Gamified interactions: whether, when, and how games facilitate self–brand connections
Journal
Journal of the Academy of Marketing Science
ISSN
0092-0703
Type
journal article
Date Issued
2018-07
Author(s)
Abstract (De)
Firms increasingly use games to interact with their customers. Yet, surprisingly little is known about whether, when, and how such “gamified” interactions engage consumers with a firm’s brand, thereby facilitating self–brand connections. Building on flow theory, we show that gamified interactions that are highly interactive and optimally challenging facilitate self–brand connections, because such games lead to emotional and cognitive brand engagement. A field study and three experiments across various product domains and game designs support our theory. We also identify conditions under which consumers do not become engaged with a brand, namely when firms restrict their decisional control either to voluntarily participate in the game (i.e., compulsory play) or to spend as much time as desired playing the game (i.e., time pressure). Our findings advance existing knowledge about the use of games in marketing and provide important implications for how marketers can harness their potential to build self–brand connections.
Language
English
Keywords
Games
Flow
Interactivity
Challenge
Self–brand connection
Brand engagement
Compulsory play
Time pressure
HSG Classification
contribution to scientific community
HSG Profile Area
Global Center for Customer Insight
Refereed
Yes
Publisher
Springer Netherlands
Volume
46
Number
4
Start page
652
End page
673
Pages
22
Subject(s)
Division(s)
Contact Email Address
axel.berger@unisg.ch
Eprints ID
255536
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