<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Understanding brand loyalty - The case of the eSports consumer from a relationship quality perspective</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bastian Kordyaka</string-name>
          <email>bastian.kordyaka@uni-siegen.de</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sidney Hribersek</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bjoern Kruse</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Bjoern Niehaves</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Hagen, Chair of Information Management</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Siegen, Chair of Information Systems</institution>
          ,
          <addr-line>Siegen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>1</fpage>
      <lpage>3</lpage>
      <abstract>
        <p>Recently, the market of eSports continues to grow in popularity and value. Due to its rapid development a better understanding of the consumers' side of the eSports markets is important to meet its changing demands. In that context, it is especially important to gain a better understanding of loyalty towards eSports brands. Based on assumptions of the relationship quality perspective, we attempt to improve the understanding of loyalty towards an eSports brand using relationship quality (i.e., trust, identification, reputation, affect) and its antecedents (i.e., age, consumer similarity, attractiveness). Accordingly, we collected a sample with 216 eSports consumers to explain consumer loyalty using a structural equation modelling approach. Results show support for the postulated meaningfulness of relationship quality and attractiveness of the brand as predictors of consumer loyalty. Additionally, we reveal that consumer similarity and attractiveness have the potential to explain relationship quality in a positive fashion, contrary to age.</p>
      </abstract>
      <kwd-group>
        <kwd>eSports consumers</kwd>
        <kwd>brand loyalty</kwd>
        <kwd>relationship quality</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        During the last decade, the phenomenon of eSports – which can be understood as
playing video games competitively [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] – moved into the public eye and enjoys greater
popularity on younger audiences. Its corresponding economic and societal meaningfulness
can be read off different numbers. The market of eSports had a value of nearly 900
million U.S. dollars in 2018 and is still on the rise. With an impressive audience growth
over the last years and growing up to 453.8 million worldwide in 2019 [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Surprisingly, empirical research on the eSports market has been rather scarce [
        <xref ref-type="bibr" rid="ref3 ref4 ref5">3–5</xref>
        ]
leaving several questions with relevance for both theory and practice unanswered. One
such instance, is the loyalty of consumers towards a brand, which reflects the long-term
relationship between them [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. So far, brand loyalty is a largely uninvestigated
dependent variable in the context of eSports, although it has proven to be of critical concern in
neighboring disciplines (e.g., marking) for decades [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. We aim to illuminate one of the
existing blind spots by contributing to a better understanding of brand loyalty in the
context of eSports, which is a highly relevant question for organizations involved in
eSports. To achieve this, we consult literature from marketing, information systems,
and consumer engagement and use the relationship quality perspective for the first time
in the context of eSports [
        <xref ref-type="bibr" rid="ref10 ref8 ref9">8–10</xref>
        ]. Our research object is the LEC League of Legends
Season 2019, consisting of ten different eSports brands (organizations). We make use
of structural equation modelling and propose relationship quality and brand
attractiveness as predictors of brand loyalty. The study is guided by the research question:
Research Question: How can loyalty with an eSports brand be explained?
By answering the research question, we aim to make the following contributions. First,
our findings will allow academia to better understand the eSports market and extend
the external validity of previously derived results in neighboring domains to the context
of eSports. Second, it will provide practical implications, with the opportunity for
eSports brands and organizations to increase their revenue and position themselves in
an advantageous market position.
2
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Related work</title>
      <sec id="sec-2-1">
        <title>The eSports markets</title>
        <p>
          eSports as a market is composed of different smaller markets, which are related to
specific video games. The most popular games are online multiplayer games such as
League of Legends (LoL), Counter-Strike (CS), Overwatch, Fortnite, and Player
Unknown’s Battlegrounds (PUBG) [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. To understand the monetary potential and
societal success of eSports better, different unique characteristics and idiosyncrasies can be
considered. The domain of eSports holds different unique features that make it worth a
distinct and innovative topic of research. First, the eSports consumption is highly
digitized and may happen from almost any remote location [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Second, eSports is still an
emerging industry and the groups of consumers are exceptionally young [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Third,
eSports is (opposed to older domains like traditional sports) fast changing allowing
consumers a substantial amount of influence [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Fourth, the consumption good of
eSports is oftentimes co-produced and the roles of passive watchers and active players are
not as distinct as in older domains [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. Accordingly, it is indicated that loyalty in the
eSports context has different drivers compared to current marketing research that were
already part of previous research [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Taken together, it seems indicated that eSports
as a context will enjoy even greater popularity in the future, which underlines the
importance of upcoming research.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Brand loyalty</title>
        <p>
          Brand loyalty can be understood as the consumer's commitment to repurchase or
continue to use the brand [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. Additionally, it can be demonstrated by repeated positive
behaviors such as word of mouth advocacy towards the brand. In neighboring
disciplines brand loyalty was already examined from an attitudinal perspective emphasizing
consumers’ commitment and emotional attachment to brands [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Previous research
studied oppositional brand loyalty (e.g., the degree to which consumers express
negative opinions on rival brands) [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ], brand loyalty building in social media [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ], the
influence of consumers’ community participation on brand loyalty [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], and experience
consumption [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. Looking at these studies, we observe that only few of them examine
the impacts of relational factors like the relationship between consumers and brands.
