Projects funded by the NCN


Information on the principal investigator and host institution

Information of the project and the call

Keywords

Equipment

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Brand introduction into virtual worlds of computer game as a form of customer engagement

2019/33/N/HS4/01530

Keywords:

virtual words computer games game modding customer engagement value co-creation prosumption user-generated content

Descriptors:

  • HS4_008:

Panel:

HS4 - Individuals, institutions, markets: economics, finance, management, demography, social and economic geography, urban studies

Host institution :

Uniwersytet Ekonomiczny w Katowicach

woj. śląskie

Other projects carried out by the institution 

Principal investigator (from the host institution):

dr Magdalena Maria Hofman-Kohlmeyer 

Number of co-investigators in the project: 2

Call: PRELUDIUM 17 - announced on 2019-03-15

Amount awarded: 115 830 PLN

Project start date (Y-m-d): 2020-02-05

Project end date (Y-m-d): 2025-02-04

Project duration:: 60 months (the same as in the proposal)

Project status: Project completed

Project description

Download the project description in a pdf file

Note - project descriptions were prepared by the authors of the applications themselves and placed in the system in an unchanged form.

Information in the final report

  • Publication in academic press/journals (5)
  • Book publications / chapters in book publications (1)
  1. Marka w nowych mediach. Motywy angażowania się użytkowników w tworzenie i wymianę treści.
    Authors:
    Magdalena Hofman-Kohlmeyer
    Academic press:
    Zeszyty Naukowe Wyższej Szkoły Humanitas. Zarządzanie (rok: 2020, tom: 3, strony: 225-241), Wydawca: Instytut Zarządzania i Ekonomii Wyższej Szkoły HUMANITAS w Sosnowcu
    Status:
    Published
    DOI:
    10.5604/01.3001.0014.452 - link to the publication
  2. Brand-Related User-Generated Content in Simulation Video Games: Qualitative Research Among Polish Players
    Authors:
    Magdalena Hofman-Kohlmeyer
    Academic press:
    Central European Management Journal (rok: 2021, tom: 29/1, strony: 61-87), Wydawca: Akademia Leona Koźmińskiego
    Status:
    Published
    DOI:
    10.7206/cemj.2658-0845.41 - link to the publication
  3. Real-life brands in computer games as a piece of art of modding community
    Authors:
    Magdalena Hofman-Kohlmeyer
    Academic press:
    15th Annual Conference of the EuroMed Academy of Business Sustainable Business Concepts and Practices (rok: 2022, tom: -, strony: 389-410), Wydawca: EuroMed Academy of Business
    Status:
    Published
  4. Method of product placement in computer games. Qualitative research amongst Polish players.
    Authors:
    Magdalena Hofman-Kohlmeyer
    Academic press:
    Journal of Marketing and Consumer Behaviour in Emerging Markets (rok: 2024, tom: 1(18), strony: 14-34), Wydawca: Uniwersytet Warszawski
    Status:
    Published
    DOI:
    10.7172/2449-6634.jmcbem.2024.1.2 - link to the publication
  5. Brand-related user-generated content in new media - systematic literature review
    Authors:
    Magdalena Hofman-Kohlmeyer
    Academic press:
    Scientific Papers of Silesian University of Technology (rok: 2023, tom: 179, strony: 133-162), Wydawca: Silesian University of Technology Publishing House
    Status:
    Published
  1. Game modding as an informal source of brands in virtual worlds of computer games
    Authors:
    Magdalena Hofman-Kohlmeyer
    Book:
    Innovation Management and Sustainable Economic Development in the Era of Global Pandemic, Proceedings of the 38th International Business Information Management Association (IBIMA) (rok: 2021, ), Wydawca: International Business Information Management Association
    Status:
    Published