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J. of the Acad. Mark. Sci.

DOI 10.1007/s11747-017-0530-0

ORIGINAL EMPIRICAL RESEARCH

Gamified interactions: whether, when, and how games facilitate


self–brand connections
Axel Berger 1 & Tobias Schlager 1 & David E. Sprott 2 &
Andreas Herrmann 1

Received: 15 January 2016 / Accepted: 29 March 2017


# Academy of Marketing Science 2017

Abstract Firms increasingly use games to interact with their Keywords Games . Flow . Interactivity . Challenge . Self–
customers. Yet, surprisingly little is known about whether, brand connection . Brand engagement . Compulsory play .
when, and how such “gamified” interactions engage con- Time pressure
sumers 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 challeng- Introduction
ing facilitate self–brand connections, because such games lead
to emotional and cognitive brand engagement. A field study Firms share the common belief that creating compelling ex-
and three experiments across various product domains and periences is key for successful branding (e.g., Brakus et al.
game designs support our theory. We also identify conditions 2009) and achieving competitive advantage (Pine and
under which consumers do not become engaged with a brand, Gilmore 1998; Prahalad and Ramaswamy 2004). Firms have
namely when firms restrict their decisional control either to increasingly used games to co-create such experiences with
voluntarily participate in the game (i.e., compulsory play) or their customers—a phenomenon that we call gamified
to spend as much time as desired playing the game (i.e., time interactions. The current research originated from collabora-
pressure). Our findings advance existing knowledge about the tion with a large European automotive manufacturer and a
use of games in marketing and provide important implications globally operating Swiss financial services provider who both
for how marketers can harness their potential to build self– wanted to break new ground in building stronger connections
brand connections. with customers by including games on their websites and cor-
porate social media profiles. Our experience with these firms
is not isolated in the marketplace: forecasts predict that
Mark Houston served as area editor for this article.
gamified interactions will result in a $10.02 billion industry
* Axel Berger
by 2020 (Research and Markets 2015).
axel.berger@unisg.ch Despite prior research efforts examining the commercial
application of games in marketing (e.g., Jung et al. 2013;
Tobias Schlager Kim et al. 2016; Müller-Stewens et al. 2017), there is no
tobias.schlager@unisg.ch conclusive evidence whether, when, and how gamified inter-
David E. Sprott actions enhance brand responses, particularly the formation of
dsprott@wsu.edu self–brand connections. We believe that a major reason for
Andreas Herrmann
this dearth of literature is that prior studies have not closely
andreas.herrmann@unisg.ch examined the experiential nature of gameplay. We address this
situation by treating games as playful experiences between a
1
Institute for Customer Insight, University of St. Gallen, firm’s customers and brand (Holbrook et al. 1984); this ap-
Bahnhofstrasse 8, 9000 St. Gallen, CH, Switzerland proach allows us to focus on design dimensions, psychologi-
2
Carson College of Business, Washington State University, cal processes, and situation-specific conditions of games used
Pullman, WA 99164-4730, USA within marketing contexts. In so doing, we intend to answer
J. of the Acad. Mark. Sci.

the following questions important for the successful design 1953), conceptualizations (Huizinga 1949; Suits 1967), and
and presentation of gamified interactions: Can gamified inter- classifications (Caillois 1961) of games. Although various
actions facilitate self–brand connections? If so, what are the definitions have been offered in the literature, scholars appear
key dimensions leading consumers to connect with a brand in only to agree on the basic nature of games; namely, games are
a game? What are the underlying processes and boundary voluntarily-chosen, enjoyable activities that allow players to
conditions associated therewith? escape from ordinary routines (Caillois 1955; Huizinga 1949;
Drawing on flow theory (Csikszentmihalyi 1990), we hy- for more information on games see McGonigal 2011).
pothesize that only highly interactive and optimally challeng- Following this notion, early academic work by Holbrook
ing gamified interactions will facilitate self–brand connec- et al. (1984) introduced games to the domain of marketing,
tions. Further, we predict that such brand outcomes occur laying the foundations for appreciating games as playful expe-
via a process of emotional and cognitive brand engagement. riences between a firm’s customers and brand. In a similar
However, we do not expect these predictions to hold when fashion, marketers have increasingly realized the potential of
consumers sense a restriction on their decisional control to using games to co-create such experiences with their customers,
engage in gameplay (i.e., when gameplay is compulsory or a phenomenon that we refer to as gamified interactions.
occurs under time pressure). A combination of a field study Initially, games were only seen as a part of firms’ promotional
and three experiments across various product domains and strategies (Feinman et al. 1986), but their role within the mar-
game designs provides conclusive evidence for our theory. keting mix has dramatically expanded, mainly due to the pro-
Our findings make three contributions to our understanding liferation of electronic devices among consumers and the asso-
of games in marketing. First, we provide first-of-its-kind evi- ciated popularity of digital games. Indeed, many firms now
dence that gamified interactions (characterized by high inter- acknowledge gamified interactions as a major form of consum-
activity and optimal challenge) facilitate self–brand connec- er entertainment with the objective of brand building.
tions. This finding extends earlier work that has studied (in Prior research on the use of gamified interactions in digital
isolation) the effects of interactivity (Lee et al. 2014; Nelson contexts is often differentiated into advergames and in-game
et al. 2006) or challenge (Herrewijn and Poels 2013; Waiguny advertising. While advergames are custom-made games de-
et al. 2012) of games on brand-specific outcomes. We also signed to promote a firm’s brand or products (Waiguny et al.
advance earlier studies (Herrewijn and Poels 2013; Jeong 2012), in-game advertising refers to brand or product place-
et al. 2011; Kuo and Rice 2015) that provide limited insights ment within an existing game (Schneider and Cornwell 2005).
into the underlying psychological processes of gamified inter- Both types of gamified interactions share the goal of providing
actions on self–brand connections by identifying emotional consumers with positive experiences while interacting with a
and cognitive brand engagement as mediators of this effect. firm’s brand. However, as Table 1 illustrates, there is no con-
Finally, we reveal a novel set of boundary conditions (i.e., sensus among prior research regarding general mechanisms—
compulsory play and time pressure) that provides marketers whether affective or cognitive in nature—and particular game
with insights on how to present gamified interactions to con- design dimensions that can explain the consequences of such
sumers successfully. Taken together, our findings show how experiences on brand responses.
firms can use gamified interactions as tools for creating com- Much of the prior research has presumed that games pro-
pelling experiences that lead to favorable long-term conse- duce an affective spillover on the brands featured within the
quences related to brand engagement. game. This work has shown that the positive valence of in-
In the following, we first review prior work on games in game stimuli (e.g., inserting firm content like a brand logo
marketing. Then, we develop our conceptual model on how as the “good” stimuli and competitor content like a compet-
gamified interactions affect self–brand connections, before we itor’s product as the “bad” stimuli, Kuo and Rice 2015;
detail our empirical findings and conclude with implications inclusion of likeable spokes-characters, Choi and Lee
for marketing theory and practice. 2012) may enhance brand responses. In contrast, violent
game content can result in negative attitudes toward the
featured brand (Waiguny et al. 2013), especially with in-
Games in marketing creased realism of gameplay (Jeong et al. 2011). Other re-
searchers have framed the emotional experiences associated
Games are a central part of culture, society, and the human with gameplay, using the pleasure, arousal, and dominance
experience, with examples ranging from childhood play to dimensions of Mehrabian and Russell (1974). Although re-
commercial gaming. Research on games goes back to Johan search has not found evidence for these dimensions to play a
Huizinga’s (1949, p. ix) idea of “Homo Ludens, Man the significant role in mediating the effects of gameplay on
Player” that put games at the heart of civilization’s develop- brand responses (Herrewijn and Poels 2013), they do appear
ment. Since that time, researchers across various disciplines to increase consumers’ absorption during gameplay
have wrestled with philosophical elaborations (Wittgenstein (Vanwesenbeeck et al. 2015).
Table 1 Relevant literature on gamified interactions

Reference Mechanism Game Mediator Moderator Consumer Research Key findings


design response design
dimension

Affect-based approaches
J. of the Acad. Mark. Sci.

Choi and Lee Affect Presence of Product Brand 1 Experiment Product type moderates the effect of spokes-characters on brand attitude and purchase
(2012) Transfer Animated Type Attitude and 1 Game intention, such that spokes-characters decrease brand attitude and purchase intention for
Spokes- Purchase 2 Products utilitarian products, but not for hedonic products
Character
Jeong et al. Affect Violence Involvement, Trait of Brand 1 Experiment Violence cues increase brand memory via involvement, violence cues increase brand attitude
(2011) Transfer Cues Arousal, Realism aggression Memory and 1 Game via arousal; realism increases brand memory and decreases brand memory; trait of aggression
Attitude 20 Products moderates the effect of violence cues on arousal, such that violence cues increase arousal for
non-aggressive people more than for aggressive people
Kuo and Rice Affect Valence of Positive Affect Difficulty Choice 2 Experiments Difficulty moderates the effect of stimulus valence on choice, such that a “good” stimulus
(2015) Transfer in-Game 1 Game increases choice for difficult, but not for easy games; stimulus valence increases choice via
Stimulus N/A Product positive effect for difficult, but not for easy games
Waiguny et al. Affect Game Attitude toward Brand Brand 1 Experiment Brand familiarity moderates the effect of content on brand attitude, such as violence decreases
(2013) Transfer Content, Game familiarity Attitude 2 Games brand attitude for unfamiliar brands, but not for familiar brands; content decreases brand
Flow 2 Products attitude via attitude toward the game for familiar and unfamiliar brands; flow does not increase
brand attitude
Herrewijn and PAD- Difficulty Pleasure, Arousal, Brand 1 Experiment Difficulty decreases brand memory and attitude; difficulty decreases pleasure and dominance;
Poels (2013) Dimensions Dominance Memory and 1 Game difficulty increases arousal; no significant mediation of difficulty on brand memory or attitude
Attitude 5 Products via pleasure, arousal or dominance
Vanwesenbeeck PAD- Pleasure, Absorption Persuasion 1 Survey Pleasure and arousal increase persuasion knowledge via absorption; dominance decreases
et al. (2015) Dimensions Arousal, Knowledge 1 Game persuasion knowledge via absorption
Dominance 1 Product