For the purpose of our study, we understand brand loyalty as the consumption of brand
related content (e.g., streams and videos) and the purchase of eSports merchandise,
while assuming that brand loyalty can be best explained using a relational approach.
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Relationship quality perspective</title>
        <p>
          As the main predictor of brand loyalty in our study, we propose the quality of the
relationship with eSports brands to be particular meaningful. The relationship quality
perspective postulates that brand loyalty is primarily determined by relationship qualities
that evaluates the strength or closeness of the relationship between the consumer and a
brand [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. Previous research suggests that organizations attempt to establish and
maintain long-term relationships with consumers in order to manage uncertainties and
reduce transaction costs [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. From the consumer’s point of view, high relationship
quality indicates that a consumer has faith in a company’s (or a brand’s) future performance
due to prior (positive) interactions. Earlier research has shown that relationship quality
has the potential to produce many positive outcomes, including sales effectiveness, firm
performance, word of mouth, repurchase behavior, consumer retention, and loyalty [
          <xref ref-type="bibr" rid="ref10 ref21 ref22 ref23 ref24">10,
21–24</xref>
          ]. Another predictor that already showed its potential to predict brand loyalty in
previous research in other domains is the attractiveness of a brand [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. We postulate
that attractiveness of a brand is a particularly meaningful predictor of brand loyalty
because it represents a significant share of the positive appearance of a brand from a
consumers perspective. Accordingly, we propose the subsequent hypothesis:
Hypothesis 1: Relationship quality has a positive effect on brand loyalty.
Hypothesis 2: Attractiveness of a brand has a positive effect on brand loyalty.
Relationship quality is usually conceptualized in the literature as a multidimensional
construct with different measurements [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ]. For the purpose of our paper, we capture
the construct of relationship quality with the following four variables.
        </p>
        <p>
          First, we use trust as a part of the construct, which is the consumer’s psychological
state that depicts trusting beliefs (e.g., honesty and reliability) towards a brand or other
entities [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. Second, we insert identification with a brand, which describes the
psychological relatedness to the brand referring to one’s ongoing desire to sustain a
relationship with the brand [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]. As a third part, we use brand reputation, which describes the
belief of a consumer that a brand has a particular characteristic [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ]. Fourth, the
affective relation towards a brand already proved its potential to explain brand loyalty [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ].
Given the importance of relationship quality in previous research, a number of studies
have investigated the antecedents of relationship quality. For our purpose, we follow
the references from Gounaris and Stathakopoulos, who posited that consumer, social,
and brand characteristics are critical for developing consumer and brand relationships,
which can cover different relational statements [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ]. Concretely, we build on previous
findings that seem to be especially relevant in the context of eSports and aim to increase
their external validity. First, based on the young age and vulnerability of consumers in
the context of eSports, we propose age to have an negative effect on relationship quality
because of the lack of young consumers experiences and knowledge in terms of
consumption in general [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ]. Second, we test the perceived similarity to other consumers,
which is a well-established social characteristic in previously well researched contexts
[
          <xref ref-type="bibr" rid="ref32 ref33 ref34">32–34</xref>
          ]. We propose similarity to have a positive effect on relationship quality based
on the idea that consumers join and form stronger ties with brands that convey similar
characteristics to themselves. Third, we postulate that the attractiveness as a brand
characteristic has a disjunctive positive effect (besides the direct effect on loyalty) on
relationship quality as well [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. The corresponding postulate is based on previous findings
that indicated positive influences of meaningful brand associations (i.e., attractivity) on
consumers. Accordingly, we propose the following hypotheses:
Hypothesis 3: The age of consumers has a negative effect on relationship quality.
Hypothesis 4: Consumer similarity has a positive effect on relationship quality.
Hypothesis 5: Attractiveness of a brand has a positive effect on relationship quality.
