Determinants and Outcomes of Online Brand Tribalism: Exploring Communities of Massively Multiplayer Online Role Playing Games (MMORPGs)

Vishag Badrinarayanan, Jeremy J. Sierra, Harry A. Taute

Psychology and Marketing · 2014 · 64 citations · 99 references

Concepts

TL;DR

Online consumption communities around MMORPGs bring millions of players together to interact, collaborate, and achieve game-related outcomes. The study investigates the drivers of interpersonal relationships, the nature of the constructed society, and consumer initiatives that sustain MMORPG communities. The authors model challenge, telepresence, cognitive and affective involvement, and commitment to MMORPGs as antecedents of brand tribalism. Findings show MMORPG communities display brand tribalism that drives purchase intent, recruitment, and word of mouth, with defensive tribal emotions explaining more variance than positive emotions, and the authors suggest future research directions.

Abstract

Online consumption communities, involving millions of online consumers, have been created around massively multiplayer online role playing games (MMORPGs). Within these communities, players who share interest in MMORPGs convene, interact, and collaborate with fellow players and achieve game-related outcomes. As these online social networks have been noted to augment, and perhaps supplant person-to-person interaction, this study focuses on the drivers of inherent interpersonal relationships, the nature of the constructed society, and resulting consumer initiatives to sustain and nurture the organization. Specifically, this research suggests that MMORPG communities transcend more facile forms of online or brand communities and demonstrate characteristics that can most aptly be construed as brand tribalism in the anthropological sense. Here, the challenge and telepresence innate in playing MMORPGs, cognitive and affective involvement associated with MMORPGs, and commitment to MMORPGs are modeled as antecedents of brand tribalism or a sense of the relationship with the brand and MMORPG community. Consequently, intent to purchase MMORPG-related virtual products, recruitment of other MMORPG players, and word of mouth are identified as consequences of this unique consumer–brand relationship. Further analysis reveals the negatively charged emotional measure (i.e., defense of the tribe) within the tribalism instrument explains more variance in the outcome variables than the positively charged emotional measures (i.e., lineage, social, sense of community). Implications and future research directions are offered.

References

99