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Gamified interactions: whether, when, and how games facilitate self-brand connections

机译:游戏化互动:游戏是否,何时以及如何促进自我品牌联系

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摘要

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.
机译:公司越来越多地使用游戏与客户互动。然而,令人惊讶的是,关于这种“游戏化”互动是否,何时以及如何使消费者与公司品牌互动,从而促进自品牌联系的了解很少。基于流程理论,我们表明高度互动且具有最佳挑战性的游戏化互动可促进自品牌联系,因为此类游戏会导致情感和认知品牌互动。一项针对不同产品领域和游戏设计的现场研究和三个实验支持了我们的理论。我们还确定了消费者不参与品牌的条件,即当公司限制其决策控制权以自愿参与游戏(即强制玩法)或花费尽可能多的时间玩游戏(即时间)时,压力)。我们的发现提高了有关在市场营销中使用游戏的现有知识,并为营销人员如何发挥潜力建立自有品牌联系提供了重要的启示。

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