<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.1d1 20130915//EN" "http://jats.nlm.nih.gov/publishing/1.1d1/JATS-journalpublishing1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:mml="http://www.w3.org/1998/Math/MathML" article-type="research-article" xml:lang="en">
<front>
<journal-meta>
<journal-id journal-id-type="publisher-id">AC</journal-id>
<journal-title-group>
<journal-title>Acta Commercii - Independent Research Journal in the Management Sciences</journal-title>
</journal-title-group>
<issn pub-type="ppub">2413-1903</issn>
<issn pub-type="epub">1684-1999</issn>
<publisher>
<publisher-name>AOSIS</publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="publisher-id">AC-25-1446</article-id>
<article-id pub-id-type="doi">10.4102/ac.v25i1.1446</article-id>
<article-categories>
<subj-group subj-group-type="heading">
<subject>Original Research</subject>
</subj-group>
</article-categories>
<title-group>
<article-title>Tapping into play: Flow and brand attitude driving satisfaction in mobile advergaming</article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author" corresp="yes">
<contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-6879-1000</contrib-id>
<name>
<surname>Nzita</surname>
<given-names>Mayemba K.</given-names>
</name>
<xref ref-type="aff" rid="AF0001">1</xref>
</contrib>
<contrib contrib-type="author">
<contrib-id contrib-id-type="orcid">https://orcid.org/0000-0002-7399-2886</contrib-id>
<name>
<surname>Lubbe</surname>
<given-names>Isolde</given-names>
</name>
<xref ref-type="aff" rid="AF0001">1</xref>
</contrib>
<aff id="AF0001"><label>1</label>Department of Marketing Management, School of Consumer Intelligence and Information Systems, University of Johannesburg, Johannesburg, South Africa</aff>
</contrib-group>
<author-notes>
<corresp id="cor1"><bold>Corresponding author:</bold> Mayemba Nzita, <email xlink:href="mayemban@uj.ac.za">mayemban@uj.ac.za</email></corresp>
</author-notes>
<pub-date pub-type="epub"><day>19</day><month>11</month><year>2025</year></pub-date>
<pub-date pub-type="collection"><year>2025</year></pub-date>
<volume>25</volume>
<issue>1</issue>
<elocation-id>1446</elocation-id>
<history>
<date date-type="received"><day>21</day><month>05</month><year>2025</year></date>
<date date-type="accepted"><day>01</day><month>10</month><year>2025</year></date>
</history>
<permissions>
<copyright-statement>&#x00A9; 2025. The Authors</copyright-statement>
<copyright-year>2025</copyright-year>
<license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/">
<license-p>Licensee: AOSIS. This work is licensed under the Creative Commons Attribution 4.0 International (CC BY 4.0) license.</license-p>
</license>
</permissions>
<abstract>
<sec id="st1">
<title>Orientation</title>
<p>Mobile advergaming, which integrates branded content into interactive gaming platforms, offers an innovative approach to engage consumers digitally. Little is known about how satisfaction develops in mobile advergames within emerging economies.</p>
</sec>
<sec id="st2">
<title>Research purpose</title>
<p>This study examines how flow experience and brand attitude shape satisfaction in the M&#x0026;M&#x2019;s<xref ref-type="fn" rid="FN0001"><sup>1</sup></xref> Adventure mobile game among South African millennials and Generation Z (Gen Z).</p>
</sec>
<sec id="st3">
<title>Motivation for the study</title>
<p>Understanding psychological and experiential dimensions of mobile advergaming can provide valuable insights into consumer engagement and brand perception, particularly in emerging markets where digital connectivity is rapidly expanding.</p>
</sec>
<sec id="st4">
<title>Research design, approach, and method</title>
<p>A quantitative approach was employed, using partial least squares structural equation modelling (PLS-SEM) to test a model incorporating mediation (brand attitude) and moderation (brand familiarity). Data were collected via an online questionnaire from South African respondents aged 18&#x2013;35 who played the game.</p>
</sec>
<sec id="st5">
<title>Main findings</title>
<p>Flow experience significantly enhances brand attitude and satisfaction. Brand attitude positively influences satisfaction and partially mediates the flow experience&#x2013; satisfaction relationship. Brand familiarity does not moderate this link, suggesting that engaging gameplay captivates users regardless of prior brand knowledge.</p>
</sec>
<sec id="st6">
<title>Practical/managerial implications</title>
<p>Marketers should prioritise immersive game design, seamless branding and mobile optimisation to expand market reach among younger audiences using experience-based metrics.</p>
</sec>
<sec id="st7">
<title>Contribution/value-add</title>
<p>This study uniquely integrates mediation and moderation analyses to explore flow experience, brand attitude and satisfaction, offering pioneering insights into advergaming in an emerging market.</p>
</sec>
</abstract>
<kwd-group>
<kwd>mobile advergaming</kwd>
<kwd>flow experience</kwd>
<kwd>brand attitude</kwd>
<kwd>consumer satisfaction</kwd>
<kwd>gamified marketing</kwd>
<kwd>interactive advertising</kwd>
<kwd>digital engagement</kwd>
<kwd>millennial consumers</kwd>
</kwd-group>
<funding-group>
<funding-statement><bold>Funding information</bold> This research did not receive any specific grant from funding agencies in the public, commercial or not-for-profit sectors.</funding-statement>
</funding-group>
</article-meta>
</front>
<body>
<sec id="s0001">
<title>Introduction</title>
<p>Mobile advergaming, derived from the fusion of &#x2018;advertising&#x2019; and &#x2018;gaming&#x2019;, has emerged as a dynamic component of digital marketing, marked by the seamless incorporation of branded elements within mobile gaming platforms (Chiong, Yang &#x0026; Chen <xref ref-type="bibr" rid="CIT0008">2020</xref>). This approach provides an innovative alternative to conventional advertising by offering users engaging, interactive experiences that enhance brand communication through gameplay (Adis <xref ref-type="bibr" rid="CIT0001">2020</xref>; Catal&#x00E1;n, Mart&#x00ED;nez &#x0026; Wallace <xref ref-type="bibr" rid="CIT0007">2019</xref>). Mobile advergaming is important because it not only entertains but also embeds brand messages in immersive environments, shaping consumer perceptions in ways traditional advertising cannot. Its effectiveness, however, depends on psychological and experiential dimensions such as user flow experience, enjoyment and the impact these have on brand perception (Catal&#x00E1;n et al. <xref ref-type="bibr" rid="CIT0007">2019</xref>).</p>
<p>Van Berlo and Chen (<xref ref-type="bibr" rid="CIT0044">2024</xref>) show that experiential satisfaction mediates the relationship between advergaming and brand engagement, but their quantitative study focuses on developed markets and does not explore mobile-first branded games. Similarly, Catal&#x00E1;n et al. (<xref ref-type="bibr" rid="CIT0007">2019</xref>) examined flow and brand familiarity, and Adis (<xref ref-type="bibr" rid="CIT0001">2020</xref>) assessed brand communication outcomes in Malaysia. Yet none directly investigate user satisfaction within a real mobile advergame environment. Research in this area is relevant because satisfaction is a critical driver of sustained engagement and brand loyalty (Kim, Kim &#x0026; Wachter <xref ref-type="bibr" rid="CIT0025">2013</xref>), but current scholarship has not clarified how satisfaction develops in mobile advergames, particularly in emerging-market contexts. This gap highlights the need for studies that examine satisfaction in real-time gameplay settings among under-represented consumer groups.</p>
<p>This study addresses these gaps through the M&#x0026;M&#x2019;s Adventure mobile game, involving digitally engaged South African millennials and Generation Z, who played the game before completing the questionnaire. By doing so, it provides an ecologically valid view of how flow experience, brand attitude and satisfaction interact in real-time gameplay. As mobile connectivity and digital technology reshape consumer behaviour, brands increasingly turn to gamified platforms to deepen engagement (Adis <xref ref-type="bibr" rid="CIT0001">2020</xref>; Kim et al. <xref ref-type="bibr" rid="CIT0025">2013</xref>). Purposefully designed advergames communicate brand messages through interactive mechanics and narratives, offering an immersive alternative to traditional advertising.</p>
<p>The study examines the interrelated roles of flow experience, brand attitude and satisfaction in mobile advergaming. Focusing on the M&#x0026;M&#x2019;s Adventure game, it explores how these constructs shape consumer engagement and brand perception, positioning advergaming as an innovative digital communication tool (Hartini <xref ref-type="bibr" rid="CIT0018">2020</xref>). Aligned with the journal&#x2019;s mission to advance responsible and relevant management research in an African and global context, it responds to the growing need to understand digital engagement in marketing. The global gaming industry was valued at over $187.7 billion in 2024, with mobile games accounting for $92bn (49&#x0025; of total revenue) (Knezovic <xref ref-type="bibr" rid="CIT0026">2025</xref>). With more than half of the world&#x2019;s 3.3 billion gamers accessing games via mobile devices, gaming has overtaken film, music and television in cultural reach, and is projected to reach $266bn by 2028 (Paizanis et al. <xref ref-type="bibr" rid="CIT0036">2024</xref>).</p>
<p>Several factors explain this dominance: accessibility through mobile and cloud platforms, the rise of social gaming environments such as Roblox and Twitch, and the constant release of new content extending user involvement (Ball <xref ref-type="bibr" rid="CIT0005">2024</xref>). In-game advertising also achieves high completion and viewability rates, with advertising spend in gaming channels increasing steadily (Paizanis et al. <xref ref-type="bibr" rid="CIT0036">2024</xref>).</p>
<p>While prior research has addressed flow, brand attitude and satisfaction in advergaming (Catal&#x00E1;n et al. <xref ref-type="bibr" rid="CIT0007">2019</xref>; Hsiao, Lin &#x0026; Wu <xref ref-type="bibr" rid="CIT0022">2022</xref>; Van Berlo &#x0026; Chen <xref ref-type="bibr" rid="CIT0044">2024</xref>), the current study extends this work by focusing on a mobile-based branded game in an emerging market. It uniquely examines whether flow and brand attitude explain satisfaction among digitally engaged South African millennials and Generation Z, a group largely absent from existing emerging context advergaming literature. Unlike studies anchored in developed economies or general gaming platforms, this research situates its contribution in a single-brand, single-game mobile format, enabling deeper contextual exploration. By integrating mediation (brand attitude) and moderation (brand familiarity) into a unified partial least squares structural equation modelling (PLS-SEM) model, it advances understanding of the psychological mechanisms driving satisfaction in mobile-first, brand-discovery environments.</p>
</sec>
<sec id="s0002">
<title>Literature review</title>
<p>This study is anchored in the flow experience theory (Csikszentmihalyi <xref ref-type="bibr" rid="CIT0009">1975</xref>), which describes the optimal psychological state of deep absorption, enjoyment and focused engagement that individuals experience when immersed in a challenging and rewarding activity. In the context of advergaming, flow experience has emerged as a critical construct explaining how interactive and immersive experiences shape affective responses towards brands (Ghosh, Sreejesh &#x0026; Dwivedi <xref ref-type="bibr" rid="CIT0015">2021</xref>; Hooker et al. <xref ref-type="bibr" rid="CIT0021">2019</xref>). Flow experience theory offers a compelling lens for modelling advergame-induced engagement, as it provides a mechanism through which users&#x2019; intrinsic enjoyment during gameplay can influence their cognitive evaluations (e.g. brand attitude) and emotional responses (e.g. satisfaction). By integrating flow experience theory with branding constructs, this study seeks to extend the theory&#x2019;s relevance into mobile advergaming by testing both direct and indirect pathways to satisfaction, as well as boundary conditions (via moderation) relevant to emerging markets. Specifically, the study contributes to flow experience theory by: (1) extending it to a mobile-first advergame context in a developing economy, (2) clarifying its indirect influence through brand attitude and (3) setting empirical boundaries by testing the moderating role of brand familiarity.</p>
<sec id="s20003">
<title>Mobile advergaming and consumer engagement</title>