3
3.1
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Methodology</title>
      <sec id="sec-3-1">
        <title>Research design</title>
        <p>To answer the hypotheses and the research questions of our study, we used a
crosssectional survey and collected self-reports of eSports consumers with an online
questionnaire. Accordingly, we analyzed the data with covariance-based statistics and
structural equation modelling to get insights into explanations of loyalty towards an eSports
brand using relationship management as its main predictor (see figure 1).
After informed consent was obtained, the first part of the online questionnaire
instructed participants to select one of the ten professional organizations of the LEC
League of Legends Season 2019 (i.e., Splyce, Fnatic, Team Vitality, G2 eSports,
Rogue, SK Gaming, Excel eSports, FC Schalke 04 eSports, Misfits, Origen) that they
were most familiar with. Those were followed by independent variables (predictors of
relationship quality), and consumer similarity and attractiveness. Second, the
participants filled out the scales for the variable relationship quality consisting of trust,
identification, reputation, and affect towards the brand. Third, the dependent variable
franchise loyalty of an eSports brand was presented. Finally, participants filled out the
demographic data and received a code for their payment. To increase the quality of our
data obtained, we inserted multiple attentions check items (i.e., “pick a number smaller
than two”) to exclude inattentive respondents.
3.3</p>
      </sec>
      <sec id="sec-3-2">
        <title>Participants</title>
        <p>We surveyed 216 eSports consumers, by using the crowdsourcing marketplace
Mechanical Turk (MTurk). All the participants received $1.09 as compensation for taking
part in the study. The majority of the sample consisted of males (161 males, 55
females), and the average age was around 30 years (M = 30.98, SD = 7.36). Most
participants were Americans (158), followed by Indians (47), and more than half of the
participants stated that they already completed their bachelor’s degree (54%) in their
respective countries. Additionally, the participants reported that they had started
consuming eSports a little over three years ago (M = 3.35, SD = 1.86).
3.4</p>
      </sec>
      <sec id="sec-3-3">
        <title>Construct measures</title>
        <p>Unless otherwise stated, all items were measured on a seven-point Likert scale, ranging
from 1 “strongly disagree” to 7 “strongly agree”. Afterwards, we aggregated the items
to an evenly distributed sum-score.</p>
        <p>
          Dependent variable. We measured our dependent variable franchise loyalty by
adapting a validated scale to the context of our study [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. The measurement comprises four
items (e.g., “I will watch this brand the next time I watch eSports”; M = 5.33,
SD = 1.27, α = .89).
        </p>
        <p>
          Mediating variables. We followed recommendations from previous literature and
measured relationship quality with different well-established constructs [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. First, we
used an existing scale [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] measuring trust consisting of five items (e.g., “The brand is
honest”; M = 5.18, SD =.99, α = .78). Second, we measured brand identification using
two items from previous literature [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ]. A visual item, which included a series of Venn
diagrams indicating the extent of overlap between the consumers’ self and the brand
identity, and the respondents were required to choose the level of overlap that best
reflected their relationship with the brand. The verbal item asked the consumers about
their accordance with one statement (i.e., “My self-image overlaps with the image of
the brand”) and aggregated both items to a single value (M = 4.82, SD = 1.40, α = .67).
Third, we used a well-established measurement [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ] of reputation with fifteen items
(e.g., “The brand reduce its profits to ensure a clean environment”; M = 5.44 SD = .85,
α = .93). Finally, we measured the affect towards the eSports brand with three items
from previous literature [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ].
        </p>
        <p>
          Independent variables. First, we asked participants of our study to state their age in
an open text field (M = 30.89, SD = 7. 63). Second, we measured consumer similarity
with three items from previous literature (e.g., "The typical consumer of the brand is
similar to me"; M = 5.02, SD = 1.29, α = .89) [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. Third, we measured attractiveness
of the brand with four items (e.g., "I like what the brand stands for"; M = 5.60, SD =
.87, α = .82) [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ].
4
4.1
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <sec id="sec-4-1">
        <title>Preceding analyses</title>
        <p>To test if any of the sociodemographic (gender, education, country) or control variables
(started watching eSports) had a confounding effect on brand loyalty, we carried out a
multiple linear regression analysis and used the sociodemographic and control variables
as predictors to explain brand loyalty. The regression equation showed a significant
result (F (4, 211) = 9.30, p &lt; .001) and explained 13% of the variance in loyalty. Only
the regression weight of education (β = .38, p &lt; .001) showed a significant effect (all
others p ≥ .32). Thus, we assumed that we only had to consider the direct effect of
education of eSports brand loyalty.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Hypotheses testing</title>
        <p>To test the hypotheses of our study, we inserted the relationships postulated in our
research model and the previously identified confound of education in a structural
equation model using the software AMOS and applied a maximum likelihood estimation to
specify the model. Additionally, we allowed relationships between the identified
confound education and other variables as well as correlation between the independent
variables following suggested modification indices. The inferential test of the model
indicated good fit between the empirical data and the postulated model (χ2 (df = 6; N
= 216) = 9.65; p = .14). Additional fit indices confirmed the positive impression (CFI
= .99, SRMR = .03, GFI = .98, RMSEA = .05). The subsequent Figure 2 shows the
relationships between the constructs of the derived SEM.