Cognition-based approaches

Jung et al. Object Interactivity Perceived Shopping Goal Brand 1 Experiment Goal accessibility moderates the effect of interactivity on brand attitude and purchase
(2013) Interactivity Entertainment Accessibility Attitude and 1 Game intention, such that interactivity increases brand attitude and purchase intention for consumers
Model Value Purchase 1 Product without a shopping goal, but not for consumers with a shopping goal; interactivity increases
brand attitude and purchase intention via perceived entertainment value for consumers without
a shopping goal, but not for consumers with a shopping goal
Lee et al. Object Interactivity Brand 1 Experiment Interactivity increases brand attitude and purchase intention
(2014) Interactivity Attitude and 2 Games
Model Purchase 2 Products
Cauberghe and Wear-In/ Wear- Game Product Brand 2 Experiments Product involvement moderates the effect of game repetition on brand attitude (not on
De Pelsmacker Out Effect Repetition Involvement Memory and 1 Game memory), such that game repetition decreases brand attitude more for high involvement
(2010) Attitude 2 Products products than for low involvement products
Besharat et al. Telepresence Virtual Telepresence Brand 1 Experiment Telepresence moderates the effect of virtual attribute experience on brand memory, such that
(2013) Attribute Memory 1 Game virtual attribute experiences increases brand memory more when telepresence increases
Experience 2 Products
Hussein et al. Telepresence Telepresence Purchase 1 Survey Telepresence increases purchase intention
(2010) 1 Game
N/A Product
Nelson et al. Telepresence Interactivity, Brand Brand 1 Experiment Brand familiarity does not moderate the effect of interactivity on brand memory, such that
(2006) Telepresence Familiarity Memory 1 Game interactivity decreases brand memory for real and fictitious brands; telepresence does not
4 Products decrease brand memory
J. of the Acad. Mark. Sci.

Interactivity and challenge increase self–brand connection via emotional and cognitive brand
Persuasion knowledge does not moderate the effects of challenge on brand attitude, such that
Brand familiarity moderates the effect of playing an advergame on brand attitude, such that

self–brand connections, such that challenge increases self–brand connections via emotional
Unlike the preceding affect-based approaches, researchers

challenge (post-hoc) increases brand attitudes for consumers with and without persuasion
playing an advergame increases brand attitude for unfamiliar brands, but decreases brand
have also suggested a number of cognitive mechanisms that

engagement only when there is no time pressure, but not when there is time pressure
engagement; compulsory play and time pressure moderate the effect of challenge on

brand engagement only for voluntary, but not involuntary play and cognitive brand
Brand prominence increases brand memory; flow does not increase brand memory
can lead to positive experiences during gameplay. For in-
stance, Schlosser’s (2003) object interactivity model builds
on interactivity and cognitive processes to explain how con-
sumers experience brands in virtual environments. Applying
this framework to online games, researchers have found that
attitude for familiar brands; flow does not increase brand attitude interactive gaming experiences increase consumers’ brand at-
titudes and purchase intentions (Lee et al. 2014), particularly
when they encounter such games while casually browsing and
not having a specific shopping goal in mind (Jung et al. 2013).
However, repeated interactions may also result in wear-out
effects, with studies showing that playing multiple game
rounds can lead to lower brand attitudes (Cauberghe and De
Pelsmacker 2010). Finally, research has focused on the con-
cept of telepresence and examines consumers’ brand re-
sponses as a result of their feeling of being “transported” in-
side a virtual environment (Steuer 1992) during gameplay.
While prior studies have reported varying results (Nelson
Key findings

et al. 2006), the predominant findings suggest that tele-


knowledge

presence during gameplay increases consumers’ purchase in-


tentions (Hussein et al. 2010) and facilitates the positive ef-
fects of virtual product experience on brand memory
Connections 3 Experiments
69 Games and

(Besharat et al. 2013).


N/A Products

Self–Brand 1 Field Study


1 Experiment

Products
2 Products

A framework that can integrate affect- and cognition-based


Research

1 Product
1 Survey

1 Survey
1 Game

1 Game

1 Game
design

approaches to explain the effects of positive experiences during


gameplay on consumers’ brand responses is flow theory. Flow is
a state of “optimal experience” (Csikszentmihalyi and LeFevre
Consumer
response

1989, p. 816), in which people feel simultaneously happy and


Memory
Attitude

Attitude
Brand

Brand

Brand

cognitively efficient (Moneta and Csikszentmihalyi 1996), be-


coming “so involved in an activity that nothing else seems to
matter” (Csikszentmihalyi 1990, p. 4). Prior research has not only
Compulsory
Knowledge
Moderator

Familiarity

Persuasion

Play, Time

emphasized the importance of flow to create online experiences


Pressure
Brand

(Hoffman and Novak 1996; Koufaris 2002; Mathwick and


Rigdon 2004; Novak et al. 2000; Skadberg and Kimmel 2004;
van Noort et al. 2012), but also highlighted its key role for game
Interactivity, Emotional brand

cognitive brand

settings (Sherry 2004). Indeed, researchers contend that “games


engagement,

engagement
Mediator

are obvious flow activities, and play is the flow experience par
excellence” (Csikszentmihalyi 1975, pp. 36–37).
Reflecting this experiential lens on gameplay, the current
Prominence,

research draws on flow theory (Csikszentmihalyi 1990) to


Advergame,
dimension

Playing an

Challenge

Challenge

examine the effects of gamified interactions on the formation


design
Game

Brand
Flow

Flow

of self–brand connections. In contrast to the rich literature on


Affect- and cognition-based approaches

affective or cognitive mechanisms, however, Table 1 reveals


that we know surprisingly little about the effects of flow-
Mechanism

eliciting gameplay on brand responses, particularly with no


Flow
Flow

Flow

Flow

evidence on the formation of self–brand connections. Spe-


cifically, earlier work has been unable to demonstrate the ef-
Table 1 (continued)

Cornwell (2005)

fects of flow on brand memory (Schneider and Cornwell


Waiguny et al.
Schneider and

Current research

2005) or attitudes (Mau et al. 2008; Waiguny et al. 2013).


Mau et al.
Reference

We believe that a major reason for these null effects is that


(2008)

(2012)

prior studies failed to consider fully the experiential nature of


gameplay, particularly in terms of effective game design and
J. of the Acad. Mark. Sci.

the underlying psychological process. Addressing these gaps Mediating role of brand engagement
in research, we next detail our conceptual model and research
hypotheses. Prior research has proposed that brand engagement—an ex-
periential state resulting from brand interactions (Calder et al.
2009; Hollebeek 2011)—may conceptually link consumers’
Conceptual model and research hypotheses flow experiences to self–brand connections (Brodie et al.
2011). As previoulsy noted, flow can trigger both affective
In our conceptual model (see Fig. 1), we propose that the and cognitive responses to an experiential activity (Moneta
interplay of high interactivity and optimal challenge within a and Csikszentmihalyi 1996). In a similar manner, prior re-
gamified interaction facilitates connections between con- search has shown that flow causes engagement (Shernoff
sumers and the brand featured in the game and that the under- et al. 2003) and that emotions and cognitions are important
lying process of this effect is based on emotional and cognitive dimensions underlying the engagement process in online con-
brand engagement. We further explore boundary conditions texts (Calder et al. 2009; Mollen and Wilson 2010). Thus, we
regarding the mediating role of brand engagement, which are propose that the effect of gamified interactions on self–brand
rooted in the basic premise of voluntary gameplay, namely, connections is mediated by emotional and cognitive brand
compulsory play and time pressure. engagement.
While not previously tested, our theorizing on the media-
High interactivity and optimal challenge tional role of emotional and cognitive brand engagement is
supported by prior work on the effects of highly interactive
Two key dimensions of flow are high interactivity and optimal and optimally challenging online experiences. In terms of
challenge (Csikszentmihalyi 1990; Nakamura and emotions, studies have shown that increasing the interactive
Csikszentmihalyi 2002). Regarding interactivity, people need and challenging nature of consumers’ browsing experiences
to be able to modify their environment to experience flow yields greater enjoyment of websites in general (van Noort
(Steuer 1992) and, therefore require an active (rather than pas- et al. 2012) and of online shopping in particular (Koufaris
sive) role during interactions with the environment (Nakamura 2002). Research in gaming contexts has found similar results.
and Csikszentmihalyi 2002; Novak et al. 2000; Skadberg and For example, people perceive greater enjoyment during
Kimmel 2004; van Noort et al. 2012). In addition to interac- gameplay when they can interact (versus not interact) with
tivity, the use of skills (Csikszentmihalyi 1988) is critical and brands (Jung et al. 2013) or feel optimally challenged by the
sets flow apart from other enjoyable, yet passive experiences, gaming environment (Abuhamdeh and Csikszentmihalyi
such as watching a movie or listening to music (Privette 1983). 2012). Similarly, research has emphasized the role of interac-
Importantly, flow is most likely to occur in situations that nei- tivity and optimal challenge in triggering cognitive responses.
ther underutilize nor surpass a person’s skills, that is, when Specifically, studies on website browsing have found that in-
challenge is perceived as optimal. For example, people may teractivity increases consumers’ attention toward the content
experience anxiety if challenges are perceived to be greater (McMillan and Hwang 2002) and leads to more thorough
than skills, or boredom if skills are perceived to be greater than information processing (Silicia et al. 2005), whereas challenge
challenges. Thus, flow is most likely to occur when skill and promotes higher levels of attention (Novak et al. 2000), con-
challenge are optimally balanced (i.e., an inverted U-shape centration (Koufaris 2002), and learning (Skadberg and
pattern; Csikszentmihalyi et al. 2005; Engeser and Rheinberg Kimmel 2004). Likewise, research on the effects of gameplay
2008) and there is a high level of interactivity. shows that highly interactive encounters with a brand enhance
While games are clearly a flow-based experience brand recall (Schneider and Cornwell 2005), while optimal
(Csikszentmihalyi 1975), what can we expect for consumers challenge leads to higher levels of concentration (Keller and
during gamified interactions with a brand? Prior research has Blomann 2008).
found that flow occurs even during short and casual online Consistent with the branding literature, we expect that
activities, such as website browsing (Koufaris 2002; emotional and cognitive brand engagement will facilitate
Mathwick and Rigdon 2004; Novak et al. 2000; Skadberg self–brand connections. For example, Hollebeek et al.
and Kimmel 2004; van Noort et al. 2012). Therefore, (2014) showed that consumers’ affective and cognitive brand
we expect that flow should also occur during gamified engagement with a social networking service predicts self–
interactions, which are typically not designed as lengthy brand connections. Additionally, research has demonstrated
gameplay. In the following, we argue that high interac- that not only positive affect (Batra et al. 2012), but also cog-
tivity and optimal challenge within a gaming context nitive brand evaluations (Park et al. 2010), result in stronger
will create consumers’ engagement with a brand during connections with a brand. Taken together, the extant literature
gameplay thereby facilitating the formation of self– on flow, experiential online activities, and branding supports
brand connections. our proposition that gamified interactions characterized only
J. of the Acad. Mark. Sci.