<p>Mobile advergaming has emerged as a powerful tool in digital marketing, offering brands a unique way to connect with consumers through immersive, game-based experiences. As mobile devices become increasingly integral to daily life, advergames provide interactive, on-the-go engagement that surpasses the limitations of traditional media (Mittal &#x0026; Kumar <xref ref-type="bibr" rid="CIT0033">2020</xref>; Mittal, Kumar &#x0026; Seppi <xref ref-type="bibr" rid="CIT0034">2022</xref>). These games encourage repeated use, creating multiple touchpoints for brand exposure while maintaining user interest through entertaining gameplay mechanics. Unlike static advertisements, advergames integrate brand content directly into the gaming experience, fostering deeper engagement and brand familiarity. This form of gamified advertising uses game elements, such as rewards, challenges and progress tracking, to make interactions more enjoyable and emotionally resonant (Van Berlo &#x0026; Chen <xref ref-type="bibr" rid="CIT0044">2024</xref>; Van Berlo, Van Reijmersdal &#x0026; Eisend <xref ref-type="bibr" rid="CIT0043">2021</xref>). Advergames positively influence consumer perceptions and attitudes by increasing the hedonic value of brand messages (Singh &#x0026; Milan <xref ref-type="bibr" rid="CIT0040">2025</xref>; Van Berlo et al. <xref ref-type="bibr" rid="CIT0043">2021</xref>).</p>
<p>The effectiveness of advergames is reflected in market trends: global mobile in-app advertising spend is projected to grow from $1bn to $1.5bn per day by 2029, with mobile gaming leading this growth (Statista Market Insights <xref ref-type="bibr" rid="CIT0041">2024</xref>). Recent studies affirm that advergaming enhances consumer engagement across cognitive, emotional, and behavioural domains, with satisfaction acting as a key mediator (Van Berlo &#x0026; Chen <xref ref-type="bibr" rid="CIT0044">2024</xref>). Furthermore, advergames strengthen brand recall, attitude and purchase intention, especially when brand identity aligns with game content (Adis <xref ref-type="bibr" rid="CIT0001">2020</xref>). Elements such as music can further enrich the user experience and increase brand resonance, particularly among younger audiences (Farzinnejad et al. <xref ref-type="bibr" rid="CIT0014">2024</xref>).</p>
</sec>
<sec id="s20004">
<title>Flow experience, brand familiarity and attitude in gaming environments</title>
<p>Advergames offer a powerful marketing tool by merging gameplay with brand messaging, capitalising on players&#x2019; immersive flow experiences to enhance consumer engagement. The intense and voluntary involvement in gaming can positively shape brand perceptions and influence purchasing behaviour (Ghosh et al. <xref ref-type="bibr" rid="CIT0015">2021</xref>; Hsiao et al. <xref ref-type="bibr" rid="CIT0022">2022</xref>). The notion of &#x2018;flow experience&#x2019;, a state of deep concentration and enjoyment, emerges as a central mechanism linking gameplay to positive brand outcomes (Csikszentmihalyi <xref ref-type="bibr" rid="CIT0009">1975</xref>; Hooker et al. <xref ref-type="bibr" rid="CIT0021">2019</xref>).</p>
<p>Numerous studies highlight how flow experience enhances brand attitudes and purchase intentions in advergaming environments (Anandya, Prabowo &#x0026; Darsono <xref ref-type="bibr" rid="CIT0002">2023</xref>; Catal&#x00E1;n et al. <xref ref-type="bibr" rid="CIT0007">2019</xref>). Flow experience is often induced by gameplay factors, such as interactivity, challenge and immersion (Catal&#x00E1;n et al. <xref ref-type="bibr" rid="CIT0007">2019</xref>). Positive emotions triggered by enjoyment fuel deeper flow states, which are, in turn, associated with stronger engagement and brand affinity (Bir&#x00F3; &#x0026; Kato <xref ref-type="bibr" rid="CIT0006">2024</xref>; Wang, Wang &#x0026; Zuo <xref ref-type="bibr" rid="CIT0045">2023</xref>). Brand interactivity and familiar gameplay further increase user satisfaction and brand awareness (Farzinnejad &#x0026; Baghaei <xref ref-type="bibr" rid="CIT0013">2022</xref>; Khezrian, Farzinnejad &#x0026; Baghaei <xref ref-type="bibr" rid="CIT0024">2022</xref>). However, findings on the mediating role of flow experience are mixed. Some studies indicate that flow experience indirectly enhances satisfaction and continuance intention through enjoyment (Masao &#x0026; Salehudin <xref ref-type="bibr" rid="CIT0032">2023</xref>), while others question flow experience&#x2019;s direct impact on satisfaction (Catal&#x00E1;n et al. <xref ref-type="bibr" rid="CIT0007">2019</xref>).</p>
<p>In emerging markets, such as India, Brazil, China and South Africa, advergames are increasingly used to build brand familiarity and drive behavioural responses (Komulainen, Lappeman &#x0026; Islam <xref ref-type="bibr" rid="CIT0028">2019</xref>; Wanick et al. <xref ref-type="bibr" rid="CIT0046">2019</xref>). These culturally relevant games leverage the intrinsic motivation of users to share, invite others and interact with branded content, further amplifying engagement (Heidari <xref ref-type="bibr" rid="CIT0019">2024</xref>). Catal&#x00E1;n et al. (<xref ref-type="bibr" rid="CIT0007">2019</xref>) explore how brand familiarity enhances flow experience in mobile advergames, boosting their effectiveness. These authors found that familiarity and game repetition positively affect brand attitude and purchase intentions, though they did not examine the link between flow experience and satisfaction, focusing instead on brand-related outcomes. Similarly, Hsiao et al. (<xref ref-type="bibr" rid="CIT0022">2022</xref>) showed that brand familiarity strengthens the connection between advergame attitudes and brand attitudes, with game beliefs driving purchase intentions. However, both studies overlooked the role of flow experience in shaping user satisfaction. Catal&#x00E1;n et al. (<xref ref-type="bibr" rid="CIT0007">2019</xref>) focused primarily on how brand familiarity and repeated gameplay influenced brand attitudes and purchase intentions, but did not assess satisfaction as an outcome of flow experience. Likewise, Hsiao et al. (<xref ref-type="bibr" rid="CIT0022">2022</xref>) examined the moderating role of brand familiarity on the relationship between advergame and brand attitudes, omitting satisfaction from their framework. While both confirm the importance of flow experience and brand familiarity in building brand perceptions, neither empirically tested whether immersive gameplay translates into satisfaction. This leaves a conceptual gap concerning the emotional outcomes of flow experiences, which this study seeks to address by positioning satisfaction as a key mediating mechanism in advergaming.</p>
<p>From a flow experience theory perspective, immersive experiences can trigger positive affective and cognitive responses towards associated stimuli, in this case, the embedded brand. The more immersive the gameplay, the more favourable the user&#x2019;s perception of the brand becomes, as flow experience fosters openness and receptivity (Bir&#x00F3; &#x0026; Kato <xref ref-type="bibr" rid="CIT0006">2024</xref>). Thus, flow experience is expected to shape brand attitude directly. The literature supports that advergames enhance brand engagement through flow experience. While the exact mechanisms may differ across studies, converging motivational states, immersive gameplay and brand interactivity remain critical to favourable brand outcomes. Flow experience theory also posits that the flow state itself is intrinsically rewarding and pleasurable (Csikszentmihalyi <xref ref-type="bibr" rid="CIT0009">1975</xref>). Applied to advergaming, this suggests that users who experience flow during gameplay derive greater satisfaction from the interaction, independent of their brand-related perceptions. This forms the basis for a direct relationship between flow experience and satisfaction. Finally, brand familiarity is introduced as a boundary condition that may influence how flow experience affects satisfaction. Prior literature suggests that familiarity strengthens or weakens the impact of experiential stimuli, depending on the context (Catal&#x00E1;n et al. <xref ref-type="bibr" rid="CIT0007">2019</xref>). Testing this moderation contributes to boundary-setting in flow experience theory by examining whether the effect of flow experience is uniform across consumer segments with varying brand knowledge. Consequently, the study hypothesises that:</p>
<disp-quote>
<p><bold>H1:</bold> Flow experience positively affects brand attitude towards the M&#x0026;M&#x2019;s brand.</p>
<p><bold>H2:</bold> Flow experience positively affects satisfaction with the M&#x0026;M&#x2019;s Adventure mobile game.</p>
<p><bold>H5:</bold> Brand familiarity moderates the relationship between flow experience and satisfaction with M&#x0026;M&#x2019;s Adventure mobile game, such that the positive effect of flow experience on satisfaction is stronger for players with higher brand familiarity.</p>
</disp-quote>
</sec>
<sec id="s20005">
<title>Satisfaction as a key outcome in advergaming</title>
<p>Satisfaction plays an important role in advergaming, functioning as a mediating factor between immersive gameplay and consumer responses such as engagement, loyalty and behavioural intentions (Van Berlo &#x0026; Chen <xref ref-type="bibr" rid="CIT0044">2024</xref>). Their quantitative study confirms that experiential satisfaction links advergame interaction to cognitive, emotional and behavioural engagement, positioning satisfaction as both a key outcome and a psychological mechanism within the consumer journey. A key driver of satisfaction is immersion, a state in which players become deeply engaged with the game environment, enhancing enjoyment and sustained playtime (Demidiuk &#x0026; Plechawska <xref ref-type="bibr" rid="CIT0010">2022</xref>). Recent studies in gamification contexts further support the view that immersion precedes satisfaction. For instance, Li and Aumeboonsuke (<xref ref-type="bibr" rid="CIT0030">2025</xref>) found that immersion, achievement and social interaction significantly enhance the overall consumer experience, which in turn strengthens brand engagement and loyalty in co-branded gamification campaigns. Similarly, in the domain of augmented reality gaming, immersive experiences have been shown to significantly predict satisfaction and continued engagement intentions (Utomo &#x0026; Oktavia <xref ref-type="bibr" rid="CIT0042">2024</xref>). Research shows that experiential satisfaction plays a central mediating role in gamified advertising. Van Berlo and Chen (<xref ref-type="bibr" rid="CIT0044">2024</xref>) found that advergaming enhances cognitive, emotional and behavioural responses, with satisfaction linking these effects to brand engagement. Similarly, Arifah, Suryani and Samopa (<xref ref-type="bibr" rid="CIT0003">2022</xref>) highlight that integrating marketing messages within engaging advergames fosters emotional connection and brand recall in e-commerce settings. Beyond advertising, gamification in contexts like savings promotion also shows strong links to satisfaction. Kusumo et al. (<xref ref-type="bibr" rid="CIT0029">2024</xref>) found that rewards and challenges increase user satisfaction, driving positive behavioural outcomes among millennials. User satisfaction reflects how well a product meets user expectations, influencing continued use and brand loyalty (Lukita et al. <xref ref-type="bibr" rid="CIT0031">2023</xref>). Using the KANO model<xref ref-type="fn" rid="FN0002"><sup>2</sup></xref>, Zhang and Tang (<xref ref-type="bibr" rid="CIT0048">2023</xref>) further demonstrate that different gamification elements have varying effects on satisfaction, with some generating excitement and others fulfilling basic expectations.</p>
