Table 5

Summarization of the mediators

Upper categoryCountUpper categoryCount
System-related (n = 90) Consumer value-related (n = 130) 
Gameful experience (n = 47) Engagement with the gamified system 10 Hedonic (n = 31) Perceived enjoyment 18 
Flow Hedonic value (general) 13 
Playfulness Utilitarian (n = 27) Utilitarian value (general) 24 
Product/service experience (general) Service quality 
Presence Social (n = 21) Social connection 
Immersion Social influence 
Perceived interactivity Social interaction 
Involvement level Normative community pressure 
Perception of the design (n = 31) Perceived ease of use 10 Conformity with social network 
Perceived vividness Recognition 
Attractiveness of the gamified system Relatedness 
Emotional attachment with the gamified service Psychological contract 
Perceived competence Subjective norm 
Perceived effectiveness Motivation (n = 35) Intrinsic need 13 
Performance of the system Psychological need (general) 
System design Extrinsic need 
Advergame content Intention to engage with gamified system 
Perceived challenge Customer commitment 
Perceived control Cognitive fit 
Social innovativeness Habit 
Hedonic innovativeness Self-identification 
Website characteristics Self-presentation 
Attitude (n = 7) Attitude towards advergame Sensation seeking 
Information characteristics (n = 5) Persuasion knowledge Willingness to use 
Product/service information Other (n = 16) Consumer perceived value (general) 10 
Product-, service- and brand-related (n = 68) Consumer curiosity 
Product/Service (n = 45) Satisfaction 19 Environmental concern 
Engagement with products/services 13 Financial value 
Attitude toward products/services Knowledge acquisition 
Trust Reciprocal benefit 
Perceived advantage of the product/service Miscellaneous (n = 4) 
Identification with product/service  Expectancy 
Brand (n = 23) Brand engagement 17  Transportability 
Brand love  Review usefulness 
Brand placement acceptance  Word of mouth 
Brand recall    
Self-brand congruity    
Upper categoryCountUpper categoryCount
System-related (n = 90) Consumer value-related (n = 130) 
Gameful experience (n = 47) Engagement with the gamified system 10 Hedonic (n = 31) Perceived enjoyment 18 
Flow Hedonic value (general) 13 
Playfulness Utilitarian (n = 27) Utilitarian value (general) 24 
Product/service experience (general) Service quality 
Presence Social (n = 21) Social connection 
Immersion Social influence 
Perceived interactivity Social interaction 
Involvement level Normative community pressure 
Perception of the design (n = 31) Perceived ease of use 10 Conformity with social network 
Perceived vividness Recognition 
Attractiveness of the gamified system Relatedness 
Emotional attachment with the gamified service Psychological contract 
Perceived competence Subjective norm 
Perceived effectiveness Motivation (n = 35) Intrinsic need 13 
Performance of the system Psychological need (general) 
System design Extrinsic need 
Advergame content Intention to engage with gamified system 
Perceived challenge Customer commitment 
Perceived control Cognitive fit 
Social innovativeness Habit 
Hedonic innovativeness Self-identification 
Website characteristics Self-presentation 
Attitude (n = 7) Attitude towards advergame Sensation seeking 
Information characteristics (n = 5) Persuasion knowledge Willingness to use 
Product/service information Other (n = 16) Consumer perceived value (general) 10 
Product-, service- and brand-related (n = 68) Consumer curiosity 
Product/Service (n = 45) Satisfaction 19 Environmental concern 
Engagement with products/services 13 Financial value 
Attitude toward products/services Knowledge acquisition 
Trust Reciprocal benefit 
Perceived advantage of the product/service Miscellaneous (n = 4) 
Identification with product/service  Expectancy 
Brand (n = 23) Brand engagement 17  Transportability 
Brand love  Review usefulness 
Brand placement acceptance  Word of mouth 
Brand recall    
Self-brand congruity    
Source(s): Authors’ own work

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