Using the results presented in Figure 2, we are now able to answer the hypotheses of
our study. First, regarding direct predictors of brand loyalty, we can make the
subsequent empirical statements. Regarding hypothesis 1, we found the postulated positive
relationships between relationship quality as a predictor of brand loyalty (β = .55, p &lt;
.001). About hypothesis 2, we found empirical support as well. Accordingly,
attractiveness of a brand predicted brand loyalty in a positive fashion (β = .31, p &lt; .001) and the
previously identified confound education did not play a meaningful role (β = .08, p =
.06). Additionally, the inserted predictors were able to explain .70 % of the variance of
the dependent variable brand loyalty. Second, referring to predictors of relationship
quality, we can answer the predicted hypotheses as well. Accordingly, age predicted
relationship quality in a negative way (hypothesis 3; β = -.11, p &lt; .01) and consumer
similarity (hypothesis 4; β = .50, p &lt; .001) and brand attractiveness (hypothesis 5; β =
.38, p &lt; .001) contributed in a positive fashion. Additionally, all predictors were able
to explain .68% of the variance of the dependent variable relationship quality. The
subsequent table summarizes the results of our study.
To get further insights into the relationships within our data and derive additional points
of reference for future research, we carried out an additional regression analysis to
explore which of the constructs we used as an operationalization for relationship quality
had the most meaningful impact on brand loyalty. This idea was based on the
observation that relationship quality covered a rather big content-related interval. Accordingly,
we inserted the four constructs trust, identification, reputation, and affect towards a
brand as predictors of brand loyalty, while controlling for the identified confound
education. The regression equation showed a significant result (F (5, 210) = 141.39, p &lt;
.001) and explained 77% of the variance in brand loyalty. Additionally, the regression
weights of identification (β = .10, p &lt; .05), reputation (β = .37, p &lt; .001), affect (β =
.49, p &lt; .001) and education (β = .13, p &lt; .01) showed significant results (other p = .47).
Accordingly, reputation and affect seem to be most meaningful predictors of loyalty.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>
        Based on the derived results of our study, we are now able to answer our research
question. Relationship quality and brand attractiveness predicted brand loyalty (hypotheses
1 and 2). This finding is in line with previous research [
        <xref ref-type="bibr" rid="ref19 ref8">8, 19</xref>
        ]. In addition, and on a
more granular level of observation, additional analysis indicated that brand reputation
and the affect towards a brand were the most meaningful predictors of consumer
loyalty. We understand our findings in a way that organizations involved in the context of
eSports should put more effort into building their brand. Fruitful avenues for the
realization could be to more holistically build brand images and communicate them in a
solid fashion or use tools of strategic management and test the effects of strategies like
brand diversification.
      </p>
      <p>
        With our results, we found empirical support for our postulated predictors of
relationship quality. Regarding hypotheses 3, we found a negative effect of age on
relationship quality. As an explanation for this finding, we refer to research regarding young
consumer vulnerability and developmental psychology, which showed that it is easier
to influence younger consumers in a desired way due to their rather insecure
self-concept (compared to older consumers) [
        <xref ref-type="bibr" rid="ref31 ref38">31, 38</xref>
        ]. Accordingly, older consumers evaluate
the relationship quality more critical, which is one way to understand the negative
influence of age. We think that this effect is even more important in the context of eSports
due to the selective group of young consumers and the rather adolescent image of
eSports and video games in general. We understand this finding as a request for eSports
organizations to strengthen the use of customer segmentation techniques to ensure a
target group specific approach of consumers. Regarding hypotheses 4, consumer
similarity significantly predicted relationship quality. Accordingly, we extended the
external validity of findings from previous research to the context of eSports [
        <xref ref-type="bibr" rid="ref33 ref34">33, 34</xref>
        ]. This
finding seems especially interesting, since ordinary marketing tools like segmentation,
strategies of consumers regarding the communication strategy are not used fully of their
potential by eSports organizations, which indicates so far unexploited potential. With
regard to hypothesis 5, attractiveness was a significant predictor of relationship quality
as well, which supports findings from neighboring disciplines [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Accordingly, we
encourage organizations involved in eSports to use tools of market research and explore
aspects increasing brand attractiveness from a consumer’s perspective.