<p>In summary, satisfaction is both an outcome and a mechanism in advergaming, connecting gameplay experiences with meaningful consumer responses across different domains. While existing studies have investigated gamification and advergaming&#x2019;s impact on consumer engagement and brand recall (Arifah et al. <xref ref-type="bibr" rid="CIT0003">2022</xref>; Van Berlo &#x0026; Chen <xref ref-type="bibr" rid="CIT0044">2024</xref>), the psychological mechanisms driving satisfaction in advergame experiences remain underexamined. Research highlights immersion, cognitive involvement and gamified features as key influencers of user behaviour (Demidiuk &#x0026; Plechawska <xref ref-type="bibr" rid="CIT0010">2022</xref>; Kusumo et al. <xref ref-type="bibr" rid="CIT0029">2024</xref>), yet few studies integrate flow experience, brand familiarity, brand satisfaction and brand attitude into a cohesive model, especially for mobile advergames. Catal&#x00E1;n et al. (<xref ref-type="bibr" rid="CIT0007">2019</xref>) demonstrate that brand familiarity enhances flow experience, boosting brand attitude and purchase intentions, but they do not connect flow experience to satisfaction. Similarly, Hsiao et al. (<xref ref-type="bibr" rid="CIT0022">2022</xref>) show that brand familiarity strengthens the advergame attitudes&#x2019; effect on brand perceptions, yet these authors also overlook the link between satisfaction and flow experience. Although satisfaction is recognised as a vital outcome (Zhang &#x0026; Tang <xref ref-type="bibr" rid="CIT0048">2023</xref>), its mediating role, alongside the sequential or parallel mediation of flow experience and brand attitude between gameplay and satisfaction, remains largely unexplored. Building on cognitive appraisal models, a favourable brand attitude is theorised to enhance overall evaluation of the brand-related experience. When gameplay evokes a positive brand impression, this cognitive evaluation may transfer to emotional satisfaction with the advergame, reinforcing post-consumption responses. While flow experience is inherently enjoyable, its effect on satisfaction may also operate indirectly by enhancing brand attitude. This aligns with flow experience theory&#x2019;s assertion that immersive experiences can alter attitudes, which subsequently shape outcome evaluations. This hypothesis clarifies the mechanism through which flow experience impacts satisfaction by testing brand attitude as a mediator, thereby contributing to theory development. It is thus proposed that:</p>
<disp-quote>
<p><bold>H3:</bold> Brand attitude towards the M&#x0026;M&#x2019;s brand positively affects satisfaction with the M&#x0026;M&#x2019;s Adventure mobile game.</p>
<p><bold>H4:</bold> Brand attitude towards M&#x0026;M&#x2019;s brand mediates the relationship between flow experience and satisfaction with M&#x0026;M&#x2019;s Adventure mobile game.</p>
</disp-quote>
<p>This study addresses these gaps by testing a structural model within M&#x0026;M&#x2019;s Adventure mobile game context, examining how flow experience shapes brand attitude and satisfaction, and assessing flow experience and brand attitude as mediators among young South African consumers. In summary, the proposed model leverages flow experience theory to explain how psychological immersion during gameplay translates into favourable brand and experience outcomes. By testing mediation and moderation mechanisms, the study not only applies but also extends and qualifies flow experience theory within a mobile advergame setting in an emerging market.</p>
<p>The proposed hypotheses are collectively illustrated in the conceptual model presented in <xref ref-type="fig" rid="F0001">Figure 1</xref>.</p>
<fig id="F0001">
<label>FIGURE 1</label>
<caption><p>Conceptual model.</p></caption>
<graphic xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="AC-25-1446-g001.tif"/>
</fig>
</sec>
</sec>
<sec id="s0006">
<title>Research methods and design</title>
<sec id="s20007">
<title>Research design and data collection</title>
<p>This study employed a quantitative research design and utilised PLS-SEM to examine consumer satisfaction and engagement in advergaming. The branded game, <italic>M&#x0026;M&#x2019;s Adventure</italic>, served as the focal advergame. Before completing the questionnaire, respondents were required to download and play the advergame on their mobile devices (iOS or Android), enabling a more immersive and reflective engagement with the brand-embedded experience.</p>
<p>Data were collected through an online questionnaire administered after gameplay. The questionnaire comprised four main sections: (1) screening and consent, (2) technology and gaming background, (3) demographic profile and (4) psychometric measures of the focal constructs. Measurement items were adapted from validated scales in the literature to ensure construct reliability and contextual relevance (see <xref ref-type="table" rid="T0001">Table 1</xref>). These included items for flow experience (Catal&#x00E1;n et al. <xref ref-type="bibr" rid="CIT0007">2019</xref>; Novak, Hoffman &#x0026; Yung <xref ref-type="bibr" rid="CIT0035">2000</xref>), satisfaction (Park &#x0026; Lee <xref ref-type="bibr" rid="CIT0037">2011</xref>), brand attitude (Catal&#x00E1;n et al. <xref ref-type="bibr" rid="CIT0007">2019</xref>; Wise et al. <xref ref-type="bibr" rid="CIT0047">2008</xref>) and brand familiarity (Catal&#x00E1;n et al. <xref ref-type="bibr" rid="CIT0007">2019</xref>; Ping, Goh &#x0026; Teo <xref ref-type="bibr" rid="CIT0038">2010</xref>).</p>
<table-wrap id="T0001">
<label>TABLE 1</label>
<caption><p>Construct descriptions, items, sources and scale anchors.</p></caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th valign="top" align="left">Construct</th>
<th valign="top" align="left">Items (sample wording)</th>
<th valign="top" align="left">Source</th>
<th valign="top" align="left">Scale anchor</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left" rowspan="3" valign="top">Satisfaction</td>
<td align="left">Overall, I am satisfied with the M&#x0026;M Adventure game I have played</td>
<td align="left" rowspan="3" valign="top">Park &#x0026; Lee (<xref ref-type="bibr" rid="CIT0037">2011</xref>)</td>
<td align="left" rowspan="3" valign="top">1 = Strongly disagree; 7 = Strongly agree</td>
</tr>
<tr>
<td align="left">The M&#x0026;M Adventure game exceeded my expectations</td>
</tr>
<tr>
<td align="left">The M&#x0026;M Adventure game is close to my ideal interaction with an online game</td>
</tr>
<tr>
<td align="left" rowspan="3" valign="top">Flow experience</td>
<td align="left">Do you think you have ever experienced &#x2018;flow&#x2019; while playing the M&#x0026;M Adventure game?</td>
<td align="left" rowspan="3" valign="top">Catal&#x00E1;n et al. (<xref ref-type="bibr" rid="CIT0007">2019</xref>); Novak et al. <xref ref-type="bibr" rid="CIT0035">2000</xref></td>
<td align="left">1 = Not at all; 7 = Very much</td>
</tr>
<tr>
<td align="left">How frequently do you experience &#x2018;flow&#x2019; while playing the game?</td>
<td align="left">1 = Not frequently; 7 = Very frequently</td>
</tr>
<tr>
<td align="left">Most of the time, I feel I am in &#x2018;flow&#x2019; when playing the game</td>
<td align="left">1 = Strongly disagree; 7 = Strongly agree</td>
</tr>
<tr>
<td align="left" rowspan="3" valign="top">Brand attitude</td>
<td align="left">My brand attitude towards M&#x0026;M is&#x2026; unfavourable to favourable</td>
<td align="left" rowspan="3" valign="top">Wise et al. (<xref ref-type="bibr" rid="CIT0047">2008</xref>); Catal&#x00E1;n et al. <xref ref-type="bibr" rid="CIT0007">2019</xref></td>
<td align="left">1 = Unfavourable; 7 = Favourable</td>
</tr>
<tr>
<td align="left">My brand attitude is&#x2026; bad to good</td>
<td align="left">1 = Bad; 7 = Good</td>
</tr>
<tr>
<td align="left">My brand attitude is&#x2026; negative to positive</td>
<td align="left">1 = Negative; 7 = Positive</td>
</tr>
<tr>
<td align="left" rowspan="3" valign="top">Brand familiarity (moderator)</td>
<td align="left">How familiar are you with the M&#x0026;M brand?</td>
<td align="left" rowspan="3" valign="top">Ping et al. (<xref ref-type="bibr" rid="CIT0038">2010</xref>); Catal&#x00E1;n et al. <xref ref-type="bibr" rid="CIT0007">2019</xref></td>
<td align="left">1 = Not familiar; 5 = Very familiar</td>
</tr>
<tr>
<td align="left">How often have you purchased M&#x0026;M products in the past?</td>
<td align="left">1 = Not often; 5 = Very often</td>
</tr>
<tr>
<td align="left">How knowledgeable are you about M&#x0026;M products?</td>
<td align="left">1 = Not knowledgeable; 5 = Very knowledgeable</td>
</tr>
</tbody>
</table>
</table-wrap>
<p>A pilot test involving 30 respondents was conducted to assess the clarity, sequence and relevance of the questionnaire. Feedback from the pilot informed final refinements to ensure a clear and user-friendly instrument. The pilot group reflected similar demographic characteristics to the main sample, increasing contextual relevance.</p>
</sec>
<sec id="s20008">
<title>Sample and procedure</title>
<p>A total of 311 online questionnaires were received between 25 June and 23 July 2023. Following a data quality review, five responses were removed because of incompleteness or response bias, resulting in a final valid sample of 306 respondents and a response rate of 98.5&#x0025;. Respondents were recruited using a combination of convenience and snowball sampling (Etikan &#x0026; Bala <xref ref-type="bibr" rid="CIT0012">2017</xref>). Respondents were South African consumers aged between 18 and 35 years, corresponding to digitally engaged Generation Z and Millennial cohorts &#x2013; demographics known to be most responsive to mobile advergames.</p>
<p>To participate, respondents had to meet the following inclusion criteria: (1) be at least 18 years old, (2) agree to participate voluntarily, (3) consent to downloading and playing the M&#x0026;M&#x2019;s Adventure mobile game (the game was free) and (4) complete the online questionnaire in full. Individuals who did not fulfil these requirements were excluded from the study. Respondents were asked to first play the advergame and then complete the survey, which took approximately 10 min to complete.</p>
<p>A summary of the demographic characteristics of the sample is provided in <xref ref-type="table" rid="T0002">Table 2</xref>. The majority of respondents identified as black (81&#x0025;), female (50.2&#x0025;) and aged between 18 and 24 years (51.4&#x0025;). Online gaming frequency and preferences varied, with a substantial proportion engaging in virtual reality (25.7&#x0025;) and augmented reality games (19&#x0025;). Respondents reported various motivations for gaming, including escapism, social connection and fantasy.</p>
<table-wrap id="T0002">
<label>TABLE 2</label>
<caption><p>Descriptive profile of respondents (<italic>N</italic> = 306).</p></caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th valign="top" align="left">Variable</th>
<th valign="top" align="left">Category</th>
<th valign="top" align="center"><italic>n</italic></th>
<th valign="top" align="center">&#x0025;</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left" rowspan="4" valign="top">Gender</td>
<td align="left">Male</td>
<td align="center">142</td>
<td align="center">46.5</td>
</tr>
<tr>
<td align="left">Female</td>
<td align="center">156</td>
<td align="center">50.2</td>
</tr>
<tr>
<td align="left">Non-binary</td>
<td align="center">3</td>
<td align="center">1.0</td>
</tr>
<tr>
<td align="left">Prefer not to say</td>
<td align="center">5</td>
<td align="center">1.6</td>
</tr>
<tr>
<td align="left" rowspan="4" valign="top">Age group (years)</td>
<td align="left">18&#x2013;24</td>
<td align="center">160</td>
<td align="center">51.4</td>
</tr>
<tr>
<td align="left">25&#x2013;29</td>
<td align="center">100</td>
<td align="center">32.2</td>
</tr>
<tr>
<td align="left">30&#x2013;35</td>
<td align="center">34</td>
<td align="center">10.9</td>
</tr>
<tr>
<td align="left">36&#x2013;45</td>
<td align="center">12</td>
<td align="center">3.9</td>
</tr>
<tr>
<td align="left" rowspan="5" valign="top">Ethnicity</td>
<td align="left">Black people</td>
<td align="center">252</td>
<td align="center">81.0</td>
</tr>
<tr>
<td align="left">People of colour</td>
<td align="center">26</td>
<td align="center">8.4</td>
</tr>
<tr>
<td align="left">Asian and/or Indian people</td>
<td align="center">15</td>
<td align="center">4.8</td>
</tr>
<tr>
<td align="left">White people</td>
<td align="center">8</td>
<td align="center">2.6</td>
</tr>
<tr>
<td align="left">Other and/or prefer not to say</td>
<td align="center">5</td>
<td align="center">1.6</td>
</tr>
<tr>
<td align="left" rowspan="4" valign="top">Education</td>
<td align="left">Matric</td>
<td align="center">68</td>
<td align="center">21.9</td>
</tr>
<tr>
<td align="left">Diploma or Certificate</td>
<td align="center">63</td>
<td align="center">20.3</td>
</tr>
<tr>
<td align="left">Undergraduate degree</td>
<td align="center">101</td>
<td align="center">32.5</td>
</tr>
<tr>
<td align="left">Postgraduate degree</td>
<td align="center">63</td>
<td align="center">20.3</td>
</tr>
<tr>
<td align="left" rowspan="6" valign="top">Online gaming frequency</td>
<td align="left">Every day</td>
<td align="center">26</td>
<td align="center">8.4</td>
</tr>
<tr>
<td align="left">Some days per week</td>
<td align="center">89</td>
<td align="center">28.4</td>
</tr>
<tr>
<td align="left">Once per week</td>
<td align="center">44</td>
<td align="center">14.1</td>
</tr>
<tr>
<td align="left">2&#x2013;3 times per month</td>
<td align="center">46</td>
<td align="center">14.8</td>
</tr>
<tr>