Fig. 1 Conceptual model and


summary of research hypotheses Compulsory
Play

H3a Emotional Brand


Engagement
Flow
H2a
High Interactivity
Self–Brand
H1
Connection
Optimal Challenge
H2b

Cognitive Brand
H3b Engagement

Time Pressure

by high interactivity (a positive relationship) and opti- effects of gamified interactions on brand engagement,
mal challenge (an inverted U-shape pattern) will facili- ultimately diminishing self–brand connections.
tate the formation of self–brand connections, which is Compulsory play refers to the perception that consumers’
mediated by emotional and cognitive brand engagement. choice to play a game was forced upon them (Benita et al.
We hypothesize: 2014), whereas time pressure is the perception that there is
insufficient time available to play the game (Iyer 1989). A
H1: Gamified interactions that are highly interactive and op- look to the market reveals that firms often impinge up-
timally challenging have a positive influence on con- on these forms of control when launching online games.
sumers’ self–brand connections. Specifically, only opti- For example, in 2011 Google News rewarded con-
mal (but not low or high) levels of challenge increase sumers’ reading behavior by gamifying their Google ac-
consumers’ self–brand connections (inverted U-shape). counts (i.e., adding badges) without permission (Wauters
2011). Forcing consumers to engage in this form of
H2: The influence of gamified interactions that are highly gameplay led to heavy criticism, which resulted in the
interactive and optimally challenging on consumers’ program’s termination. In contrast, in 2001 the travel
self–brand connections is mediated by (a) emotional services provider Orbitz integrated games within pop-
and (b) cognitive brand engagement. up banners in an attempt to increase online advertising
efficiency. Unfortunately, consumers did not have time
Moderating role of decisional control for gameplay as they were already engaged in browsing
(Elliott 2005). We expect compulsory play and time
Flow theory suggests that the ability to enter and maintain a pressure to have different effects on emotional and cog-
state of flow largely depends on people’s perception of control nitive brand engagement.
over their actions and environment (Csikszentmihalyi 1990), We propose that compulsory play mainly moderates the effect
which is supported by research on decisional control in the of gamified interactions on emotional (but not cognitive) brand
domain of online experiences (Mathwick and Rigdon 2004). engagement. Specifically, when people are required to engage in
We posit that decisional control (i.e., perception of choice an activity, they typically respond with affect in the form of
among alternative courses of action; Averill 1973) may reactance (Brehm and Brehm 1981). As a result, people form
also be critical for gamified interactions, since games opposing attitudes toward the source from which the coercion
are inherently voluntary activities (Caillois 1955). results from (Clee and Wicklund 1980) and perceive the outcome
Specifically, prior research showed that control is partic- of the associated activity to be less valuable (Cooper and Fazio
ularly relevant for increasing enjoyment and concentra- 1984). For example, Botti and McGill (2011) found that forcing
tion for optimally, but less so for under- and over- people to engage in an activity decreases their evaluation of the
challenging games (Keller and Blomann 2008). We ex- latter when the goal is to have fun compared to learn. This is
plore two forms of decisional control—compulsory play especially true for challenging activities (Benita et al. 2014), such
and time pressure—that we expect to attenuate the as gamified interactions. For instance, Cauberghe and De
J. of the Acad. Mark. Sci.

Pelsmacker (2010) showed that for high-involvement products, facilitate self–brand connections (H1). To this end, we ex-
forcing consumers to repeat a game numerous times has a neg- amined gamified interactions that firms had launched on a
ative effect on affective, but not cognitive, brand responses. We major social networking site and used consumers’ likes of
hypothesize: brand profiles as a behavioral measure for self–brand
connections.
H3a: Compulsory play attenuates the positive influence of
highly interactive and optimally challenging gamified Design and sample
interactions on emotional (but not cognitive) brand en-
gagement, ultimately not facilitating consumers’ self– To examine the effects of gamified interactions on self–
brand connections. brand connections, we used a longitudinal quasi-experi-
mental design (Cook and Campbell 1979) and collected
In contrast, we expect time pressure primarily to attenuate data on a social network. Such networks are a primary
the effect of games on cognitive (but not emotional) brand touchpoint for firms to introduce gamified interactions
engagement. Research often views time pressure as a cost of (Gupta 2014). Three research assistants blind to our hypoth-
information processing (Kruglanski and Webster 1996), eses identified 67 brands from various industries (see
which in moderate (i.e., not extremely high) levels triggers Table 2 for further details) that had posted a gamified inter-
cognitive but not affective responses (Dhar and Nowlis action on their social network profile between December
1999; Svenson and Edland 1987). Studies have also shown 2009 and May 2016. Using software that enabled us to au-
that time pressure reduces thorough information processing tomatically collect data from this social network, we obtain-
(Kruglanski and Freund 1983), as well as increases the ten- ed data for each gamified interaction over a four-week pe-
dency to use early information in judgments (Heaton and riod (starting 14 days before and ending 14 days after its
Kruglanski 1991). We predict similar consequences for launch), resulting in 29 observations per gamified interac-
gameplay, such that when consumers experience time pres- tion and a total of 1943 observations.
sure to complete the game, their cognitive elaboration about
the brand will be diminished. Initial evidence supporting this Measures
expectation finds that people who need to meet deadlines dur-
ing puzzle tasks are cognitively less interested in completing Dependent and independent variables Consistent with prior
the activity than those without such a deadline (Amabile et al. work (e.g., Naylor et al. 2012) we used the number of daily
1976; Zuckerman et al. 1978). We propose: likes of a brand’s network profile as a behavioral measure of
self–brand connections. Launch, interactivity, and challenge
H3b: Time pressure attenuates the positive influence of highly of the gamified interaction served as independent variables. To
interactive and optimally challenging gamified interac- examine the effect of launching a gamified interaction, we
tions on cognitive (but not emotional) brand engage- used a binary variable comparing consumers’ self–brand con-
ment, ultimately not facilitating consumers’ self–brand nections (operationalized by brand likes) on the day of the
connections. launch (1 = treatment group) with the 14 days prior and after
this event (0 = pre−/post-treatment groups). To assess interac-
In the following, we present four studies that test our hy- tivity and challenge, we conducted a pretest on Amazon
potheses. Study 1 is a quasi-field experiment that examines Mechanical Turk (MTurk) (N = 71; M A ge = 32.49,
whether highly interactive and optimally challenging gamified SD Age = 10.06; 42.3% female). Participants received
interactions in a social media setting facilitate self–brand con- screenshots and detailed descriptions of all 67 games in ran-
nections (H1). Study 2 uses an experiment to assess the cau- domized order. After indicating brand familiarity and under-
sality of this effect and to examine the mediation process via standing of the description, participants rated the gamified
emotional (H2a) and cognitive (H2b) brand engagement. interactions in terms of interactivity and challenge.
Study 3 and Study 4 test the boundary conditions for our Interactivity (“I felt …”; 1 = “Reactive” to 7 = “Interactive”;
proposed effects (H3a, H3b), providing additional evidence Nelson et al. 2006) and challenge (“The current demands were
for the conceptual model and highlighting common pitfalls …” ; −3 = “Too high” to 0 = “Just right” to 3 = “Too low”;
related to brand building in gamified interactions. Engeser and Rheinberg 2008) were both measured with sin-
gle, seven-point scale items.