      </p>
      <p>
        Like every empirical study, our approach includes limitations as well. Subsequently,
we will name some of them and illustrate potential ways how future research can deal
with them. First, we had to decide what dimensions to include in the higher-level
concept relationship quality. We do not claim that other measurements would not be able
to illustrate relationship quality in an appropriate way. We understand our study as a
first step to show that relationship quality as a construct holding potential to better
understand eSports consumers. However, we recommend comparing other dimensions of
relationship quality (e.g., satisfaction) in future studies. Second, we are aware that a
large number of variables can be connected to the perception of relationship quality and
our approach is only one meaningful possibility. Nonetheless, we encourage future
studies to holistically explore the relationship between potential antecedents and
relationship quality. This can be achieved building on insights from previous research in
neighboring contexts [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. One fruitful avenue would be the integration of (more)
relational and social value components as predictors of relationship quality.
6
      </p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>Since eSports as a phenomenon is innovative, fast changing, and undergoes rising
levels of popularity, the need for understanding the contemporary picture is crucial for
academia and practice. An important question in this regard concerns the explanation
of brand loyalty from a consumer’s perspective. The major contribution of our study is
that we were able to show that the relationship quality perspective holds a lot of
potential to get insights into an explanation of brand loyalty. Accordingly, we extended the
external validity from findings from neighbouring disciplines for the first time to the
context of eSports, which promise a variety of fruitful avenues for future research.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Scholz</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          :
          <article-title>Esports is Business: Management in the World of Competitive Gaming</article-title>
          . Springer Berlin Heidelberg, New York, NY (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2. Newzoo:
          <article-title>Global Esports Economy Will Top $1 Billion for the First Time in</article-title>
          <year>2019</year>
          , https://newzoo.com/insights/articles/newzoo
          <article-title>-global-esports-economy-will-top-1-billionfor-the-</article-title>
          <string-name>
            <surname>first-</surname>
          </string-name>
          time-in-2019/, last accessed
          <year>2019</year>
          /10/02.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Weiss</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Schiele</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          :
          <article-title>Virtual Worlds in Competitive Contexts: Analyzing eSports Consumer Needs</article-title>
          .
          <source>Electronic Markets</source>
          .
          <volume>23</volume>
          ,
          <fpage>307</fpage>
          -
          <lpage>316</lpage>
          (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Hamari</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sjöblom</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>What is eSports and Why Do People Watch it</article-title>
          ? Internet Research.
          <volume>27</volume>
          ,
          <fpage>211</fpage>
          -
          <lpage>232</lpage>
          (
          <year>2017</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <surname>Hallmann</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Giel</surname>
          </string-name>
          , T.: eSports - Competitive
          <source>Sports or Recreational Activity? Sport Management Review</source>
          .
          <volume>21</volume>
          ,
          <fpage>14</fpage>
          -
          <lpage>20</lpage>
          (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <surname>Chaudhuri</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Holbrook</surname>
            ,
            <given-names>M.B.</given-names>
          </string-name>
          :
          <article-title>The Chain of Effects from Brand Trust and Brand Affect to Brand Performance: The Role of Brand Loyalty</article-title>
          .
          <source>Journal of Marketing</source>
          .
          <volume>65</volume>
          ,
          <fpage>81</fpage>
          -
          <lpage>93</lpage>
          (
          <year>2001</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <surname>Oliver</surname>
            ,
            <given-names>R.L.</given-names>
          </string-name>
          :
          <source>Whence Consumer Loyalty? Journal of Marketing</source>
          .
          <volume>63</volume>
          ,
          <fpage>33</fpage>
          -
          <lpage>44</lpage>
          (
          <year>1999</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <surname>Elbedweihy</surname>
            ,
            <given-names>A.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Jayawardhena</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Elsharnouby</surname>
            ,
            <given-names>M.H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Elsharnouby</surname>
            ,
            <given-names>T.H.</given-names>
          </string-name>
          :
          <article-title>Customer Relationship Building: The Role of Brand Attractiveness and Consumer-Brand Identification</article-title>
          .
          <source>Journal of Business Research</source>
          .
          <volume>69</volume>
          ,
          <fpage>2901</fpage>
          -
          <lpage>2910</lpage>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <surname>Zhang</surname>
            ,
            <given-names>X.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Fang</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>He</surname>
            ,
            <given-names>W.</given-names>
          </string-name>
          , Zhang, Y.:
          <article-title>Epistemic Motivation and Knowledge Contribution Behaviors in Wiki Teams: A Cross-Level moderation Model</article-title>
          . In PACIS (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Palmatier</surname>
            ,
            <given-names>R.W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dant</surname>
            ,
            <given-names>R.P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Grewal</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Evans</surname>
            ,
            <given-names>K.R.</given-names>
          </string-name>
          :
          <article-title>Factors Influencing the Effectiveness of Relationship Marketing: A Meta-Analysis</article-title>
          .