<td align="left">Once per month</td>
<td align="center">40</td>
<td align="center">12.9</td>
</tr>
<tr>
<td align="left">Rarely or never</td>
<td align="center">18</td>
<td align="center">5.8</td>
</tr>
<tr>
<td align="left" rowspan="5" valign="top">Times played the M&#x0026;M game</td>
<td align="left">Once</td>
<td align="center">56</td>
<td align="center">18.0</td>
</tr>
<tr>
<td align="left">2&#x2013;4 times</td>
<td align="center">94</td>
<td align="center">30.2</td>
</tr>
<tr>
<td align="left">5&#x2013;7 times</td>
<td align="center">39</td>
<td align="center">12.5</td>
</tr>
<tr>
<td align="left">8&#x2013;10 times</td>
<td align="center">51</td>
<td align="center">16.4</td>
</tr>
<tr>
<td align="left">More than 10 times</td>
<td align="center">35</td>
<td align="center">11.3</td>
</tr>
</tbody>
</table>
</table-wrap>
</sec>
<sec id="s20009">
<title>Construct measurement</title>
<p><xref ref-type="table" rid="T0001">Table 1</xref> presents the constructs, sources, item wording and scale anchors. All items were measured using seven-point or five-point Likert-type scales, depending on construct-specific best practices.</p>
</sec>
<sec id="s20010">
<title>Data analysis and validity checks</title>
<p>Data were analysed using SmartPLS 4 (Ringle, Wende &#x0026; Becker <xref ref-type="bibr" rid="CIT0039">2024</xref>), a widely recognised tool for estimating both the measurement model and structural paths in PLS-SEM. The model&#x2019;s adequacy was verified using several criteria. Standardised Root Mean Square Residual (SRMR) was used to assess global model fit (Henseler, Ringle &#x0026; Sarstedt <xref ref-type="bibr" rid="CIT0020">2016</xref>). Variance Inflation Factors (VIF) were used to detect multicollinearity among indicators (Diamantopoulos &#x0026; Siguaw <xref ref-type="bibr" rid="CIT0011">2006</xref>). To assess common method bias (CMB), the full collinearity approach was applied, whereby VIF values for each latent construct were examined (Kock <xref ref-type="bibr" rid="CIT0027">2015</xref>). In addition, Harman&#x2019;s single-factor test was conducted, along with a one-factor model using maximum likelihood (ML) estimation with Promax rotation, to determine whether a single factor accounted for the majority of the variance, and further ensure that CMB is not a significant threat to validity.</p>
<p>To detect non-response bias, early and late respondents were compared following Armstrong and Overton&#x2019;s (<xref ref-type="bibr" rid="CIT0004">1977</xref>) method. The potential for endogeneity was addressed through the Gaussian copula (GC) approach (Hult et al. <xref ref-type="bibr" rid="CIT0023">2018</xref>), which is suited for nonlinear estimation within PLS-SEM.</p>
</sec>
<sec id="s20011">
<title>Moderation analysis</title>
<p>The moderating effect of brand familiarity on the relationship between flow experience and satisfaction was examined using a two-stage approach in SmartPLS. In the first stage, latent variable scores were extracted based on the measurement model. In the second stage, an interaction term was computed by multiplying standardised scores for flow experience and brand familiarity. This interaction term was added to the structural model to test whether the relationship between flow experience and satisfaction was contingent upon brand familiarity. Significance was assessed via bootstrapping with 5 000 subsamples as recommended by Hair et al. (<xref ref-type="bibr" rid="CIT0016">2019</xref>), producing bias-corrected confidence intervals and <italic>p</italic>-values.</p>
</sec>
<sec id="s20012">
<title>Ethical considerations</title>
<p>Throughout both the pilot and main data collection phases (June 2023&#x2013;August 2023), strict ethical protocols were observed. Ethical clearance was granted by the researchers&#x2019; higher education institution under approval number 2022SCiiS019. The Faculty Research Ethics Committee reviewed and approved the questionnaire, cover letter and consent documentation to ensure compliance with institutional and national ethical standards. Informed consent was obtained electronically at the start of the online questionnaire. Respondents confirmed that they were 18 years or older and voluntarily agreed to download and play the <italic>M&#x0026;M&#x2019;s Adventure</italic> mobile game before completing the survey. Participation was entirely voluntary, with the right to withdraw at any time without penalty. No personally identifiable information was collected, ensuring anonymity and confidentiality. Respondents were informed about how their data would be accessed, securely stored, and used solely for academic purposes. In line with data protection regulations, they also retained the right to access, amend or object to the processing of their personal information. The study focused exclusively on human participants engaging with a mobile advergame.</p>
</sec>
</sec>
<sec id="s0013">
<title>Results</title>
<sec id="s20014">
<title>Measurement model evaluation</title>
<p>The reliability and validity of the constructs, flow experience, brand attitude, satisfaction and brand familiarity were assessed before estimating the structural model. <xref ref-type="table" rid="T0003">Table 3</xref> presents the indicator loadings, Cronbach&#x2019;s alpha values, composite reliability (CR) and average variance extracted (AVE) for all constructs. All item loadings ranged from 0.724 satisfaction/satisfaction item 1 (SAT/SAT1) to 0.959 (Flow2), exceeding the recommended threshold of 0.70 (Hair et al. <xref ref-type="bibr" rid="CIT0016">2019</xref>). Internal consistency reliability was confirmed as Cronbach&#x2019;s alpha, and CR values for each construct exceeded 0.70, ranging between 0.778 and 0.926. Convergent validity was established as all AVE values were above the 0.50 threshold, ranging from 0.697 to 0.860 (see <xref ref-type="fig" rid="F0002">Figure 2</xref>).</p>
<fig id="F0002">
<label>FIGURE 2</label>
<caption><p>Measurement model.</p></caption>
<graphic xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="AC-25-1446-g002.tif"/>
</fig>
<table-wrap id="T0003">
<label>TABLE 3</label>
<caption><p>Factor loadings, Cronbach&#x2019;s alpha and composite reliability, average variance extracted.</p></caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th valign="top" align="left">Items</th>
<th valign="top" align="left">Constructs</th>
<th valign="top" align="center">Factor loading</th>
<th valign="top" align="center">Cronbach&#x2019;s alpha</th>
<th valign="top" align="center">Composite reliability</th>
<th valign="top" align="center">Average variance extracted (AVE)</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left">BAT1</td>
<td align="left">Brand attitude</td>
<td align="center">0.811</td>
<td align="center">0.855</td>
<td align="center">0.878</td>
<td align="center">0.777</td>
</tr>
<tr>
<td align="left">BAT2</td>
<td align="left">-</td>
<td align="center">0.938</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">BAT3</td>
<td align="left">-</td>
<td align="center">0.891</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">Flow1</td>
<td align="left">Flow experience</td>
<td align="center">0.921</td>
<td align="center">0.918</td>
<td align="center">0.926</td>
<td align="center">0.860</td>
</tr>
<tr>
<td align="left">Flow2</td>
<td align="left">-</td>
<td align="center">0.959</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">Flow3</td>
<td align="left">-</td>
<td align="center">0.901</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">SAT1</td>
<td align="left">Satisfaction</td>
<td align="center">0.724</td>
<td align="center">0.778</td>
<td align="center">0.797</td>
<td align="center">0.697</td>
</tr>
<tr>
<td align="left">SAT2</td>
<td align="left">-</td>
<td align="center">0.901</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">SAT3</td>
<td align="left">-</td>
<td align="center">0.869</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
</tbody>
</table>
<table-wrap-foot>
<fn><p>BAT, brand attitude; SAT, satisfaction.</p></fn>
</table-wrap-foot>
</table-wrap>
</sec>
<sec id="s20015">
<title>Discriminant validity</title>
<p>Discriminant validity was assessed using the Fornell-Larcker criterion and Heterotrait&#x2013;Monotrait ratio of correlations (HTMT) ratios (<xref ref-type="table" rid="T0004">Table 4</xref>). The square root of each construct&#x2019;s AVE (brand attitude: 0.882; flow experience: 0.927; satisfaction: 0.835) exceeded its inter-construct correlations (e.g. brand attitude&#x2013;satisfaction: 0.582), satisfying the Fornell-Larcker criterion. HTMT ratios (e.g. brand attitude&#x2013;satisfaction: 0.707; flow experience&#x2013;satisfaction: 0.597) were below the 0.85 threshold, further confirming discriminant validity (Henseler et al. <xref ref-type="bibr" rid="CIT0020">2016</xref>).</p>
<table-wrap id="T0004">
<label>TABLE 4</label>
<caption><p>Discriminant validity assessment: Fornell&#x2013;Larcker and HTMT.</p></caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th valign="top" align="left">Criterion / Construct</th>
<th valign="top" align="center">Brand attitude</th>
<th valign="top" align="center">Flow experience</th>
<th valign="top" align="center">Satisfaction</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left" colspan="4"><bold>Fornell&#x2013;Larcker</bold></td>
</tr>
<tr>
<td align="left">Brand attitude</td>
<td align="center">0.882</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">Flow experience</td>
<td align="center">0.423</td>
<td align="center">0.927</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">Satisfaction</td>
<td align="center">0.582</td>
<td align="center">0.510</td>
<td align="center">0.835</td>
</tr>
<tr>
<td align="left" colspan="4"><bold>HTMT</bold></td>
</tr>
<tr>
<td align="left">Brand attitude</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">Flow</td>
<td align="center">0.472</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">Satisfaction</td>
<td align="center">0.707</td>
<td align="center">0.597</td>
<td align="center">-</td>
</tr>
</tbody>
</table>
<table-wrap-foot>
<fn><p>HTMT, Heterotrait&#x2013;Monotrait ratio of correlations.</p></fn>
</table-wrap-foot>
</table-wrap>
</sec>
<sec id="s20016">
<title>Structural model assessment</title>
<p><xref ref-type="fig" rid="F0003">Figure 3</xref> and <xref ref-type="table" rid="T0005">Table 5</xref> present the structural model results. All direct paths were statistically significant and in the expected direction. Flow experience significantly influenced brand attitude (<italic>&#x03B2;</italic> = 0.423, <italic>p</italic> &#x003C; 0.001, <italic>f</italic><sup>2</sup> = 0.218), and both flow experience (<italic>&#x03B2;</italic> = 0.321, <italic>p</italic> &#x003C; 0.001, <italic>f</italic><sup>2</sup> = 0.147) and brand attitude (<italic>&#x03B2;</italic> = 0.446, <italic>p</italic> &#x003C; 0.001, <italic>f</italic><sup>2</sup> = 0.284) significantly influenced Satisfaction. The coefficient of determination (<italic>R</italic><sup>2</sup>) indicated that 17.9&#x0025; of the variance in brand attitude and 42.4&#x0025; of the variance in Satisfaction were explained by the model. The <italic>R</italic><sup>2</sup> values of brand attitude and satisfaction align with typical explanatory power in behavioural research, where complex psychological constructs often yield moderate <italic>R</italic><sup>2</sup> values (Hair et al. <xref ref-type="bibr" rid="CIT0016">2019</xref>), as the study focuses on positive engagement drivers (flow experience, brand attitude, satisfaction). Predictive relevance (<italic>Q</italic><sup>2</sup>) was confirmed with <italic>Q</italic><sup>2</sup> values of 0.169 for brand attitude and 0.253 for Satisfaction, exceeding zero.</p>
<fig id="F0003">
<label>FIGURE 3</label>
<caption><p>Moderation model.</p></caption>
<graphic xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="AC-25-1446-g003.tif"/>
</fig>
<table-wrap id="T0005">
<label>TABLE 5</label>
<caption><p>Structural model estimates with <italic>R</italic><sup>2</sup>, <italic>f</italic><sup>2</sup>, and <italic>Q</italic><sup>2</sup>.</p></caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th valign="top" align="left">Path</th>
<th valign="top" align="center"><italic>&#x03B2;</italic></th>
<th valign="top" align="center"><italic>p</italic></th>
<th valign="top" align="center"><italic>f</italic><sup>2</sup></th>
<th valign="top" align="center"><italic>R</italic><sup>2</sup></th>
<th valign="top" align="center"><italic>Q</italic><sup>2</sup></th>
</tr>
</thead>
<tbody>
<tr>
<td align="left">Flow experience &#x2192; brand attitude</td>
<td align="center">0.423</td>
<td align="center">&#x003C; 0.001</td>
<td align="center">0.218</td>
