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dc.contributor.authorParshakov, Petr
dc.contributor.authorNaidenova, Iuliia
dc.contributor.authorGomez, Carlos
dc.contributor.authorNesseler, Cornel Maria
dc.date.accessioned2022-12-27T12:35:52Z
dc.date.available2022-12-27T12:35:52Z
dc.date.created2022-06-14T12:12:47Z
dc.date.issued2022
dc.identifier.issn0167-4544
dc.identifier.urihttps://hdl.handle.net/11250/3039531
dc.description.abstractThis paper empirically examines how consumers react when a company marks a product with a gay label. The company under scrutiny is one of the largest video game developers in the world, and the labeled product is a popular video game character. We use a regression discontinuity design to exploit the quasi-experimental setting. The main finding was significant drop in demand for this character and a return to previous levels after approximately 3 months. Possible mechanisms and dynamics were explored by analyzing demand for other characters and by surveying consumers. The results are consistent after performing robustness checks based on grid search, subsampling, and placebo tests.en_US
dc.language.isoengen_US
dc.publisherSpringeren_US
dc.titleDo LGBTQ-supportive corporate policies affect consumer behavior? Evidence from the video game industryen_US
dc.title.alternativeDo LGBTQ-supportive corporate policies affect consumer behavior? Evidence from the video game industryen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.source.journalJournal of Business Ethicsen_US
dc.identifier.doihttps://doi.org/10.1007/s10551-022-05137-7
dc.identifier.cristin2031713
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode2


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