Missing the forest for the trees: Does collective brand engagement help or hurt consumption for video games?

As video game companies adopt business models that monetize post-purchase consumption, they commonly encourage and promote engagement activities amongst consumers as a collective. However, little is known about the effect of such collective activities, which could take away time from playing the game. We introduce a novel framework that distinguishes the breadth of collective engagement from the intensity of engagement. In a unified time series framework, we model both momentary and ongoing consumption effects and feedback loops. Our analysis of 34 video game brands reveals that consumption and engagement fuel each other. Whereas the breadth of collective momentary engagement boosts momentary consumption, its intensity has a negative effect for the first 15 min. However, both ongoing breadth and intensity positively influence ongoing consumption. Importantly, game developers can amplify these effects by adding social in-use features, which both directly stimulate consumption and strengthen the reciprocal relationship between engagement and consumption. In terms of marketing actions, featured price discounts and new content releases focusing on play functionality get people talking about and searching for the game, whereas cosmetic content changes immediately increase consumption. Overall, our research underscores the need to move from a narrow focus on instant, real-time metrics toward a more strategic approach that effectively fosters engagement and consumption over time.

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Publication Details

Journal
International Journal of Research in Marketing
Published
2025-06-07
DOI
https://doi.org/10.1016/j.ijresmar.2025.06.002
Citations
3
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
12.60
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article

Missing the forest for the trees: Does collective brand engagement help or hurt consumption for video games?

John Hulland, Yakov Bart, Koen Pauwels, Mirella Kleijnen et al.
3 citations
International Journal of Research in Marketing
Digital Games and Media
12.60
article

Missing the forest for the trees: Does collective brand engagement help or hurt consumption for video games?

John Hulland, Yakov Bart, Koen Pauwels, Mirella Kleijnen, Keith Marion Smith
article en
3 citations

Abstract

As video game companies adopt business models that monetize post-purchase consumption, they commonly encourage and promote engagement activities amongst consumers as a collective. However, little is known about the effect of such collective activities, which could take away time from playing the game. We introduce a novel framework that distinguishes the breadth of collective engagement from the intensity of engagement. In a unified time series framework, we model both momentary and ongoing consumption effects and feedback loops. Our analysis of 34 video game brands reveals that consumption and engagement fuel each other. Whereas the breadth of collective momentary engagement boosts momentary consumption, its intensity has a negative effect for the first 15 min. However, both ongoing breadth and intensity positively influence ongoing consumption. Importantly, game developers can amplify these effects by adding social in-use features, which both directly stimulate consumption and strengthen the reciprocal relationship between engagement and consumption. In terms of marketing actions, featured price discounts and new content releases focusing on play functionality get people talking about and searching for the game, whereas cosmetic content changes immediately increase consumption. Overall, our research underscores the need to move from a narrow focus on instant, real-time metrics toward a more strategic approach that effectively fosters engagement and consumption over time.

International Journal of Research in MarketingVol. 42(4)
Marketing Science Institute (US), Northeastern University (US), University of Georgia (US), Vrije Universiteit Amsterdam (NL)
Zero hunger
Openalex Percentile: Top 2%
Digital Games and Media
12.60
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