<td align="center">0.179</td>
<td align="center">0.169</td>
</tr>
<tr>
<td align="left">Flow experience &#x2192; satisfaction</td>
<td align="center">0.321</td>
<td align="center">&#x003C; 0.001</td>
<td align="center">0.147</td>
<td align="center">0.424</td>
<td align="center">0.253</td>
</tr>
<tr>
<td align="left">Brand attitude &#x2192; satisfaction</td>
<td align="center">0.446</td>
<td align="center">&#x003C; 0.001</td>
<td align="center">0.284</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
</tbody>
</table>
</table-wrap>
</sec>
<sec id="s20017">
<title>Mediation and moderation analyses</title>
<p>A mediation analysis was conducted to examine whether brand attitude mediates the relationship between flow experience and Satisfaction. As shown in <xref ref-type="table" rid="T0006">Table 6</xref>, the indirect effect from flow experience to satisfaction through brand attitude was statistically significant (<italic>&#x03B2;</italic> = 0.189, <italic>p</italic> &#x003C; 0.001). This indicates partial mediation, as the direct effect of flow experience on Satisfaction remained significant. Thus, flow experience contributes to Satisfaction both directly and indirectly by enhancing brand attitude.</p>
<table-wrap id="T0006">
<label>TABLE 6</label>
<caption><p>Mediation and moderation results.</p></caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th valign="top" align="left">Path</th>
<th valign="top" align="center"><italic>&#x03B2;</italic></th>
<th valign="top" align="center"><italic>p</italic></th>
</tr>
</thead>
<tbody>
<tr>
<td align="left" colspan="3"><bold>Indirect path</bold></td>
</tr>
<tr>
<td align="left">Flow experience &#x2192; brand attitude &#x2192; satisfaction</td>
<td align="center">0.189</td>
<td align="center">&#x003C; 0.001</td>
</tr>
<tr>
<td align="left" colspan="3"><bold>Interaction path</bold></td>
</tr>
<tr>
<td align="left">Brand familiarity &#x00D7; flow experience &#x2192; satisfaction</td>
<td align="center">0.040</td>
<td align="center">0.818</td>
</tr>
</tbody>
</table>
</table-wrap>
<p>A moderation analysis was then performed using a two-stage approach to test whether brand familiarity moderates the relationship between flow experience and satisfaction. The interaction term was non-significant (<italic>&#x03B2;</italic> = 0.040, <italic>p</italic> = 0.818), indicating that brand familiarity does not significantly alter the strength of the flow experience&#x2013;satisfaction relationship (see <xref ref-type="fig" rid="F0003">Figure 3</xref>). This result suggests that the influence of flow experience on satisfaction remains stable regardless of whether respondents are highly or minimally familiar with the brand.</p>
<p>As illustrated in <xref ref-type="fig" rid="F0004">Figure 4</xref>, the slopes for both levels of brand familiarity (mean-centred at 0 and 1) are positive, indicating that higher levels of flow experience are associated with higher levels of satisfaction in both conditions. However, the lines are nearly parallel, and the slope difference is minimal, aligning with the non-significant interaction effect. Specifically, while satisfaction increases with flow experience, this increase occurs at a comparable rate regardless of respondents&#x2019; brand familiarity.</p>
<fig id="F0004">
<label>FIGURE 4</label>
<caption><p>Simple slope analysis.</p></caption>
<graphic xmlns:xlink="http://www.w3.org/1999/xlink" xlink:href="AC-25-1446-g004.tif"/>
</fig>
</sec>
<sec id="s20018">
<title>Model fit and diagnostic checks</title>
<p>The structural model exhibited satisfactory fit. The SRMR for both the saturated and estimated models was 0.075, which is below the recommended cut-off of 0.08, indicating a good model&#x2013;data fit (Henseler et al. <xref ref-type="bibr" rid="CIT0020">2016</xref>). The 95&#x0025; and 99&#x0025; confidence intervals for the SRMR further support the robustness of this fit (see <xref ref-type="table" rid="T0007">Table 7</xref>).</p>
<table-wrap id="T0007">
<label>TABLE 7</label>
<caption><p>Model fit, collinearity and method bias diagnostics.</p></caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th valign="top" align="left">Measure</th>
<th valign="top" align="center">Original sample (O)</th>
<th valign="top" align="center">Sample Mean (M)</th>
<th valign="top" align="center">95&#x0025; CI</th>
<th valign="top" align="center">99&#x0025; CI</th>
<th valign="top" align="center">Model &#x03C7;<sup>2</sup></th>
<th valign="top" align="center"><italic>df</italic></th>
<th valign="top" align="center"><italic>p</italic></th>
<th valign="top" align="center">VIF: Flow &#x2192; brand attitude</th>
<th valign="top" align="center">VIF: Flow &#x2192; satisfaction</th>
<th valign="top" align="center">VIF: Brand attitude &#x2192; satisfaction</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left">Saturated Model</td>
<td align="center">0.075</td>
<td align="center">0.045</td>
<td align="center">0.052</td>
<td align="center">0.055</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">Estimated model</td>
<td align="center">0.075</td>
<td align="center">0.045</td>
<td align="center">0.052</td>
<td align="center">0.055</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">One-factor model fit (ML, Promax)</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">791.930</td>
<td align="center">27</td>
<td align="center">&#x003C; 0.001</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">Full model fit (ML, Promax)</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">288.430</td>
<td align="center">19</td>
<td align="center">&#x003C; 0.001</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">Harman&#x2019;s Single-factor test</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">Total Variance = 4.377</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">&#x0025; Variance = 36.470</td>
<td align="center">Cumulative &#x0025; = 36.470</td>
<td align="center">-</td>
</tr>
<tr>
<td align="left">Collinearity diagnostics</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">-</td>
<td align="center">1.000</td>
<td align="center">1.218</td>
<td align="center">1.218</td>
</tr>
</tbody>
</table>
<table-wrap-foot>
<fn><p>CI, confidence interval; ML, maximum likelihood; Promax, an oblique factor-rotation method allowing correlated factors, VIF, variance inflation factors.</p></fn>
</table-wrap-foot>
</table-wrap>
<p>Multicollinearity diagnostics were conducted by examining VIF values for all predictor constructs. As shown in <xref ref-type="table" rid="T0007">Table 7</xref>, all VIF values were comfortably below the commonly accepted threshold of 2.0, suggesting no multicollinearity concerns among the predictors in the model.</p>
<p>To assess CMB, two diagnostic techniques were applied. Firstly, Harman&#x2019;s single-factor test was conducted. The analysis revealed that the first unrotated factor accounted for 36.47&#x0025; of the total variance, which is below the conservative threshold of 50&#x0025;, indicating that CMB is unlikely to substantially distort the data. Secondly, a confirmatory comparison between a constrained one-factor model and the full measurement model was performed using ML estimation with Promax rotation. The one-factor model yielded a poor fit (&#x03C7;<sup>2</sup> = 791.93, df = 27, <italic>p</italic> &#x003C; 0.001), while the full model demonstrated a significantly better fit (&#x03C7;<sup>2</sup> = 288.43, df = 19, <italic>p</italic> &#x003C; 0.001). This provides further evidence that the data are not dominated by a single latent factor, thereby supporting the absence of severe CMB (see <xref ref-type="table" rid="T0007">Table 7</xref>).</p>
</sec>
<sec id="s20019">
<title>Bias and endogeneity assessment</title>
<p>To examine potential non-response bias, a series of independent-samples median tests and Mann&#x2013;Whitney U tests were conducted to compare early and late respondents. As reported in <xref ref-type="table" rid="T0008">Appendix A</xref>, the findings indicate no statistically significant differences in satisfaction across response waves, both in terms of median and distribution. Similarly, while the median scores for flow experience did not differ significantly (<italic>p</italic> = 0.225), the distributional test revealed a statistically significant difference (<italic>p</italic> = 0.019), suggesting mild variation in how flow experience was experienced between early and late respondents.</p>
<p>Of particular note, brand attitude showed significant differences across both median (<italic>p</italic> &#x003C; 0.001) and distribution (<italic>p</italic> = 0.000) tests, indicating a moderate degree of non-response bias on this construct. However, this bias is unlikely to affect the integrity of the structural model, as brand attitude acts as a mediator rather than an outcome, and all associated path relationships remain statistically significant and theoretically coherent.</p>
<p>To further ensure the validity of the model, endogeneity was tested using the GC method, which is well-suited for detecting endogenous bias in non-linear models estimated using PLS-SEM (Hult et al. <xref ref-type="bibr" rid="CIT0023">2018</xref>). As summarised in <xref ref-type="table" rid="T0009">Appendix B</xref>, all copula-based coefficients across single-path, two-path and full model specifications were statistically non-significant (<italic>p</italic> &#x003E; 0.05). These findings confirm that none of the latent path relationships are biased by omitted variable endogeneity, and thus the model&#x2019;s inferences are statistically robust.</p>
</sec>
</sec>
<sec id="s0020">
<title>Discussion</title>
<p>This study offers a distinctive contribution to the advergaming literature by contextualising flow, brand attitude and satisfaction within a mobile-first branded game situated in the emerging market of South Africa. Whereas prior research has predominantly focused on Western, console-based or general online gaming platforms, this study targets younger mobile users aged 18&#x2013;35 (Generation Z and Millennials) in a developing economy, users who are not only highly active on mobile but also key to future brand loyalty in these contexts. By examining a single-brand (M&#x0026;M&#x2019;s), single-game (M&#x0026;M&#x2019;s Adventure) format, the research provides granular insights into how immersive game design translates into consumer satisfaction and brand perception. These boundary conditions, market (South Africa), format (mobile advergame) and demographic (Generation Z and millennials), help explain why this model is theoretically and managerially relevant, despite the focused scope.</p>
<p>The findings from this study provide strong support for the proposed model connecting flow experience, brand attitude and satisfaction within the advergame context of M&#x0026;M&#x2019;s Adventure mobile game. The results confirm that flow experience, a psychological state of deep involvement and immersion in gameplay, substantially influences users&#x2019; attitudes towards the brand. This aligns with Van Berlo and Chen&#x2019;s (<xref ref-type="bibr" rid="CIT0044">2024</xref>) work, which found that immersive game experiences heighten emotional and cognitive brand engagement. Similarly, Demidiuk and Plechawska (<xref ref-type="bibr" rid="CIT0010">2022</xref>) emphasised the importance of immersion in generating user involvement and prolonged engagement, which subsequently strengthens brand perception.</p>
<p>In addition, flow experience was found to have a direct and positive influence on satisfaction with the game. This supports previous research by Kusumo et al. (<xref ref-type="bibr" rid="CIT0029">2024</xref>), who reported that engaging gamification elements, such as challenges and rewards, enhances user satisfaction, particularly among younger demographics like millennials. Arifah et al. (<xref ref-type="bibr" rid="CIT0003">2022</xref>) also observed that advergame satisfaction arises from successfully integrating entertainment and branding, creating positive emotional responses.</p>
<p>Brand attitude also emerged as a strong predictor of satisfaction. This aligns with the literature on gamified marketing, where a favourable attitude towards a brand often translates into positive evaluations of the brand experience. Zhang and Tang (<xref ref-type="bibr" rid="CIT0048">2023</xref>) highlighted that gamification features in digital media platforms can significantly shape attitudes, affecting satisfaction levels. Lukita et al. (<xref ref-type="bibr" rid="CIT0031">2023</xref>) similarly noted that positive brand attitudes often lead to increased brand loyalty and long-term engagement.</p>