Study 1: Field evidence from a social networking site Control variables We included several control variables to
assess the robustness of our findings. First, we included
Study 1 provides field evidence as to whether highly inter- the day of the week (0 = Monday to 6 = Sunday) when
active and optimally challenging gamified interactions the game was launched to account for the possibility that
Table 2 Launching gamified interactions (Model 1) with high interactivity and optimal challenge (Model 2) increases number of likes, even when controlling for weekdays, media presence and other
marketing initiatives (Model 3) of a brand (Study 1)

Variables Number of likes (Likeshj)

Model 1 Model 2 Model 3

β se z p CI95 β se z p CI95 β se z p CI95

Gamified interactions
Launchhj .372* .147 2.53 .011 .084 .660 .723** .264 2.74 .006 .206 1.240 .570* .252 2.26 .024 .075 1.064
Game design dimensions
Interactivityj .244** .078 3.14 .002 .092 .396 .231** .074 3.11 .002 .085 .376
Challengej 1.043*** .275 3.80 .000 .504 1.582 1.017*** .269 3.78 .000 .490 1.544
Challengej2 −.305* .119 −2.56 .011 −.538 −.071 −.304** .109 −2.80 .005 −.517 −.091
Interactivityj × Challengej .321*** .087 3.70 .000 .151 .491 .303*** .086 3.53 .000 .135 .471
Interactivityj × Challengej2 −.087** .033 −2.65 .008 −.151 −.023 −.086** .030 −2.86 .004 −.146 −.027
Controls
Weekdayj −.009 .007 −1.29 .196 −.023 .005
Newshj .067* .032 2.10 .036 .004 .129
Producthj .012 .019 0.61 .539 −.026 .049
Pricehj .159*** .036 4.44 .000 .089 .229
Communicationhj .276*** .072 3.83 .000 .135 .418
Distributionhj .115** .044 2.61 .009 .029 .202
Brand
Random Effect (δj) .308 .133 .132 .716 .288 .123 .125 .666 .208 .110 .074 .586
Model fit indexes
Wald χ2 6.40 (p < .011) 19.02 (p < .004) 64.73 (p < .001)
Log Likelihood −2493.54 −2461.56 -2387.41
AIC 4995.09 4941.11 4804.82
BIC 5017.36 4991.22 4888.34
Model improvement
Log likelihood ratio test Model 1 → Model 2 (p < .001) Model 2 → Model 3 (p < .001)

*p < .050; **p < .010; ***p < .001; Robust Parameter Estimates; N = 1943 nested in N = 67 Brands, which included Food/Beverages: 37%; Entertainment/Media/Events: 27%; Retail/Stationaries/Toys:
10%; Automotive: 7%; Financial Services/Insurance: 4%; Internet Services/Electronics: 4%; Airlines/Travel: 3%; Fashion: 3%; Others: 3%
J. of the Acad. Mark. Sci.
J. of the Acad. Mark. Sci.

consumers might have visited brand profiles more fre- Likeshj ¼ θ2 þ β 2  Launchhj
quently on the weekend than on weekdays (De Vries þ β 3  Interactivity j
et al. 2012). Second, we captured each brand’s daily me-
dia presence since a stronger prominence may have also þ β 4  Challenge j þ β 5  Challenge j 2
ð2Þ
affected the frequency consumers called up a brand’s pro- þ β 6  Interactivity j  Challenge j
file (McCombs and Guo 2014). To this end, we collected
þ β 7  Interactivity j  Challenge j 2
the number of daily news articles about each brand via a
major online search engine, resulting in 2827 articles. þ δ2 j þ εhj :
Third, we controlled for other marketing activities on a
brand’s social media profile (e.g., announcing price pro- Model 3 tested for robustness by adding controls to
motion) since such initiatives could have increased brand Model 2, including the day the games were launched
likes as well. For a closer examination of these marketing (Weekdayj), the brands’ media presence (Newshj), and
activities, we collected all posts (2536 posts) and assigned other marketing activities (Producthj, Pricehj, Communi-
two research assistants (blind to our hypotheses) to cation hj , Distribution hj ) on the network profile (see
code these posts using a content analysis protocol Eq. 3):
(Krippendorff 2004). Following accepted practice of tex-
tual coding (Corbin and Strauss 2008), the assistants first Likeshj ¼ θ3 þ β 8  Launchhj
openly coded a 10% random sample to create descriptive þ β 9  Interactivity j
codes which were then classified by a different set of
þ β 10  Challenge j þ β 11  Challenge j 2
independent coders, reflecting the four marketing-mix di-
mensions: product-, price-, communication- and distri- þ β 12  Interactivity j  Challenge j
bution-related posts. Applying this coding scheme to the þ β 13  Interactivity j  Challenge j 2 ð3Þ
remaining posts yielded a Cohen’s Kappa of .65 þ β14  Weekday j þ β 15  Newshj
(p < .001), representing substantial inter-coder reliability
þ β 16  Producthj þ β 17  Pricehj
(Cohen 1960) and agreement of 80.28%. We only used
the posts that coders commonly agreed upon for our anal- þ β 18  Communicationhj þ β19  Distributionhj
yses (2036 posts). þ δ3 j þ εhj :

Estimated models
Results
We chose a linear mixed model that accounts for interde-
pendence in the data structure. Specifically, days h were Per Model 1, gamified interactions facilitated self–brand con-
nested in brands j, resulting in a two-level data structure. nections as measured by the number of likes (β1 = .372,
We computed three models to examine whether highly z = 2.53, p < .011) in contrast to the pre−/post-treatment
interactive and optimally challenging gamified interac- groups. Model 2 indicates that this was especially true for
tions enhanced the number of daily brand likes (Likeshj), highly interactive and optimally challenging gamified interac-
including the intercept θ, fixed effects β (standardized tions. As Fig. 2 illustrates, interactivity increased the number
beta coefficients), random effect δj, and residuals εhj. To of likes (β3 = .244, z = 3.14, p < .002), whereas squared
test the baseline effect, Model 1 only accounted for the challenge (β5 = −.305, z = −2.56, p < .011) and the interaction
launch (Launchhj) of the gamified interactions (see Eq. 1): between both measures (β7 = −.087, z = −2.65, p < .008) had
negative effects on likes, that is, interactivity in combination
Likeshj ¼ θ1 þ β 1  Launchhj þ δ1 j þ εhj : ð1Þ with an increasing challenge drives liking behavior. However,
when an optimum level of challenge is exceeded, consumers’
Model 2 tested whether gamified interactions charac- liking behavior of a brand’s network profile decreases. As
terized by high interactivity and optimal challenge in- shown in Table 2, a likelihood ratio test shows that Model 2
creased the number of likes on a brand’s website. In significantly outperformed Model 1 (χ2(5) = 63.98, p < .001).
line with H1, we expected that the effect of challenge Overall, these results offer initial evidence for H1. Finally,
on the number of likes has a tipping point at an opti- Model 3 supports the robustness of our findings by showing
mum value of zero and is only present when the game that the gamified interactions’ interactivity (β9 = .231,
is highly interactive. To account for this effect, we in- z = 3.11, p < .002), squared challenge (β 11 = −.304,
cluded the games’ interactivity (Interactivityj), challenge z = −2.80, p < .005), and their interaction (β13 = −.086,
(Challengej), squared challenge (Challengej2), as well as z = −2.86, p < .004) remained significant predictors of con-
their interaction terms (see Eq. 2): sumers’ likes even when accounting for all controls.
J. of the Acad. Mark. Sci.

Number of Likes study’s setting, we cooperated with a European automotive


Note: Estimation of Model 2 (Unstandardized Coefficients) manufacturer that did not sell its brands in the U.S., thus pro-
viding a context that reduced the risk of brand familiarity
potentially confounding our results.

Procedure and stimuli

We first presented participants the brand name and logo of


the car manufacturer. Next, participants read a short intro-
duction about the brand and were randomly assigned to
one of six experimental conditions (each based on the same
car-racing game). We manipulated interactivity by allow-
ing participants to either view a video of the game (i.e., low
interactivity) or play the game (i.e., high interactivity;
Nelson et al. 2006). Thus, all participants were exposed
to the same visual impressions of the game for the same
amount of time (i.e., 20 s). We manipulated challenge by
varying game difficulty (Keller and Blomann 2008). In the
Fig. 2 Gamified interactions with high interactivity and optimal low challenge conditions, the car drove at low speed on a
challenge increase number of likes of a brand’s social network profile straight and traffic-free circuit. In the optimal challenge
(Study 1) conditions, the car drove at moderate speed on a curvy
racing circuit with minor traffic. In the high challenge con-
ditions, the car drove at higher speed and the circuit had
Discussion
lots of traffic. After that, participants were redirected to the
same social network as in Study 1, where they could like
The results of Study 1 show that gamified interactions, particu-
the car manufacturer’s actual brand website. Finally, they
larly those that are highly interactive and optimally challenging,
filled out manipulation checks, as well as questions
facilitate self–brand connections (H1). Importantly, this study is
assessing other dependent, mediating, and demographic
based on 67 games and brands from a major social networking
variables.
site, thereby indicating that our basic effect is supported in a field
setting and across numerous industries. While our approach
Measures
avoids some methodological pitfalls, such as common method
variance (Mackenzie and Podsakoff 2012), quasi-experiments
Dependent and independent variables The dependent vari-
also come with drawbacks (e.g., the lack of causal conclusions
able(s) were consumers’ self–brand connections, assessed by
and insights into the psychological process; Cook and
liking of the brand’s profile (0 = No Like, 1 = Like) and
Campbell 1979). We address these issues in the following
Escalas and Bettman’s (2003; α = .97) self–brand connection
three experiments.
scale, using seven items on a seven-point scale. The manipu-
lations of interactivity and challenge served as independent
variables.
Study 2: The mediating role of brand engagement
Mediating variables We assessed emotional brand engage-
Study 2 was designed to test experimentally whether highly ment with four seven-point scale items (α = .96) and cognitive
interactive and optimally challenging gamified interactions brand engagement with three seven-point scale items (α = .92)
cause stronger self–brand connections (H1) and whether emo- from Hollebeek et al. (2014) and adapted them to fit the game
tional (H2a) and cognitive (H2b) brand engagement mediate context (see Appendix Table 4 for details of the measures).
this effect.
Manipulation checks We tested the manipulation of interac-
Design and participants tivity and challenge as in Study 1. In addition, we measured
participants’ experience of flow with ten seven-point scale
The study employed a 2 (interactivity: low, high) × 3 (chal- items (Engeser and Rheinberg 2008; α = .84).
lenge: low, optimal, high) between-subjects experimental de-
sign. A total of 431 (MAge = 36.30, SDAge = 12.13; 59.9% Measurement model Confirmatory factor analyses yielded
female) U.S. participants were recruited from MTurk. For this good fit indexes for the measurement model (Hu and Bentler
J. of the Acad. Mark. Sci.