          <source>Journal of Marketing</source>
          .
          <volume>70</volume>
          ,
          <fpage>136</fpage>
          -
          <lpage>153</lpage>
          (
          <year>2006</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Andrews</surname>
            ,
            <given-names>D.L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ritzer</surname>
          </string-name>
          , G.:
          <article-title>Sport and Prosumption</article-title>
          .
          <source>Journal of Consumer Culture</source>
          .
          <volume>18</volume>
          ,
          <fpage>356</fpage>
          -
          <lpage>373</lpage>
          (
          <year>2018</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Gremler</surname>
          </string-name>
          , D.D.,
          <string-name>
            <surname>Van Vaerenbergh</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Brüggen</surname>
            ,
            <given-names>E.C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gwinner</surname>
            ,
            <given-names>K.P.</given-names>
          </string-name>
          :
          <article-title>Understanding and Managing Customer Relational Benefits in Services: A Meta-Analysis</article-title>
          .
          <source>Journal of the Academy of Marketing Science</source>
          . (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <surname>Dick</surname>
            ,
            <given-names>A.S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Basu</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          : Customer Loyalty:
          <article-title>Toward an Integrated Conceptual Framework</article-title>
          .
          <source>Journal of the Academy of Marketing Science</source>
          .
          <volume>22</volume>
          ,
          <fpage>99</fpage>
          -
          <lpage>113</lpage>
          (
          <year>1994</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <surname>Shang</surname>
          </string-name>
          , R.-A.,
          <string-name>
            <surname>Chen</surname>
            ,
            <given-names>Y.-C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Liao</surname>
          </string-name>
          , H.-J.:
          <source>The Value of Participation in Virtual Consumer Communities on Brand Loyalty. Internet Research</source>
          .
          <volume>16</volume>
          ,
          <fpage>398</fpage>
          -
          <lpage>418</lpage>
          (
          <year>2006</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Kuo</surname>
            ,
            <given-names>Y.-F.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Feng</surname>
          </string-name>
          , L.-H.:
          <article-title>Relationships Among Community Interaction Characteristics, Perceived Benefits, Community Commitment, and Oppositional Brand Loyalty in Online Brand Communities</article-title>
          .
          <source>International Journal of Information Management</source>
          .
          <volume>33</volume>
          ,
          <fpage>948</fpage>
          -
          <lpage>962</lpage>
          (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <surname>Laroche</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Habibi</surname>
            ,
            <given-names>M.R.</given-names>
          </string-name>
          , Richard, M.-O.: To Be or Not to Be in Social Media: How Brand Loyalty is Affected by Social Media?
          <source>International Journal of Information Management</source>
          .
          <volume>33</volume>
          ,
          <fpage>76</fpage>
          -
          <lpage>82</lpage>
          (
          <year>2013</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17.
          <string-name>
            <surname>Casaló</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Flavián</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Guinalíu</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Impact of Participation in Virtual Brand Communities on Consumer Trust and Loyalty: The Case of Free Software</article-title>
          .
          <source>Online Information Review</source>
          .
          <volume>31</volume>
          ,
          <fpage>775</fpage>
          -
          <lpage>792</lpage>
          (
          <year>2007</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <surname>Yang</surname>
            ,
            <given-names>X.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Mao</surname>
            ,
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Peracchio</surname>
            ,
            <given-names>L.A.</given-names>
          </string-name>
          :
          <article-title>It's Not Whether You Win or Lose, It's How You Play the Game? The Role of Process and Outcome in Experience Consumption</article-title>
          .
          <source>Journal of Marketing Research</source>
          .
          <volume>49</volume>
          ,
          <fpage>954</fpage>
          -
          <lpage>966</lpage>
          (
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19.
          <string-name>
            <surname>Zhang</surname>
            ,
            <given-names>K.Z.K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Benyoucef</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Zhao</surname>
            ,
            <given-names>S.J.</given-names>
          </string-name>
          :
          <source>Building Brand Loyalty in Social Commerce: The Case of Brand Microblogs. Electronic Commerce Research and Applications</source>
          .
          <volume>15</volume>
          ,
          <fpage>14</fpage>
          -
          <lpage>25</lpage>
          (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <surname>Morgan</surname>
            ,
            <given-names>R.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hunt</surname>
            ,
            <given-names>S.D.</given-names>
          </string-name>
          :
          <article-title>The Commitment-Trust Theory of Relationship Marketing</article-title>
          .