<p>Significantly, brand attitude partially mediates the relationship between flow experience and satisfaction. This suggests that while flow experience directly influences satisfaction, it also indirectly affects how users perceive the brand. This echoes the findings of Van Berlo and Chen (<xref ref-type="bibr" rid="CIT0044">2024</xref>), who argued that brand-related satisfaction in gamified environments is driven not only by the game experience itself but also by the perceptions formed about the brand during gameplay.</p>
<p>However, the results did not reveal a significant moderating effect of brand familiarity on the relationship between flow experience and satisfaction. This result contrasts with earlier studies, such as those by Arifah et al. (<xref ref-type="bibr" rid="CIT0003">2022</xref>), which suggested that consumers with a higher degree of familiarity with a brand are more responsive to its gamified content. One plausible explanation for the present finding is that the immersive design of M&#x0026;M&#x2019;s Adventure game may have been engaging enough to generate satisfaction independently of prior brand familiarity.</p>
<sec id="s20021">
<title>Practical managerial implications and recommendations</title>
<p>The findings of this study hold several valuable implications for brand managers, digital marketers and game developers aiming to integrate gamification strategies, particularly advergames, into their marketing communication mix. As the evidence from this study demonstrates, immersive gameplay (flow experience) plays a significant role in shaping consumers&#x2019; brand attitudes and overall satisfaction with the branded experience. These insights can be translated into actionable strategies to enhance brand-consumer engagement in competitive digital environments.</p>
<sec id="s30022">
<title>Prioritise game design that facilitates flow experiences</title>
<p>The results indicated flow experience as a central psychological mechanism that enhances brand attitude and satisfaction. Flow experience is characterised by a deep absorption and enjoyment during gameplay, significantly influencing how consumers experience the brand. Therefore, companies aiming to deploy advergames must invest in game design that provides clear objectives, balanced difficulty and immediate feedback to sustain user engagement. Developers should create intuitive user interfaces, integrate storytelling elements and ensure responsive controls to maintain seamless interactivity. These are all features known to support immersive experiences. Investing in user testing during development can help identify friction points hindering the flow experience state.</p>
</sec>
<sec id="s30023">
<title>Embed branding subtly within the gaming experience</title>
<p>Rather than intrusive or overt branding, it is suggested that the effectiveness of advergames lies in how well brand elements are woven into the gaming narrative and mechanics. When the brand is perceived as part of the experience rather than an interruption, it positively shapes consumer perceptions. Brands can incorporate their visual identity through characters, themes or in-game items to reinforce brand values without overwhelming the gameplay. This integration enhances brand attitude, which drives satisfaction and potentially brand loyalty. It is critical to balance entertainment and promotion to avoid perceptions of inauthenticity or manipulation.</p>
</sec>
<sec id="s30024">
<title>Enhance post-game engagement strategies</title>
<p>The results revealed that a positive brand attitude formed during gameplay can significantly impact satisfaction. Capitalising on this emotional connection, marketers should develop strategies to extend the engagement beyond the game itself. For example, satisfied players could be incentivised to participate in loyalty programmes, social media campaigns or brand communities. Offering limited-time in-game events or exclusive content can also encourage repeat play and deepen the emotional bond with the brand. Furthermore, sharing in-game achievements or rewards on social platforms may create word-of-mouth momentum and help expand the brand&#x2019;s reach.</p>
</sec>
<sec id="s30025">
<title>Use advergames for market expansion and brand discovery</title>
<p>Interestingly, brand familiarity did not significantly moderate the relationship between flow experience and satisfaction, suggesting that even consumers unfamiliar with the brand can have highly satisfying experiences if the gameplay is well-designed. This finding holds important implications for brands aiming to expand into new markets or reach previously untapped demographics. By offering an engaging and immersive gaming experience, brands can overcome initial awareness barriers and establish meaningful connections with new consumers. Advergames, therefore, are not just tools for retention but also powerful vehicles for customer acquisition and market entry strategies.</p>
</sec>
<sec id="s30026">
<title>Evaluate success using experience-based metrics</title>
<p>Traditional advertising metrics, such as impressions or click-through rates, may be inadequate to assess the impact of advergames. Given that psychological engagement (flow experience) and affective response (brand attitude and satisfaction) are key outcomes, marketers should consider adopting experience-based metrics, such as user immersion, emotional response, game enjoyment and time spent in-game. These indicators provide a more nuanced understanding of how users interact with the brand through the game and can inform iterative improvements to enhance effectiveness.</p>
</sec>
<sec id="s30027">
<title>Collaborate across disciplines for holistic advergame development</title>
<p>Successful advergame execution requires collaboration between marketing strategists, user experience (UX) designers, behavioural scientists and data analysts. While marketing teams can define brand messaging goals, UX experts ensure that gameplay aligns with cognitive and emotional engagement principles. Behavioural insights can help structure rewards and challenge systems, while data analysts monitor engagement patterns and satisfaction drivers. A multidisciplinary approach ensures that all elements of the advergame work cohesively to create meaningful and enjoyable brand interactions.</p>
</sec>
<sec id="s30028">
<title>Future-proof engagement through mobile optimisation</title>
<p>Given the mobile-first nature of M&#x0026;M&#x2019;s Adventure game, marketers should ensure that advergames are optimised for mobile devices. As younger consumers, particularly Generation Z and millennials, spend significant time on mobile platforms, advergames must provide quick load times, offline functionality and seamless integration with app stores and social sharing features. A mobile-optimised game ensures accessibility, user convenience and broader reach.</p>
</sec>
</sec>
<sec id="s20029">
<title>Limitations and future research</title>
<p>Firstly, adventure mobile games may limit the generalisability of findings to other advergames with different mechanics, narratives or brand integrations. Secondly, the sample is restricted to South African millennials and Generation Z, potentially overlooking cultural, socio-economic or generational variations that could influence consumer responses to advergaming. In addition, the cross-sectional design captures a snapshot of consumer behaviour, which may not account for long-term engagement or evolving brand perceptions. Lastly, the reliance on self-reported data introduces the possibility of response bias, which could affect the accuracy of the findings.</p>
<p>Future research should address these limitations by exploring a broader range of advergames to assess the consistency of flow experience, brand attitude and satisfaction across diverse gaming contexts. Comparative studies across different cultural or demographic groups could elucidate how contextual factors shape advergaming effectiveness. Longitudinal designs would offer insights into the sustained impact of advergames on brand loyalty and consumer behaviour over time. Furthermore, incorporating objective measures, such as gameplay analytics or physiological data, could mitigate self-report biases and provide a more nuanced understanding of user engagement. These avenues would enhance advergaming research&#x2019;s theoretical and practical contributions, particularly in emerging markets.</p>
</sec>
</sec>
<sec id="s0030">
<title>Conclusion</title>
<p>This study provides empirical insights into how advergames influence consumer engagement outcomes, specifically M&#x0026;M&#x2019;s Adventure mobile game. The findings demonstrate that the psychological flow experience state during gameplay significantly enhances users&#x2019; attitudes towards the brand and overall satisfaction with the advergame. In addition, brand attitude was found to partially mediate the relationship between flow experience and satisfaction, suggesting that positive perceptions of the brand further reinforce the satisfaction derived from the gaming experience. Although brand familiarity was proposed as a moderator, it did not significantly influence the relationship between flow experience and satisfaction, indicating that advergames can generate positive outcomes regardless of a user&#x2019;s prior knowledge or connection with the brand.</p>
<p>This research is significant for several reasons. It advances the limited empirical literature on advergaming by validating a model that links flow experience, brand attitude and satisfaction using PLS-SEM. It also contributes contextual relevance by focusing on South African millennials and Generation Z, key demographics in the digital marketing landscape. The study offers practical guidance for marketers seeking to enhance brand engagement through gamified experiences. It confirms that well-designed advergames can be effective even among users less familiar with the brand.</p>
<p>Overall, this study demonstrated that advergames are a valuable tool for fostering deeper consumer engagement and satisfaction, and it provides a foundation for future research into the psychological and branding impacts of gamification across diverse markets.</p>
</sec>
</body>
<back>
<ack>
<title>Acknowledgements</title>
<p>The authors wish to acknowledge S. Ncube, A. Baule, and K. Mbatha, who, as part of their Honours research project, conducted an initial study entitled Analysing Mobile Advergaming Effectiveness in an Emerging Market Context. The present article extends this foundational work by collecting additional empirical data, refining the theoretical framework, and performing new analyses to develop an enhanced conceptual model. These efforts culminated in the current study titled Tapping into Play: Flow and Brand Attitude Driving Satisfaction in Mobile Advergaming in Mobile Advergaming.</p>
<sec id="s20031" sec-type="COI-statement">
<title>Competing interests</title>
<p>The authors declare that they have no financial or personal relationship(s) that may have inappropriately influenced them in writing this article.</p>
</sec>
<sec id="s20032">
<title>Authors&#x2019; contributions</title>
<p>M.K.N. and I.L. contributed to the design and implementation of the research, to the analysis of the results and to the writing of the manuscript. All authors, M.K.M. and W.I.L., contributed to the article, discussed the results and approved the final version for submission and publication.</p>
</sec>
<sec id="s20033" sec-type="data-availability">
<title>Data availability</title>
<p>Data sharing is not applicable to this article as no new data were created or analysed in this study.</p>
</sec>
<sec id="s20034">
<title>Disclaimer</title>
<p>The views and opinions expressed in this article are those of the author(s) and are the product of professional research. It does not necessarily reflect the official policy or position of any affiliated institution, funder, agency or that of the publisher. The author(s) are responsible for this article&#x2019;s results, findings and content.</p>
</sec>
</ack>
<ref-list id="references">
<title>References</title>
<ref id="CIT0001"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Adis</surname>, <given-names>A.A</given-names></string-name></person-group>., <year>2020</year>, &#x2018;<article-title>Use of mobile advergame as brand communication tool</article-title>&#x2019;, <source><italic>Journal of Social Transformation and Regional Development</italic></source> <volume>2</volume>(<issue>1</issue>), <fpage>27</fpage>&#x2013;<lpage>41</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.30880/JSTARD.2020.02.01.004">https://doi.org/10.30880/JSTARD.2020.02.01.004</ext-link></comment></mixed-citation></ref>