4.13 (2.45) 7.57 (2.01)


3.88 (2.72) 7.59 (2.30)
1999) and found that each factor’s composite reliability

High
(Bagozzi and Yi 1988; CR ≥ .84) and Cronbach’s α

Time pressure
(Nunnally 1978; CA ≥ .84) exceeded recommended thresh-

Time pressure
olds (see Appendix Table 4). Further, the measurement model

Low
was characterized by convergent and discriminant validity
(see Appendix Table 5) since each factor’s average variance

3.08 (2.00) 4.57 (2.79)


2.73 (2.05) 4.82 (2.52)
extracted surpassed not only recommended thresholds

Yes
Compulsory play
(Bagozzi and Yi 1988; AVE ≥ .51) but also the highest

Compulsory play
squared correlations of each construct (Fornell and Larcker
1981).

No
Results

3.63 (2.01) 5.68 (1.42)

4.10 (1.97) 5.65 (1.32)


3.93 (1.67) 6.10 (1.04)
High
Manipulation checks Three 2 × 3 ANOVAs confirmed that
our manipulations were successful. In terms of interactivity

Interactivity

Interactivity
(F(1, 425) = 150.656, p < .001), the high interactive condi-

Low
tions were rated as more interactive (M = 5.81) than the low
interactive conditions (M = 3.89; t = −12.242, p < .001).

2.32 (1.48) 2.60 (1.58) 3.23 (1.59) 3.56 (1.74) 3.69 (1.64) 3.59 (1.67) 3.74 (1.64) 4.31 (1.34) −0.63 (1.46) −0.92 (1.32)
2.21 (1.25) 3.66 (1.59) 3.55 (1.12) 5.12 (1.29) 3.65 (1.36) 4.89 (1.48) 4.38 (1.08) 5.76 (0.93) 0.05 (0.92) −0.11 (1.11)
Regarding challenge (F(2, 425) = 51.154, p < .001), partici-

Opt. challenge 2.65 (1.58) 2.07 (1.30) 4.62 (1.58) 3.88 (1.78) 3.87 (1.86) 3.53 (1.82) 5.30 (1.00) 5.14 (1.06) 0.08 (1.31) 0.12 (1.27)

Opt. challenge 2.75 (1.72) 2.28 (1.51) 4.09 (1.82) 3.84 (1.76) 3.90 (1.88) 3.31 (1.85) 4.81 (1.11) 4.76 (1.17) 0.11 (1.28) 0.14 (1.36)
2.14 (1.31) 2.59 (1.85) 3.25 (1.38) 3.71 (1.93) 3.43 (1.56) 3.53 (2.00) 3.64 (1.53) 4.29 (1.52) 0.70 (1.28) 0.99 (1.92)

Low challenge 1.94 (1.29) 2.12 (1.55) 3.01 (1.73) 3.48 (2.33) 3.20 (1.75) 2.93 (1.71) 3.68 (1.29) 3.78 (1.13) 1.76 (1.49) 1.90 (1.52)

Low challenge 1.88 (1.32) 2.12 (1.55) 3.07 (1.75) 3.16 (1.76) 2.89 (1.71) 3.16 (1.86) 3.41 (1.30) 3.65 (1.37) 1.66 (1.57) 1.49 (1.61)
High

High
Yes
pants in the optimal challenge conditions rated the challenge
to more closely match their skills (M = −0.03) than those in the Means and standard deviations for dependent and mediating variables and manipulation checks (Study 2–Study 4)

Compulsory play

Time pressure
low (M = 0.84; t = 5.337, p < .001) and high challenge con-

Interactivity
Challenge
ditions (M = −0.78; t = −4.561, p < .001). A one-sample t-test

Low

Low
No
showed that the optimal challenge conditions did not signifi-
cantly differ from a zero mean (i.e., an optimal challenge; t(1,
136) = −.254, p > .80). Finally, interactivity (F(1, High

High
Yes
Flow experience

425) = 42.710, p < .001) and challenge (F(2, 425) = 28.612,

Compulsory play

Time pressure
p < .001), as well as their interaction (F(2, 425) = 3.650,
Interactivity

p < .027), predicted the experience of flow. Specifically, par-


Low

Low
No
ticipants in the highly interactive and optimally challenging
condition rated flow significantly higher (M = 5.76; ps < .001)
than those in all other conditions. Importantly, beyond the
High

High
Yes

results reported, no other main or interaction effects were sig-


Cognitive brand

Compulsory play

nificant for any manipulation (see Table 3).


Time pressure
engagement

Interactivity
Low

Low
No

Likes of brand website A logistic regression model


(Nagelkerke R2 = .234, Waldχ2(5, 425) = 80.396, p < .001)
with indicator coding (i.e., optimal challenge conditions were
High

High
Yes

defined as the reference categories) showed a positive main


Emotional brand

Compulsory play

effect of interactivity (β = 2.287, Waldχ2 (1, 429) = 30.452,


Time pressure
engagement

Interactivity

p < .001) and negative main effects of the low (β = −2.124,


Low

Low
No

Waldχ2(1, 429) = 26.482, p < .001) and high (β = −2.369,


Waldχ2(1, 429) = 32.471, p < .001) challenge conditions on
participants’ tendency to like the brand’s profile. More impor-
Standard Deviations in Parentheses
High

High
Yes

tantly, we found two positive interaction effects between in-


Compulsory play

teractivity and both, the low (β = 1.184, Waldχ 2 (1,


Time pressure
connection
Self–brand

Interactivity

429) = 4.235, p < .040) and high (β = 1.868, Waldχ2(1,


Low

Low
No

429) = 11.074, p < .001) challenge conditions on liking be-


havior. As shown in Fig. 3, participants in the highly interac-
tive and optimal challenge condition were significantly more
High challenge
Low challenge
Opt. challenge

likely to like the brand’s social network profile (83%;


Challenge

Challenge

Challenge
Table 3

Studies

Study 2

Study 3

Study 4

p < .001) than those in all other conditions. These results


support H1.
J. of the Acad. Mark. Sci.

Likelihood of Liking cognitive: F(1, 425) = 6.768, p < .010), challenge (emotional:
Low Challenge Opt. Challenge High Challenge F(2, 425) = 16.100, p < .001; cognitive: F(2, 425) = 9.254,
p < .001), and their interaction created brand engagement
100% (emotional: F(2, 425) = 6.840, p < .001; cognitive: F(2,
83% 425) = 6.902, p < .001; see Fig. 4b, c). Participants in the
highly interactive and optimally challenging condition were
80%
more emotionally (M = 5.12; ps < .001) and cognitively
(M = 4.89; ps < .001) engaged with the brand than those in
60% all other conditions. As shown in Table 3, the latter conditions
did not significantly differ from each other in terms of emo-
tional (ps > .071) or cognitive (ps > .33) brand engagement.
40% 36%
32% 31%
23%
Mediation analysis We estimated two parallel mediation
20% 16%
models (Hayes 2013; SPSS Macro PROCESS, Model 4; boot-
strap samples = 5000) to examine whether emotional and
0% cognitive brand engagement mediated the effect of highly
Low Interactivity High Interactivity interactive and optimally challenging gamified interactions
Fig. 3 Gamified interactions with high interactivity and optimal on participants’ likes of the brand’s profile and self–brand
challenge increase likelihood of liking a brand’s social network profile connections. Both mediation models compared the highly in-
(Study 2) teractive and optimally challenging condition with all other
pooled conditions. As expected, the highly interactive and
Self–brand connection The self-reported measure of self– optimally challenging condition increased emotional
brand connections correlated significantly with the lik- (β = 1.663, t = 7.920, p < .001; R 2 = .128, F(1,
ing of the brand’s profile (r = .831, p < .001). A 2 × 3 429) = 62.724, p < .001) and cognitive (β = 1.317,
ANOVA found interactivity (F(1, 425) = 24.734, t = 5.932, p < .001; R2 = .076, F(1, 429) = 35.189, p < .001)
p < .001), challenge (F(2, 425) = 5.668, p < .004), brand engagement, which predicted likes of the brand
and their interaction (F(2, 425) = 6.053, p < .003; see (β Emotional = .747, Waldχ 2(1, 429) = 34.510, p < .001;
Fig. 4a) to facilitate self–brand connections. Participants β Cognitive = .703, Waldχ 2 (1, 429) = 35.080, p < .001;
in the highly interactive and optimally challenging con- Nagelkerke R2 = .533, p < .001) and self–brand connections
dition reported stronger self–brand connections (βEmotional = .342, t = 7.697, p < .001; βCognitive = .412,
(M = 3.66; ps < .001) than those in all other conditions, t = 9.543, p < .001; R 2 = .536, F(2, 428) = 247.477,
also confirming H1. The other groups did not signifi- p < .001). Next, we used the highly interactive and optimally
cantly differ between each other (ps > .072; see challenging condition, as well as emotional and cognitive
Table 3). brand engagement, as predictors of the dependent variables.
The condition and both mediators predicted liking behavior
(β HighInter_OptimalChall = 1.826, z = 4.359, p < .001;
Brand engagement Employing two 2 × 3 ANOVAs showed βEmotional = .633, z = 4.737, p < .001; βCognitive = .726,
that interactivity (emotional: F(1, 425) = 28.063, p < .001; z = 5.832, p < .001; Nagelkerke R2 = .575, p < .001), whereas

Fig. 4 Gamified interactions (a) Self–Brand Connection (b) Emotional Engagement (c) Cognitive Engagement
with high interactivity and
Low Challenge Opt. Challenge Low Challenge Opt. Challenge Low Challenge Opt. Challenge
optimal challenge increase (a) High Challenge High Challenge High Challenge
self–brand connection, (b) 7 7 7
emotional brand engagement, and
(c) cognitive brand engagement 6 6 6
(Study 2)
5 5 5