          <source>Journal of Marketing</source>
          .
          <volume>58</volume>
          ,
          <fpage>20</fpage>
          -
          <lpage>38</lpage>
          (
          <year>1994</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          21.
          <string-name>
            <surname>Athanasopoulou</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          :
          <article-title>Relationship Quality: A Critical Literature Review and Research Agenda</article-title>
          .
          <source>European Journal of Marketing</source>
          .
          <volume>43</volume>
          ,
          <fpage>583</fpage>
          -
          <lpage>610</lpage>
          (
          <year>2009</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          22.
          <string-name>
            <surname>Crosby</surname>
            ,
            <given-names>L.A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Evans</surname>
            ,
            <given-names>K.R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cowles</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          : Relationship Quality in Services Selling:
          <article-title>An InterPersonal Influence Perspective</article-title>
          .
          <source>Journal of Marketing</source>
          .
          <volume>54</volume>
          ,
          <fpage>68</fpage>
          -
          <lpage>81</lpage>
          (
          <year>1990</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          23.
          <string-name>
            <surname>Zhang</surname>
          </string-name>
          , J.,
          <string-name>
            <surname>Bloemer</surname>
            ,
            <given-names>J.M.:</given-names>
          </string-name>
          <article-title>The Impact of Value Congruence on Consumer-Service Brand Relationships</article-title>
          .
          <source>Journal of Service Research</source>
          .
          <volume>11</volume>
          ,
          <fpage>161</fpage>
          -
          <lpage>178</lpage>
          (
          <year>2008</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          24.
          <string-name>
            <surname>Sanchez-Franco</surname>
            ,
            <given-names>M</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ramos</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Velicia</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          :
          <article-title>The Moderating Effect of Gender on Relationship Quality and Loyalty Toward Internet Service Providers</article-title>
          .
          <source>Information &amp; Management</source>
          .
          <volume>46</volume>
          ,
          <fpage>196</fpage>
          -
          <lpage>202</lpage>
          (
          <year>2009</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          25.
          <string-name>
            <surname>Liang</surname>
          </string-name>
          , T.-P.,
          <string-name>
            <surname>Ho</surname>
          </string-name>
          , Y.-T.,
          <string-name>
            <surname>Li</surname>
            ,
            <given-names>Y.-W.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Turban</surname>
          </string-name>
          , E.:
          <article-title>What Drives Social Commerce: The Role of Social Support and Relationship Quality</article-title>
          .
          <source>International Journal of Electronic Commerce</source>
          .
          <volume>16</volume>
          ,
          <fpage>69</fpage>
          -
          <lpage>90</lpage>
          (
          <year>2011</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          26.
          <string-name>
            <surname>Gefen</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Karahanna</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Straub</surname>
            ,
            <given-names>D.W.</given-names>
          </string-name>
          :
          <article-title>Trust and TAM in Online Shopping: An Integrated Model</article-title>
          .
          <source>MIS Quarterly</source>
          .
          <volume>27</volume>
          ,
          <fpage>51</fpage>
          -
          <lpage>90</lpage>
          (
          <year>2003</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          27.
          <string-name>
            <surname>Kordyaka</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hribersek</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          :
          <article-title>Crafting Identity in League of Legends - Purchases as a Tool to Achieve Desired Impressions</article-title>
          .
          <source>In Proceedings of the HICSS</source>
          (
          <year>2019</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          28.
          <string-name>
            <surname>Walsh</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Beatty</surname>
            ,
            <given-names>S.E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Shiu</surname>
            ,
            <given-names>E.M.K.</given-names>
          </string-name>
          :
          <article-title>The Customer-Based Corporate Reputation Sale: Replication and Short Form</article-title>
          .
          <source>Journal of Business Research</source>
          .
          <volume>62</volume>
          ,
          <fpage>924</fpage>
          -
          <lpage>930</lpage>
          (
          <year>2009</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          29.
          <string-name>
            <surname>Kenning</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Viktoria</surname>
            <given-names>Rampl</given-names>
          </string-name>
          ,
          <string-name>
            <surname>L.</surname>
          </string-name>
          :
          <article-title>Employer Brand Trust and Affect: Linking Brand Personality to Employer Brand Attractiveness</article-title>
          .
          <source>European Journal of Marketing</source>
          .
          <volume>48</volume>
          ,
          <fpage>218</fpage>
          -
          <lpage>236</lpage>
          (
          <year>2014</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          30.