<ref id="CIT0002"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Anandya</surname>, <given-names>D</given-names></string-name>., <string-name><surname>Prabowo</surname>, <given-names>B</given-names></string-name>. &#x0026; <string-name><surname>Darsono</surname>, <given-names>A</given-names></string-name></person-group>., <year>2023</year>, &#x2018;<article-title>The effect of flow factor on brand attitude and purchase intention in mobile legend: Bang-Bang</article-title>&#x2019;, <source><italic>Jurnal Ekonomi dan Bisnis</italic></source> <volume>4</volume>(<issue>3</issue>), <fpage>159</fpage>&#x2013;<lpage>166</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.24123/jeb.v4i3.5812">https://doi.org/10.24123/jeb.v4i3.5812</ext-link></comment></mixed-citation></ref>
<ref id="CIT0003"><mixed-citation publication-type="conference"><person-group person-group-type="author"><string-name><surname>Arifah</surname>, <given-names>I.D.C</given-names></string-name>., <string-name><surname>Suryani</surname>, <given-names>E</given-names></string-name>. &#x0026; <string-name><surname>Samopa</surname>, <given-names>F</given-names></string-name></person-group>., <year>2022</year>, &#x2018;<article-title>Advergame and e-commerce consumer decision: Systematic literature network analysis</article-title>&#x2019;, in <conf-name>Proceedings of the 6th International Conference on E-Commerce, E-Business and E-Government</conf-name>, <conf-loc>Association for Computing Machinery, New York, NY</conf-loc>, pp. <fpage>51</fpage>&#x2013;<lpage>58</lpage>.</mixed-citation></ref>
<ref id="CIT0004"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Armstrong</surname>, <given-names>S.J</given-names></string-name>. &#x0026; <string-name><surname>Overton</surname>, <given-names>T.S</given-names></string-name></person-group>., <year>1977</year>, &#x2018;<article-title>Estimating nonresponse error in mail surveys</article-title>&#x2019;, <source><italic>Journal of Marketing Research</italic></source> <volume>14</volume>(<issue>3</issue>), <fpage>396</fpage>&#x2013;<lpage>402</lpage>.</mixed-citation></ref>
<ref id="CIT0005"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Ball</surname>, <given-names>M</given-names></string-name></person-group>., <year>2024</year>, <source><italic>The tremendous yet troubled state of gaming in 2024</italic></source>, <comment>viewed 17 August 2025, from <ext-link ext-link-type="uri" xlink:href="https://www.matthewball.co/all/gaming2024">https://www.matthewball.co/all/gaming2024</ext-link>.</comment></mixed-citation></ref>
<ref id="CIT0006"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Bir&#x00F3;</surname>, <given-names>E</given-names></string-name>. &#x0026; <string-name><surname>Kato</surname>, <given-names>B</given-names></string-name></person-group>., <year>2024</year>, &#x2018;<article-title>Exploring enjoyment and flow among monolingual and bilingual learners of English</article-title>&#x2019;, <source><italic>Acta Universitatis Sapientiae</italic></source> <volume>16</volume>(<issue>2</issue>), <fpage>88</fpage>&#x2013;<lpage>107</lpage> <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.47745/ausp-2024-0018">https://doi.org/10.47745/ausp-2024-0018</ext-link></comment></mixed-citation></ref>
<ref id="CIT0007"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Catal&#x00E1;n</surname>, <given-names>S</given-names></string-name>., <string-name><surname>Mart&#x00ED;nez</surname>, <given-names>E</given-names></string-name>. &#x0026; <string-name><surname>Wallace</surname>, <given-names>E</given-names></string-name></person-group>., <year>2019</year>, &#x2018;<article-title>Analysing mobile advergaming effectiveness: The role of flow, game repetition and brand familiarity</article-title>&#x2019;, <source><italic>Journal of Product and Brand Management</italic></source> <volume>28</volume>(<issue>4</issue>), <fpage>502</fpage>&#x2013;<lpage>514</lpage> <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.1108/JPBM-07-2018-1929">https://doi.org/10.1108/JPBM-07-2018-1929</ext-link></comment></mixed-citation></ref>
<ref id="CIT0008"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Chiong</surname>, <given-names>K</given-names></string-name>., <string-name><surname>Yang</surname>, <given-names>S</given-names></string-name>. &#x0026; <string-name><surname>Chen</surname>, <given-names>R</given-names></string-name></person-group>., <year>2020</year>, &#x2018;<article-title>Understanding the effect of incentivized advertising along the conversion funnel</article-title>&#x2019;, <source><italic>SSRN Electronic Journal</italic></source> <fpage>1</fpage>&#x2013;<lpage>63</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.2139/ssrn.3714353">https://doi.org/10.2139/ssrn.3714353</ext-link></comment></mixed-citation></ref>
<ref id="CIT0009"><mixed-citation publication-type="book"><person-group person-group-type="author"><string-name><surname>Csikszentmihalyi</surname>, <given-names>M</given-names></string-name></person-group>., <year>1975</year>, <source><italic>Beyond boredom and anxiety: Experiencing flow in work and play</italic></source>, <publisher-name>Jossey-Bass</publisher-name>, <publisher-loc>San Francisco, CA</publisher-loc>.</mixed-citation></ref>
<ref id="CIT0010"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Demidiuk</surname>, <given-names>K</given-names></string-name>. &#x0026; <string-name><surname>Plechawska-W&#x00F3;jcik</surname>, <given-names>M</given-names></string-name></person-group>., <year>2022</year>, &#x2018;<article-title>Analysis of the impact of various gamification factors on the level of player satisfaction</article-title>&#x2019;, <source><italic>Journal of Computer Sciences Institute</italic></source> <volume>22</volume>, <fpage>1</fpage>&#x2013;<lpage>7</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.35784/jcsi.2770">https://doi.org/10.35784/jcsi.2770</ext-link></comment></mixed-citation></ref>
<ref id="CIT0011"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Diamantopoulos</surname>, <given-names>A</given-names></string-name>. &#x0026; <string-name><surname>Siguaw</surname>, <given-names>J.A</given-names></string-name></person-group>., <year>2006</year>, &#x2018;<article-title>Formative versus reflective indicators in organizational measure development: A comparison and empirical illustration</article-title>&#x2019;, <source><italic>British Journal of Management</italic></source> <volume>17</volume>(<issue>4</issue>), <fpage>263</fpage>&#x2013;<lpage>282</lpage>.</mixed-citation></ref>
<ref id="CIT0012"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Etikan</surname>, <given-names>I</given-names></string-name>. &#x0026; <string-name><surname>Bala</surname>, <given-names>K</given-names></string-name></person-group>., <year>2017</year>, &#x2018;<article-title>Sampling and sampling methods</article-title>&#x2019;, <source><italic>Biometrics and Biostatistics International Journal</italic></source> <volume>5</volume>(<issue>6</issue>), <fpage>149</fpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.15406/bbij.2017.05.00149">https://doi.org/10.15406/bbij.2017.05.00149</ext-link></comment></mixed-citation></ref>
<ref id="CIT0013"><mixed-citation publication-type="conference"><person-group person-group-type="author"><string-name><surname>Farzinnejad</surname>, <given-names>F</given-names></string-name>. &#x0026; <string-name><surname>Baghaei</surname>, <given-names>N</given-names></string-name></person-group>., <year>2022</year>, &#x2018;<article-title>Enhancing customer experience and brand awareness through familiar gameplay in advergames</article-title>&#x2019;, in <conf-name>2022 IEEE Asia-Pacific Conference on Computer Science and Data Engineering (CSDE)</conf-name>, <conf-loc>IEEE</conf-loc>, <conf-date>December 18&#x2013;20, 2022</conf-date>, pp. <fpage>1</fpage>&#x2013;<lpage>5</lpage>.</mixed-citation></ref>
<ref id="CIT0014"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Farzinnejad</surname>, <given-names>F</given-names></string-name>., <string-name><surname>Khezrian</surname>, <given-names>H</given-names></string-name>., <string-name><surname>Kasiri</surname>, <given-names>M</given-names></string-name>. &#x0026; <string-name><surname>Baghaei</surname>, <given-names>N</given-names></string-name></person-group>., <year>2024</year>, &#x2018;<article-title>Enhancing consumer user experience, education and brand awareness through musical advergames</article-title>&#x2019;, <source><italic>arXiv</italic></source>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.48550/arxiv.2406.12598">https://doi.org/10.48550/arxiv.2406.12598</ext-link></comment></mixed-citation></ref>
<ref id="CIT0015"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Ghosh</surname>, <given-names>T</given-names></string-name>., <string-name><surname>Sreejesh</surname>, <given-names>S</given-names></string-name>. &#x0026; <string-name><surname>Dwivedi</surname>, <given-names>Y.K</given-names></string-name></person-group>., <year>2021</year>, &#x2018;<article-title>Examining the deferred effects of gaming platform and game speed of advergames on memory, attitude, and purchase intention</article-title>&#x2019;, <source><italic>Journal of Interactive Marketing</italic></source> <volume>55</volume>(<issue>1</issue>), <fpage>52</fpage>&#x2013;<lpage>66</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.1016/j.intmar.2021.02.002">https://doi.org/10.1016/j.intmar.2021.02.002</ext-link></comment></mixed-citation></ref>
<ref id="CIT0016"><mixed-citation publication-type="book"><person-group person-group-type="author"><string-name><surname>Hair</surname>, <given-names>J.F</given-names></string-name>., <string-name><surname>Babin</surname>, <given-names>B.J</given-names></string-name>., <string-name><surname>Anderson</surname>, <given-names>R.E</given-names></string-name>. &#x0026; <string-name><surname>Black</surname>, <given-names>W.C</given-names></string-name></person-group>., <year>2019</year>, <source><italic>Multivariate data analysis</italic></source>, <edition>8th</edition> edn., <publisher-name>Pearson Prentice Hall</publisher-name>, <publisher-loc>Upper Saddle River, NJ</publisher-loc>.</mixed-citation></ref>
<ref id="CIT0017"><mixed-citation publication-type="book"><person-group person-group-type="author"><string-name><surname>Hair</surname>, <given-names>J.F</given-names></string-name>., <string-name><surname>Black</surname>, <given-names>W.C</given-names></string-name>., <string-name><surname>Babin</surname>, <given-names>B.J</given-names></string-name>. &#x0026; <string-name><surname>Anderson</surname>, <given-names>R.E</given-names></string-name></person-group>., <year>2019</year>, <source><italic>CRS 714: Advanced quantitative research methodology</italic></source>, <publisher-name>Cengage</publisher-name>, <publisher-loc>Boston, MA</publisher-loc>.</mixed-citation></ref>
<ref id="CIT0018"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Hartini</surname>, <given-names>S</given-names></string-name></person-group>., <year>2020</year>, &#x2018;<article-title>Mobile advergame: Analysis of flow, attitudes and competitor trait as the moderating variable</article-title>&#x2019;, <source><italic>International Journal of Mobile Learning and Organisation</italic></source> <volume>14</volume>(<issue>3</issue>), <fpage>322</fpage>&#x2013;<lpage>337</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.1504/IJMLO.2020.108929">https://doi.org/10.1504/IJMLO.2020.108929</ext-link></comment></mixed-citation></ref>
<ref id="CIT0019"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Heidari</surname>, <given-names>H.M</given-names></string-name></person-group>., <year>2024</year>, &#x2018;<article-title>The effect of viral promotional advergames on the behavioural reactions</article-title>&#x2019;, <source><italic>Journal of Business Management</italic></source> <volume>16</volume>(<issue>3</issue>), <fpage>721</fpage>&#x2013;<lpage>748</lpage>.</mixed-citation></ref>
<ref id="CIT0020"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Henseler</surname>, <given-names>J</given-names></string-name>., <string-name><surname>Ringle</surname>, <given-names>C.M</given-names></string-name>. &#x0026; <string-name><surname>Sarstedt</surname>, <given-names>M</given-names></string-name></person-group>., <year>2016</year>, &#x2018;<article-title>A new criterion for assessing discriminant validity in variance-based structural equation modeling</article-title>&#x2019;, <source><italic>Journal of the Academy of Marketing Science</italic></source> <volume>43</volume>(<issue>1</issue>), <fpage>115</fpage>&#x2013;<lpage>135</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.1007/s11747-014-0403-8">https://doi.org/10.1007/s11747-014-0403-8</ext-link></comment></mixed-citation></ref>