4 4 4

3 3 3

2 2 2

1 1 1
Low Interactivity High Interactivity Low Interactivity High Interactivity Low Interactivity High Interactivity
J. of the Acad. Mark. Sci.

only emotional and cognitive engagement predicted self– tennis game for the gamified interaction. Participants were
brand connections (βHighInter_OptimalChall = .207, t = 1.307, first shown the brand’s name and logo. Next, participants
p > .19; β E m o t i o n a l = .327, t = 7.166, p < .001; played the gamified interaction. We again manipulated
βCognitive = .410, t = 9.494, p < .001; R 2 = .538, F(3, challenge by varying the game’s difficulty. In the low chal-
427) = 165.827, p < .001). The indirect effects were signifi- lenge conditions, the tennis ball moved at moderate speed
cant for both models (likes: βEmotional = 1.053, CI95 = [.642, and controlling the racket was less sensitive. In the optimal
1.609]; βCognitive = .957, CI95 = [.584, 1.493]; self–brand con- challenge conditions, the tennis ball moved at higher speed
nections: β E m o t i o n a l = .544, CI 9 5 = [.376, .754]; and controlling the racket was more sensitive. We manip-
βCognitive = .540, CI95 = [.371, .745]), indicating that emotion- ulated compulsory play by framing the game as either vol-
al and cognitive brand engagement mediated the effect of the untary or involuntary (Benita et al. 2014). In the voluntary
highly interactive and optimally challenging gamified interac- conditions, we told participants that they could play the
tion on liking behavior and self–brand connections. game to receive payment, whereas we told those in the
Rerunning mediation analyses without pooling conditions involuntary conditions that they had to play the game to
yielded similar results, supporting H2a and H2b. receive payment. To ensure similar amounts of time, all
participants were told that they could stop playing after
Discussion 20 s. All manipulations were pretested. Then, participants
answered manipulation checks, dependent, mediating, and
Study 2 provides causal evidence for the effect of highly demographic variables.
interactive and optimally challenging gamified interactions
on self–brand connections (H1), assessed by self-reported
Measures
and behavioral measures. Study 2 also sheds light on the
processes underlying our observed effect and supports our
We used the same measures for self–brand connections
proposition that emotional (H2a) and cognitive (H2b) brand
(α = .98), emotional brand engagement (α = .98), and cogni-
engagement mediate this effect of gamified interactions on
tive brand engagement (α = .93) as in Study 2. We also ap-
self–brand connections.
plied the same manipulation checks for challenge and flow
(α = .89). The manipulation of compulsory play was assessed
with five items on a 12-point scale (Unger and Kernan 1983;
Study 3: The moderating role of compulsory play
α = .92). As in Study 2, the measurement model had good fit
indexes and exceeded thresholds (CR ≥ .89; CA ≥ .89;
Study 3 was designed to test whether compulsory play atten-
AVE ≥ .53), confirming reliability, convergent, and discrimi-
uates the effect of highly interactive and optimally challenging
nant validity (see Appendix Tables 4 and 5).
gamified interactions on emotional (but not cognitive) brand
engagement (H3a). In comparison to Study 2, we focus exclu-
sively on highly interactive games (i.e., we do not manipulate Results
interactivity in this study). We manipulated challenge similar-
ly to Study 2, yet, we chose to focus on the low and optimally Manipulation checks Three 2 × 2 ANOVAs supported both
challenging conditions, since the highly challenging condi- of our manipulations. In particular, participants in the optimal
tions are less prevalent in practice (as shown by our field data). challenge conditions rated challenge to more closely match
their skills (M = 0.10; F(1, 325) = 123.623, p < .001) than
Design and participants those in the low challenge conditions (M = 1.83; t = 11.148,
p < .001). As in Study 2, the optimally challenging conditions
Study 3 employed a 2 (challenge: low, optimal) × 2 (compulsory did not significantly differ from a zero mean (t(1, 157) = .988,
play: voluntary, involuntary) between-subjects experimental de- p > .32), indicating that participants in those conditions per-
sign. We recruited a total of 329 U.S. participants from MTurk ceived an optimal challenge. Further, participants in the opti-
(MAge = 35.14, SDAge = 11.74; 53.5% female) and randomly mal challenge conditions also experienced significantly more
assigned them to one of the four conditions. Study 3 used a flow (M = 5.22; F(1, 325) = 143.685, p < .001) than partici-
fictional brand to control for participants’ prior familiarity (see pants in the low challenge conditions (M = 3.73; t = −12.032,
Cauberghe and De Pelsmacker 2010 for similar approach). p < .001). Finally, participants in the involuntary play condi-
tions perceived greater compulsion to play the game
Procedure and stimuli (M = 4.69; F(1, 325) = 46.988, p < .001) than those in the
voluntary conditions (M = 2.90; t = −6.851, p < .001). No
The procedure was similar to the one in Study 2, except other main or interaction effects were significant for all ma-
that we used a fictional tennis ball brand and an online nipulation checks (see Table 3).
J. of the Acad. Mark. Sci.

Self–brand connection A 2 × 2 ANOVA showed that com- for emotional (β = −1.205, t = −2.898, p < .004; R2 = .092,
pulsory play had no significant effect on self–brand connec- F(3, 325) = 11.030, p < .001) but not for cognitive brand
tions (F(1, 325) = 1.584, p > .21), whereas optimal challenge engagement (β = −.076, t = −.194, p > .85; R2 = .039, F(3,
(MLowChall = 2.03, MOptimalChall = 2.36; t = 2.069, p < .039; 325) = 4.388, p < .005). Emotional and cognitive brand
F(1, 325) = 4.296, p < .039) and the interaction between both engagement, in turn, facilitated self–brand connections
factors facilitated self–brand connections (F(1, 325) = 5.575, (βEmotional = .235, t = 6.146, p < .001; βCognitive = .335,
p < .019). Optimally challenging gamified interactions only t = 8.038, p < .001; R 2 = .428, F(2, 326) = 121.791,
facilitated self–brand connections when participants initiated p < .001). Compulsory play moderated the indirect effect
them voluntarily (MLowChall = 1.94, MOptimalChall = 2.65; of optimal challenge on self–brand connections only via
t = 3.171, p < .002) but not when they did so involuntarily emotional (CI 9 5 of the index of moderated media-
(MLowChall = 2.12, MOptimalChall = 2.07; t = 0.203, p > .84; see tion = [−.513, −.105]) but not cognitive engagement (CI95
Fig. 5a). of the index of moderated mediation = [−.300, .233]). The
indirect effect of optimal challenge on self–brand connec-
Brand engagement Two 2 × 2 ANOVAs revealed that opti- tions via emotional brand engagement was only significant
mally challenging gamified interactions created emotional for the voluntary (β = .370, CI95 = [.222, .579]) but not for
(MLowChall = 3.24, MOptimalChall = 4.25; t = 4.851, p < .001; the involuntary conditions (β = .093, CI95 = [−.045, .272]),
F(1, 325) = 23.561, p < .001) and cognitive (MLowChall = 3.07, confirming H3a.
MOptimalChall = 3.70; t = 3.234, p < .001; F(1, 325) = 10.495,
p < .001) brand engagement. Compulsory play had no effect Discussion
on either type of engagement (ps > .13). The interaction be-
tween optimal challenge and compulsory play was only sig- Study 3 shows that requiring consumers to engage in gamified
nificant for emotional (F(1, 325) = 8.400; p < .004), but not interactions (i.e., compulsory play) only attenuates their pos-
cognitive (F(1, 325) = .037; p > .85; see Fig. 5b, c) brand itive effect on emotional (not cognitive) brand engagement,
engagement. Specifically, optimal challenge only created ultimately decreasing consumers’ self–brand connections
emotional brand engagement when gameplay was voluntary (H3a). These results not only support our theorizing but are
(MLowChall = 3.01, MOptimalChall = 4.62; t = 5.540, p < .001) but also relevant to marketing practitioners. In particular, firms
not involuntary (MLowChall = 3.48, MOptimalChall = 3.88; should design gamified interactions such that consumers
t = 1.370, p > .17). won’t perceive them as compulsory; otherwise, they will like-
ly fail to facilitate self–brand connections.
Moderated mediation analysis We estimated a moderated
parallel multiple mediation model (Hayes 2015; SPSS
Macro PROCESS, Model 8; bootstrap samples = 5000) to Study 4: The moderating role of time pressure
test whether compulsory play moderates the underlying
process via emotional (but not cognitive) brand engage- In contrast to the previous study, Study 4 tests whether time
ment. The model used challenge as the independent vari- pressure to participate in gameplay attenuates the effect of
able, emotional and cognitive engagement as mediators, highly interactive and optimally challenging gamified interac-
and compulsory play as the moderator. The interaction be- tions on cognitive (but not emotional) brand engagement
tween challenge and compulsory play was only significant (H3b).

Fig. 5 Compulsory play (a) Self–Brand Connection (b) Emotional Engagement (c) Cognitive Engagement
moderates the effect of optimal Low Challenge Opt. Challenge Low Challenge Opt. Challenge Low Challenge Opt. Challenge
challenge on (a) self–brand
7 7 7
connection and (b) emotional
brand engagement, but not on (c)
6 6 6
cognitive brand engagement
(Study 3) 5 5 5

4 4 4

3 3 3

2 2 2

1 1 1
Voluntary Involuntary Voluntary Involuntary Voluntary Involuntary
J. of the Acad. Mark. Sci.