          <string-name>
            <surname>Gounaris</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Stathakopoulos</surname>
            ,
            <given-names>V.</given-names>
          </string-name>
          :
          <article-title>Antecedents and Consequences of Brand Loyalty: An Empirical Study</article-title>
          .
          <source>Journal of Brand Management</source>
          .
          <volume>11</volume>
          ,
          <fpage>283</fpage>
          -
          <lpage>306</lpage>
          (
          <year>2004</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          31.
          <string-name>
            <surname>Pechmann</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Moore</surname>
            ,
            <given-names>E.S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Andreasen</surname>
            ,
            <given-names>A.R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Connell</surname>
            ,
            <given-names>P.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Freeman</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gardner</surname>
            ,
            <given-names>M.P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Heisley</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lefebvre</surname>
            ,
            <given-names>R.C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pirouz</surname>
            ,
            <given-names>D.M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Soster</surname>
            ,
            <given-names>R.L.</given-names>
          </string-name>
          :
          <article-title>Navigating the Central Tensions in Research on At-Risk Consumers: Challenges and Opportunities</article-title>
          .
          <source>Journal of Public Policy &amp; Marketing</source>
          .
          <volume>30</volume>
          ,
          <fpage>23</fpage>
          -
          <lpage>30</lpage>
          (
          <year>2011</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          32.
          <string-name>
            <surname>Sirgy</surname>
            ,
            <given-names>M.J.</given-names>
          </string-name>
          :
          <article-title>Self-Concept in Consumer Behavior: A Critical Review</article-title>
          .
          <source>Journal of Consumer Research</source>
          .
          <volume>9</volume>
          ,
          <fpage>287</fpage>
          -
          <lpage>300</lpage>
          (
          <year>1982</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref33">
        <mixed-citation>
          33.
          <string-name>
            <surname>Hoffner</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Buchanan</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          :
          <article-title>Young Adults' Wishful Identification with Television Characters: The Role of Perceived Similarity and Character Attributes</article-title>
          .
          <source>Media Psychology</source>
          .
          <volume>7</volume>
          ,
          <fpage>325</fpage>
          -
          <lpage>351</lpage>
          (
          <year>2005</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref34">
        <mixed-citation>
          34.
          <string-name>
            <surname>Al-Natour</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Benbasat</surname>
            ,
            <given-names>I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cenfetelli</surname>
          </string-name>
          , R.T.:
          <article-title>The Role of Design Characteristics in Shaping Perceptions of Similarity: The Case of Online Shopping Assistants</article-title>
          .
          <source>Journal of the Association for Information Systems</source>
          .
          <volume>7</volume>
          ,
          <fpage>821</fpage>
          -
          <lpage>861</lpage>
          (
          <year>2006</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref35">
        <mixed-citation>
          35.
          <string-name>
            <surname>Bathurst</surname>
          </string-name>
          :
          <article-title>The Average Age of Esports Viewers is Higher Than You May Think, Says GameScape</article-title>
          , LLC, https://esportsobserver.com
          <article-title>/average-age-esports-viewers-gamescape/</article-title>
          ,
          <source>last accessed</source>
          <year>2019</year>
          /10/01.
        </mixed-citation>
      </ref>
      <ref id="ref36">
        <mixed-citation>
          36.
          <string-name>
            <surname>Bergami</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bagozzi</surname>
            ,
            <given-names>R.P.</given-names>
          </string-name>
          :
          <string-name>
            <surname>Self‐Categorization</surname>
          </string-name>
          ,
          <article-title>Affective Commitment and Group SelfEsteem as Aspects of Social Identity in Organizations</article-title>
          .
          <source>British Journal of Social Psychology</source>
          .
          <volume>39</volume>
          ,
          <fpage>555</fpage>
          -
          <lpage>577</lpage>
          (
          <year>2000</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref37">
        <mixed-citation>
          37.
          <string-name>
            <surname>Bhattacharya</surname>
            ,
            <given-names>C.B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Sen</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          :
          <string-name>
            <surname>Consumer-Company Identification</surname>
          </string-name>
          :
          <article-title>A Framework for Understanding Consumers' Relationships with Companies</article-title>
          .
          <source>Journal of Marketing</source>
          .
          <volume>67</volume>
          ,
          <fpage>76</fpage>
          -
          <lpage>88</lpage>
          (
          <year>2003</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref38">
        <mixed-citation>
          38.
          <string-name>
            <surname>Batat</surname>
          </string-name>
          , W.:
          <article-title>How Do Adolescents Define Consumer Vulnerability? Toward a Youth-Centric Approach</article-title>
          . ACR North American Advances. (
          <year>2012</year>
          ).
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>