develop a scale to measure a videogame player’s emotional, sensory, and imaginal experiences in digital gaming. We first define the construct of playful-consumption experience in videogame playing and accordingly, develop a scale for measuring playful experiences in videogames. We collected the data of 225 valid respondents wh...
Article
Full-text available
The aim of the study is to develop a new instrument to measure engagement in videogame play termed as consumer videogame engagement. The study followed the scale development procedure to develop an instrument to measure the construct of consumer videogame engagement. In this study, we collected the data in two different phases comprising study 1 (...
Article
Full-text available
Purpose: Several studies have been conducted to investigate the experience or subjective-experience of videogame-play in context of immersion and game-engagement. But, both the concepts have been used interchangeably and have used similar dimensions to examine the subjective-experience of videogame-play or players’ engagement. However, the present...
Conference Paper
This research article attempts to conceptualize and operationalize the concept of engagement in videogame-play as consumer videogame engagement that comprises both psychological and behavioral dimensions. Accordingly, this study has developed a scale for measuring consumer videogame engagement through following the steps of scale development. Next,...
Conference Paper
The aim of the study is to propose a conceptual model which predicts consumer videogame engagement triggered by the playful-consumption experience of videogame-play. The proposed conceptual model is based on a review of past literature on experience and engagement in videogame studies. Moreover, this study employs the hedonic theory of consumption...
Conference Paper
Full-text available
This study proposes a conceptual model that could predict how customers' engagement in video games influences them to learn through observing the models shown in the video games, which further impacts behavioral learning. This study reviews the stimulus response theory and observational learning theory, and draws an integrated conceptual model. Thi...
Article
Research on video-games has progressively increased since 2000, yet past studies are limited to explore the moderating role of video-game engagement in the collectivist society, especially in the context of Malaysia to investigate how video-game engagement influences consumers’ behavior in terms of their personality traits. Therefore, the contempor...

Network

Cited By