Design and participants conditions (M = 4.01; t = −14.000, p < .001). No other effects
were significant (see Table 3).
Study 4 used a 2 (challenge: low, optimal) × 2 (time pressure:
low, high) between-subjects experimental design. We recruit- Self–brand connection A 2 × 2 ANOVA showed that time
ed a total of 353 U.S. participants from MTurk (MAge = 36.02, pressure had no significant effect on self–brand connections (F(1,
SDAge = 11.30; 57.5% female) and randomly assigned them to 349) = .531, p > .47), whereas optimal challenge
one of the four conditions. Study 4 used the same brand and (MLowChall = 2.00, MOptimalChall = 2.51; t = 3.172, p < .002;
game as Study 3. F(1, 349) = 10.000, p < .002) and the interaction between chal-
lenge and time pressure significantly influenced self–brand con-
Procedure and stimuli nections (F(1, 349) = 4.720, p < .030). Optimally challenging
gamified interactions only facilitated self–brand connec-
Challenge was manipulated as in Study 3. The time pres- tions, when participants perceived low time pressure
sure manipulation was based on telling participants that the (MLowChall = 1.88, MOptimalChall = 2.75; t = 3.841, p < .001), but
game was followed by a choice task (Kruglanski and not when high time pressure was perceived (MLowChall = 2.12,
Freund 1983). In the low time pressure conditions, partic- MOptimalChall = 2.28; t = 0.689, p > .49; see Fig. 6a).
ipants were told that they had enough time to complete the
choice task and therefore had as much time as desired for Brand engagement Results of two 2 × 2 ANOVAs showed
the game. In the high time pressure conditions, participants that optimal challenge created emotional (MLowChall = 3.12,
were told that they may lack time to complete the choice MOptimalChall = 3.96; t = 4.466, p < .001; F(1, 349) = 19.892,
task and had to quickly finish the game. A pretest support- p < .001) and cognitive (MLowChall = 3.02, MOptimalChall = 3.60;
ed this approach. Next, participants played the game (vary- t = 2.985, p < .003; F(1, 349) = 8.957, p < .003) brand en-
ing by challenge) and completed manipulation checks, de- gagement. Time pressure had no significant effect on either type
pendent, mediating, and demographic variables and were of engagement (ps > .41). Consistent with our theorizing, the
redirected to the choice task. interaction between time pressure and optimal challenge only
attenuated cognitive (F(1, 349) = 4.886, p < .028) but not emo-
Measures tional (F(1, 349) = .793, p > .37; see Fig. 6b, c) brand engage-
ment. That is, optimal challenge only created cognitive brand
Self–brand connections (α = .98), emotional brand engage- engagement when time pressure was low (MLowChall = 2.89,
ment (α = .97), cognitive brand engagement (α = .95), chal- MOptimalChall = 3.90; t = 3.748, p < .001), but not when it was
lenge, and flow experience (α = .89) were measured as in high (MLowChall = 3.16, MOptimalChall = 3.31; t = 0.543, p > .59).
Study 2 and 3. We used three 12-point scale items as a ma-
nipulation check for time pressure (De Dreu 2003; α = .86). Moderated mediation analysis We again employed a mod-
Again, the measurement model had good fit and met appro- erated parallel multiple mediation model (Hayes 2015;
priate thresholds (CR ≥ .86; CA ≥ .86; AVE ≥ .50), demon- SPSS Macro PROCESS, Model 8; bootstrap sam-
strating reliability, convergent, and discriminant validity re- ples = 5000) to test the moderating effects of time pressure
garding our constructs (see Appendix Tables 4 and 5). on the underlying process via cognitive (but not emotional)
brand engagement. The model used challenge as the inde-
Results pendent variable, emotional and cognitive engagement as
mediators, and time pressure as the moderator. As expect-
Manipulation checks Three 2 × 2 ANOVAs assessed our ed, the interaction between optimal challenge and time
manipulations. In particular, participants in the optimal chal- pressure was only significant for cognitive (β = −.860,
lenge conditions perceived the challenge to more closely t = −2.210, p < .028; R 2 = .041, F(3, 349) = 5.002,
match their skills (M = .13; F(1, 349) = 86.344, p < .001) than p < .002), but not for emotional (β = −.337, t = −.891,
those in the low challenge conditions (M = 1.58; t = 9.301, p > .37; R2 = .057, F(3, 349) = 7.085, p < .001) brand
p < .001). The optimally challenging conditions did not sig- engagement. Emotional and cognitive brand engagement
nificantly differ from an optimal challenge, namely a zero facilitated self–brand connections (β Emotional = .359,
mean (t(1, 168) = 1.233, p > .22). In addition, the optimal t = 8.464, p < .001; βCognitive = .326, t = 7.828, p < .001;
challenge conditions also experienced significantly more flow R2 = .550, F(2, 350) = 213.541, p < .001). As hypothe-
(M = 4.79; F(1, 349) = 89.158, p < .001) than the low chal- sized, time pressure moderated the effect of optimal chal-
lenge conditions (M = 3.53; t = −9.451, p < .001). Participants lenge on self–brand connections only via cognitive (CI95
in the high time pressure conditions felt a greater (but not of the index of moderated mediation = [−.566, −.035]) but
extreme) urge to complete the game (M = 7.58; F(1, not emotional (CI 95 of the index of moderated media-
349) = 196.708, p < .001) than those in the low time pressure tion = [−.415, .141]) brand engagement. Specifically, the
J. of the Acad. Mark. Sci.

Fig. 6 Time pressure moderates (a) Self–Brand Connection (b) Emotional Engagement (c) Cognitive Engagement
the effect of optimal challenge on
Low Challenge Opt. Challenge Low Challenge Opt. Challenge Low Challenge Opt. Challenge
(a) self–brand connection and (c)
cognitive brand engagement, but 7 7 7
not on (b) emotional brand
engagement (Study 4) 6 6 6

5 5 5

4 4 4

3 3 3

2 2 2

1 1 1
Low Pressure High Pressure Low Pressure High Pressure Low Pressure High Pressure

indirect effect of an optimal challenging game on self– Theoretical implications


brand connections via cognitive brand engagement was
only significant for low (β = .323, CI95 = [.152, .548]) First, our research has implications for the literature ex-
but not high (β = .049, CI95 = [−.135, .222]) time pressure. amining the effects of games on brand outcomes. We
Thus, H3b is supported. present first-of-its-kind evidence that gamified interac-
tions can facilitate behavioral and psychological measures
Discussion of self–brand connections across numerous industries and
game designs. In so doing, this article not only advances
Study 4 shows that time pressure only attenuates the prior studies on brand-related outcomes, such as product
effect of optimally challenging gamified interactions on choice (Kuo and Rice 2015) or innovation adoption
cognitive but not emotional brand engagement, ultimate- (Müller-Stewens et al. 2017) but also contrasts work on
ly decreasing self–brand connections (H3b). Again, brand-specific outcomes. For example, prior work has
these findings not only support our theorizing, but also been unable to find positive effects of flow-eliciting
marketers in presenting gamified interactions, showing gameplay on brand memory (Schneider and Cornwell
that firms should avoid using gamified interactions 2005) and brand attitudes (Mau et al. 2008; Waiguny
when consumers are likely to be under time pressure. et al. 2013). Our research suggests that a possible reason
for such null effects is that these studies have not
(sufficiently) adopted an experiential lens for gamified
interactions and thereby have neglected the dimensions
General discussion of interactivity and challenge. Specifically, prior research
has only regarded these dimensions in isolation, which
In this article, we explore whether, when, and how has produced mixed results. For example, interactivity
gamified interactions (games used by firms to co-create was found to increase brand attitudes (Lee et al. 2014)
experiences with their customers) facilitate self–brand but also to decrease brand recall (Nelson et al. 2006).
connections. Results of a field study and three experi- Likewise, gamified interactions were found to improve
ments show that only gamified interactions, which are brand attitudes when they imposed an either particularly
highly interactive and optimally challenging, facilitate low (Herrewijn and Poels 2013) or high (Waiguny et al.
self–brand connections via emotional and cognitive 2012) challenge. The unique contribution of our research
brand engagement. We also identified conditions under is that we show gamified interactions need to be both
which consumers do not become engaged with a brand, highly interactive and optimally challenging to create ex-
namely when firms restrict their decisional control either periential touchpoints with consumers, ultimately facilitat-
to participate in the game voluntarily (compulsory play ing the formation of self–brand connections. This finding
attenuates emotional brand engagement) or to spend as has implications for research on experiential customer-
much time as desired to play the game (time pressure firm interactions, which has found transcendent consumer
diminishes cognitive brand engagement). Our findings experiences can strengthen brand communities (Schouten
have several implications for marketing research and et al. 2007) or conceptualized experiential branding
practice. (Brakus et al. 2009; Schmitt 1999).
J. of the Acad. Mark. Sci.

Second, our findings have implications for research on the for managers to get the right partners on board for im-
influence of games on consumer engagement. Prior literature plementation. We explore these implications with a real
has offered only inconsistent and limited insights into the psy- world example, namely a mobile game application that
chology that underlies the effects of gameplay on such brand was launched by the Swiss financial services provider
responses. Specifically, prior work has shown that positive who collaborated with us on this research. The game’s
affect may (Kuo and Rice 2015) or may not (Herrewijn and objective was to promote the raffle of a vacation trip
Poels 2013) mediate the effects of gameplay on brand choice among the bank’s customers. Although customers did
or attitudes, whereas other studies have focused solely on not have to play the game to be part of the raffle, game
cognitive involvement to account for this relationship (Jeong participation increased the likelihood of winning the
et al. 2011). We advance these preliminary findings by pro- trip. In the game, customers took on the role of pilots
viding considerable evidence that high interactivity and opti- who had to accumulate as many points as possible by,
mal challenge are causal antecedents of emotional and cogni- either collecting items via an airplane or answering quiz
tive brand engagement, ultimately facilitating self–brand con- questions about the bank. According to a short proprie-
nections. In so doing, we provide empirical support for the tary survey by the firm, customers playing the game
experiential and multidimensional nature of gameplay and were more engaged and felt stronger connections with
corroborate suggestions that engagement conceptually links the brand.
flow-eliciting experiences with self–brand connections
(Brodie et al. 2011). Game design Our findings highlight the critical impor-
Third, this article has implications for research exploring tance of designing gamified interactions that are highly
boundary conditions of games. Drawing from research on interactive and optimally challenging. To this end, mar-
decisional control (Mathwick and Rigdon 2004), we show that keters should integrate interactive elements into
compulsory play and time pressure can undermine games’ gameplay, as did the Swiss financial firm. As noted
potential to trigger flow, ultimately failing to create brand previously, the game design allowed customers to en-
engagement and self–brand connections. These findings detail gage not only with the brand via a game-based quiz
recent evidence suggesting that consumers’ perceived auton- (a rather passive brand experience), but also via a flight
omy may affect their responses to gameplay (Kim et al. 2016). simulation that involved highly interactive game experi-
Furthermore, both of our moderators are situation-specific and ences between the customers and brand. Besides inter-
represent circumstances under which consumers may encoun- activity, firms should also design games that provide an
ter a firm’s gamified interaction. Apart from a study by Jung optimal level of challenge. Given that the perception of
et al. (2013) regarding shopping goals, prior research has challenge depends on a person’s skill level, firms should
neglected such situation-specific boundary conditions regard- design games that either have several levels (i.e., from
ing the outcomes of gamified interactions. Specifically, this easy to difficult) or dynamically align challenge with a
type of research has mainly focused on boundary conditions person’s skills. In the service provider game, customers
related to consumer characteristics, such as brand familiarity entered more difficult game levels as they exceeded a
(Mau et al. 2008; Nelson et al. 2006; Waiguny et al. 2013) or threshold of collected points, thereby allowing for the
product characteristics, such as hedonic versus utilitarian creation of optimal challenge.
(Choi and Lee 2012) or low versus high involvement goods
(Cauberghe and De Pelsmacker 2010). In contrast, our re- Game presentation Firms should also be aware that even
search highlights the voluntary nature of gameplay as a well-designed gamified interactions may fail to create
situation-specific precondition for gamified interactions. engagement and connections with the brand when con-
Our findings regarding compulsory play and time pres- sumers feel “controlled” in their decision to participate
sure not only provide additional process evidence for in gameplay. Alternately, firms can offer consumers the
our conceptual model, but also enrich the managerial option to start playing the game, while highlighting the
implications of our research. option to stop gameplay at any time. In our bank ex-
ample, customers could create an individual game ac-
Managerial implications count that did not require customers to complete the
game all at once, but included the option to exit and
Our research provides firms with valuable insights on return to the game at any point in time without losing
how to design (via high interactivity; optimal challenge) earned points. Finally, firms should promote gamified
and present (via compulsory play; time pressure) interactions in situations where consumers are (typi-
gamified interactions, also highlighting the importance cally) less time pressured. In today’s world of massive
J. of the Acad. Mark. Sci.

online data, firms can use customer analytics to identify that games of chance might also induce flow under certain
and target consumers who are less time pressured. For circumstances, for instance among intense gamblers
instance, customer browsing behavior (such as click pat- (Csikszentmihalyi 1990); thus, it would be potentially in-
terns and time spent on specific websites) can serve as teresting to examine whether our model also applies to
a reasonable indicator of time pressure. Based on these these games. Along these lines, prior research has also
insights, firms could dynamically adjust which con- identified further mechanisms of flow, such as clear goals
sumers would be exposed to gamified interactions. or immediate feedback (Nakamura and Csikszentmihalyi
Returning to our example, advertising the mobile game 2002). Therefore, future studies may also investigate to
on the bank’s own website or social media profiles which degree other game design dimensions (or combina-
(e.g., Facebook, Twitter) is probably more advantageous tions of them) trigger consumers’ experiences of flow
than, for example, on news websites, since consumers during gameplay. Second, flow theory makes a strong
normally spend more time at the former touchpoints argument for a dual process of emotional and cognitive
than at the latter (Experian PLC 2013) and thus sense brand engagement. However, prior research has identified
less time pressure. a behavioral dimension of brand engagement (Hollebeek
et al. 2014). While we addressed behavioral dimensions
Collaboration with external and internal partners We pro- of self–brand connections (via likes in social media in
pose that gamified interactions are a way to create experi- Studies 1 and 2), we did not examine behavioral brand
ences that sustainably contribute to firm performance engagement as a possible mediator. Future research may
(Brakus et al. 2009; Pine and Gilmore 1998; Prahalad test whether and how highly interactive and optimally
and Ramaswamy 2004; Schmitt 1999). To do so, however, challenging gamified interactions affect the behavioral
we encourage firms to rely upon external and internal ex- (in addition to emotional and cognitive) dimensions of
pertise to design and present gamified interactions to their brand engagement. Finally, prior research suggests that
customers. As noted by Müller-Stewens et al. (2017), the engagement may dynamically evolve from repeated inter-
successful launch of games will require firms to collabo- actions with a brand (Hollebeek et al. 2016). While ex-
rate with professional game designers. Returning to our amining the dynamics of engagement was beyond the
bank example, the gamified interaction was designed in scope of the current article, future research may test the
collaboration with an external game development company development of brand engagement over time.
who helped to ensure that the game would be highly inter-
active and optimally challenging and result in compelling Summary
experiences during gameplay. Furthermore, the firm relied
upon internal expertise to avoid attenuating effects from In this article, we presented gamified interactions with a
compulsory play and time pressure. Specifically, the brand as a means of influencing consumers’ brand en-
branding team worked with the IT department (who had gagement and self–brand connections. Our work was mo-
prior experience with the deployment of customer mobile tivated by and crafted in collaboration with two globally-
accounts) and the market research department (who pro- operating firms (i.e., automotive, financial services) who
vided analytics in terms of customer behavior regarding wanted to impact their brand by employing games at their
website and social media channels). Thus, firms need to online customer touchpoints. Through our work, we dem-
collaborate with both external and internal partners to de- onstrate in a multitude of settings that games which are
sign and launch gamified interactions successfully, making highly interactive and optimally challenging lead to in-
them drivers of competitive advantage. In such cases, firms creased emotional and cognitive engagement, in turn
benefit from the behavioral and attitudinal consequences of resulting in stronger connections with the brand. While
gamified interactions (Studies 1–4). the application of gamified interactions is highly practical,
we believe that it is important for marketing scholars to
Limitations and future research reflect this growing interest and continue efforts to expand
our understanding of this unique means by which to cre-
While our research provides consistent support for our ate compelling experiences. Our results regarding context-
model (based on multiple methods, games and across var- specific boundary conditions (along with our results on
ious product categories), this article has also some limita- effective game design dimensions) provide marketers with
tions that provide opportunities for future research. First, actionable recommendations to introduce gamified inter-
our experiments focused on games of skill, which natu- actions for their own brands. We are hopeful that our
rally may be more effective in facilitating challenge work guides additional research efforts to examine other
(thereby enhancing brand engagement and self–brand design factors and consequences of using games in mar-
connections) than games of chance. Research has found keting above and beyond the branding context.
J. of the Acad. Mark. Sci.

Appendix

Table 4 Measurement models: items, reliabilities and model fits (Study 2–Study 4)

Constructs and items Study 2 Study 3 Study 4

CR CA CR CA CR CA

Self–brand connection (not at all/extremely well)


[Brand] reflects who I am. .97 .97 .98 .98 .98 .98
I can identify with [Brand].
I feel a personal connection to [Brand]. (not at all/very much so)
I can use [Brand] to communicate who I am to other people.
I think [Brand] (could) help me become the type of person I want to be.
I consider [Brand] to be “me”. (not me/me)
[Brand] suits me well.
Emotional brand engagement (strongly disagree/strongly agree)
I felt very positive when I was dealing with [Brand] through the game. .96 .96 .98 .98 .97 .97
Dealing with [Brand] through the game made me happy.
I felt good when I was dealing with [Brand] through the game.
I was proud to deal with [Brand] through the game.
Cognitive brand engagement (strongly disagree/strongly agree)
Dealing with [Brand] through the game got me to think about [Brand]. .92 .92 .93 .93 .95 .95
I thought about [Brand] a lot when I was dealing with it through the game.
Dealing with [Brand] through the game stimulated my interest to learn more about it.
Flow experience (not at all/very much)
I feel just the right amount of challenge. .84 .84 .89 .89 .89 .89
My thoughts/activities run fluidly and smoothly.
I don’t notice time passing.
I have no difficulty concentrating.
My mind is completely clear.
I am totally absorbed in what I am doing.
The right thoughts/movements occur of their own accord.
I know what I have to do each step of the way.
I feel that I have everything under control.
I am completely lost in thought.
Compulsory play (strongly disagree/strongly agree)
I did feel forced to play the game. .92 .92
To play the game was completely involuntary.
I did feel obligated to play the game.
Others did have to talk me into playing the game.
Not because “I want to”, but because “I have to” play the game did characterize it.
Time pressure (strongly disagree/strongly agree)
I felt that I had not sufficient time to play the game in order to proceed to task 2. .86 .86
I felt time pressure during the game in order to begin with task 2.
Time left was an issue of concern while playing the game in order to start with task 2.
Model fit indexes
CFI .977 .978 .972
TLI .968 .973 .965
RMSEA .059 .049 .058
SRMR .060 .058 .075

Parameter Abbreviations with recommended Thresholds (Bagozzi and Yi 1988; Hu and Bentler 1999; Nunnally 1978): CR = Composite Reliability
(≥.06), CA = Cronbach’s Alpha (≥.08), CFI = Comparative Fit Index (≥.95), TLI = Tucker-Lewis Index (≥.95), RMSEA = Root Mean Square Error of
Approximation (≤.06), SRMR = Standardized Root Mean Squared Residual (≤.08); Verbal Anchors in Parentheses
J. of the Acad. Mark. Sci.

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