<ref id="CIT0021"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Hooker</surname>, <given-names>R</given-names></string-name>., <string-name><surname>Wasko</surname>, <given-names>M</given-names></string-name>., <string-name><surname>Paradice</surname>, <given-names>D.B</given-names></string-name>., <string-name><surname>Teigland</surname>, <given-names>R</given-names></string-name>. &#x0026; <string-name><surname>Hofacker</surname>, <given-names>C.F</given-names></string-name></person-group>., <year>2019</year>, &#x2018;<article-title>Beyond gaming: Linking flow, brand attitudes, and purchase intent in realistic and emergent three-dimensional virtual environments</article-title>&#x2019;, <source><italic>Information Technology and People</italic></source> <volume>32</volume>(<issue>6</issue>), <fpage>1397</fpage>&#x2013;<lpage>1422</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.1108/ITP-11-2017-0407">https://doi.org/10.1108/ITP-11-2017-0407</ext-link></comment></mixed-citation></ref>
<ref id="CIT0022"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Hsiao</surname>, <given-names>W</given-names></string-name>., <string-name><surname>Lin</surname>, <given-names>Y.-H</given-names></string-name>. &#x0026; <string-name><surname>Wu</surname>, <given-names>I.-L</given-names></string-name></person-group>., <year>2022</year>, &#x2018;<article-title>Advergame for purchase intention via game and brand attitudes from antecedents of system design, psychological state, and game content: Interactive role of brand familiarity</article-title>&#x2019;, <source><italic>Journal of Organizational Computing and Electronic Commerce</italic></source> <volume>32</volume>(<issue>1</issue>), <fpage>45</fpage>&#x2013;<lpage>68</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.1080/10919392.2022.2038526">https://doi.org/10.1080/10919392.2022.2038526</ext-link></comment></mixed-citation></ref>
<ref id="CIT0023"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Hult</surname>, <given-names>G.T.M</given-names></string-name>., <string-name><surname>Hair</surname>, <suffix>Jr.</suffix> <given-names>J.F</given-names></string-name>., <string-name><surname>Proksch</surname>, <given-names>D</given-names></string-name>., <string-name><surname>Sarstedt</surname>, <given-names>M</given-names></string-name>., <string-name><surname>Pinkwart</surname>, <given-names>A</given-names></string-name>. &#x0026; <string-name><surname>Ringle</surname>, <given-names>C.M</given-names></string-name></person-group>., <year>2018</year>, &#x2018;<article-title>Addressing endogeneity in international marketing applications of partial least squares structural equation modeling</article-title>&#x2019;, <source><italic>Journal of International Marketing</italic></source> <volume>26</volume>(<issue>3</issue>), <fpage>1</fpage>&#x2013;<lpage>21</lpage>.</mixed-citation></ref>
<ref id="CIT0024"><mixed-citation publication-type="conference"><person-group person-group-type="author"><string-name><surname>Khezrian</surname>, <given-names>N</given-names></string-name>., <string-name><surname>Farzinnejad</surname>, <given-names>F</given-names></string-name>. &#x0026; <string-name><surname>Baghaei</surname>, <given-names>N</given-names></string-name></person-group>., <year>2022</year>, &#x2018;<article-title>Enhancing customer experience and brand awareness through familiar gameplay in advergames</article-title>&#x2019;, in <conf-name>2022 IEEE Asia-Pacific Conference on Computer Science and Data Engineering (CSDE)</conf-name>, <conf-loc>IEEE</conf-loc>, pp. <fpage>1</fpage>&#x2013;<lpage>5</lpage>.</mixed-citation></ref>
<ref id="CIT0025"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Kim</surname>, <given-names>Y.H</given-names></string-name>., <string-name><surname>Kim</surname>, <given-names>D.J</given-names></string-name>. &#x0026; <string-name><surname>Wachter</surname>, <given-names>K</given-names></string-name></person-group>., <year>2013</year>, &#x2018;<article-title>A study of mobile user engagement (MoEN): Engagement motivations, perceived value, satisfaction, and continued engagement intention</article-title>&#x2019;, <source><italic>Decision Support Systems</italic></source> <volume>56</volume>, <fpage>361</fpage>&#x2013;<lpage>370</lpage>.</mixed-citation></ref>
<ref id="CIT0026"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Knezovic</surname>, <given-names>A</given-names></string-name></person-group>., <year>2025</year>, <source><italic>Gaming industry report 2025: Market size &#x0026; trends</italic></source>, <comment>viewed 17 August 2025, from <ext-link ext-link-type="uri" xlink:href="https://www.blog.udonis.co/mobile-marketing/mobile-games/gaming-industry">https://www.blog.udonis.co/mobile-marketing/mobile-games/gaming-industry</ext-link>.</comment></mixed-citation></ref>
<ref id="CIT0027"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Kock</surname>, <given-names>N</given-names></string-name></person-group>., <year>2015</year>, &#x2018;<article-title>Common method bias in PLS-SEM: A full collinearity assessment approach</article-title>&#x2019;, <source><italic>International Journal of e-Collaboration</italic></source> <volume>11</volume>(<issue>4</issue>), <fpage>1</fpage>&#x2013;<lpage>10</lpage>.</mixed-citation></ref>
<ref id="CIT0028"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Komulainen</surname>, <given-names>R</given-names></string-name>., <string-name><surname>Lappeman</surname>, <given-names>J</given-names></string-name>. &#x0026; <string-name><surname>Islam</surname>, <given-names>A.K.M.N</given-names></string-name></person-group>., <year>2019</year>, &#x2018;<article-title>Determining banner advertisement effectiveness in mobile games: A study from South Africa</article-title>&#x2019;, <source><italic>The Retail and Marketing Review</italic></source> <volume>15</volume>(<issue>1</issue>), <fpage>57</fpage>&#x2013;<lpage>71</lpage>.</mixed-citation></ref>
<ref id="CIT0029"><mixed-citation publication-type="conference"><person-group person-group-type="author"><string-name><surname>Kusumo</surname>, <given-names>A.J</given-names></string-name>., <string-name><surname>Aini</surname>, <given-names>Q</given-names></string-name>., <string-name><surname>Millah</surname>, <given-names>S</given-names></string-name>., <string-name><surname>Nurhaeni</surname>, <given-names>T</given-names></string-name>. &#x0026; <string-name><surname>Sunarya</surname>, <given-names>L</given-names></string-name></person-group>., <year>2024</year>, &#x2018;<article-title>Exploring the user satisfaction of gamification in promoting savings among Millennials</article-title>&#x2019;, in <conf-name>2024 International Conference on Technology, Informatics, and Information Applications (ICTIIA)</conf-name>, <conf-loc>IEEE</conf-loc>, pp. <fpage>1</fpage>&#x2013;<lpage>6</lpage>.</mixed-citation></ref>
<ref id="CIT0030"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Li</surname>, <given-names>N</given-names></string-name>. &#x0026; <string-name><surname>Aumeboonsuke</surname>, <given-names>V</given-names></string-name></person-group>., <year>2025</year>, &#x2018;<article-title>How gamification features drive brand loyalty: The mediating roles of consumer experience and brand engagement</article-title>&#x2019;, <source><italic>Journal of Theoretical and Applied Electronic Commerce Research</italic></source> <volume>20</volume>(<issue>2</issue>), <fpage>113</fpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.3390/jtaer20020113">https://doi.org/10.3390/jtaer20020113</ext-link></comment></mixed-citation></ref>
<ref id="CIT0031"><mixed-citation publication-type="conference"><person-group person-group-type="author"><string-name><surname>Lukita</surname>, <given-names>C</given-names></string-name>., <string-name><surname>Lutfiani</surname>, <given-names>N</given-names></string-name>., <string-name><surname>Panjaitan</surname>, <given-names>A.R.S</given-names></string-name>., <string-name><surname>Rahardja</surname>, <given-names>U</given-names></string-name>. &#x0026; <string-name><surname>Huzaifah</surname>, <given-names>M.L</given-names></string-name></person-group>., <year>2023</year>, &#x2018;<article-title>Harnessing the power of random forest in predicting startup partnership success</article-title>&#x2019;, in <conf-name>2023 Eighth International Conference on Informatics and Computing (ICIC)</conf-name>, <conf-loc>IEEE</conf-loc>, pp. <fpage>1</fpage>&#x2013;<lpage>6</lpage>.</mixed-citation></ref>
<ref id="CIT0032"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Masao</surname>, <given-names>M</given-names></string-name>. &#x0026; <string-name><surname>Salehudin</surname>, <given-names>I</given-names></string-name></person-group>., <year>2023</year>, &#x2018;<article-title>Unveiling the dynamics of expectation, flow, enjoyment, and satisfaction: Drivers of continued subscription intentions among Netflix users</article-title>&#x2019;, <source><italic>South East Asian Journal of Management</italic></source> <volume>17</volume>(<issue>2</issue>), <fpage>96</fpage>&#x2013;<lpage>121</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.21002/seam.v17i2.1410">https://doi.org/10.21002/seam.v17i2.1410</ext-link></comment></mixed-citation></ref>
<ref id="CIT0033"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Mittal</surname>, <given-names>S</given-names></string-name>. &#x0026; <string-name><surname>Kumar</surname>, <given-names>V</given-names></string-name></person-group>., <year>2020</year>, &#x2018;<article-title>A framework for ethical mobile marketing</article-title>&#x2019;, <source><italic>International Journal of Technoethics</italic></source> <volume>11</volume>(<issue>1</issue>), <fpage>28</fpage>&#x2013;<lpage>42</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.4018/IJT.2020010103">https://doi.org/10.4018/IJT.2020010103</ext-link></comment></mixed-citation></ref>
<ref id="CIT0034"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Mittal</surname>, <given-names>S</given-names></string-name>., <string-name><surname>Kumar</surname>, <given-names>V</given-names></string-name>. &#x0026; <string-name><surname>Seppi</surname>, <given-names>J</given-names></string-name></person-group>., <year>2022</year>, &#x2018;<article-title>Targeting mobile gamers community for marketing campaigns</article-title>&#x2019;, <source><italic>Journal of Content, Community and Communication</italic></source> <volume>16</volume>(<issue>2</issue>), <fpage>106</fpage>&#x2013;<lpage>117</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.31620/JCCC.06.22/09">https://doi.org/10.31620/JCCC.06.22/09</ext-link></comment></mixed-citation></ref>
<ref id="CIT0035"><mixed-citation publication-type="book"><person-group person-group-type="author"><string-name><surname>Novak</surname>, <given-names>T.P</given-names></string-name>., <string-name><surname>Hoffman</surname>, <given-names>D.L</given-names></string-name>. &#x0026; <string-name><surname>Yung</surname>, <given-names>Y.F</given-names></string-name></person-group>., <year>2000</year>, <source><italic>Measuring the flow construct in online environments: A structural modeling approach</italic></source>, <comment>Owen Graduate School of Management</comment>, <publisher-name>Vanderbilt University</publisher-name>, <publisher-loc>Nashville, TN</publisher-loc>.</mixed-citation></ref>
<ref id="CIT0036"><mixed-citation publication-type="book"><person-group person-group-type="author"><string-name><surname>Paizanis</surname>, <given-names>G</given-names></string-name>., <string-name><surname>Schonfeld</surname>, <given-names>R</given-names></string-name>., <string-name><surname>Pagano</surname>, <given-names>E</given-names></string-name>. &#x0026; <string-name><surname>Schmidt</surname>, <given-names>N</given-names></string-name></person-group>., <year>2024</year>, <source><italic>The gaming report: Leveling up for the new reality</italic></source>, <publisher-name>Boston Consulting Group</publisher-name>, <comment>viewed 17 August 2025, from <ext-link ext-link-type="uri" xlink:href="https://www.bcg.com/publications/2024/leveling-up-new-reality">https://www.bcg.com/publications/2024/leveling-up-new-reality</ext-link>.</comment></mixed-citation></ref>
<ref id="CIT0037"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Park</surname>, <given-names>J.H</given-names></string-name>. &#x0026; <string-name><surname>Lee</surname>, <given-names>B.R</given-names></string-name></person-group>., <year>2011</year>, &#x2018;<article-title>Towards an understanding of user satisfaction and continuance intention in human-mediated services: An investigation of academic libraries</article-title>&#x2019;, <source><italic>Journal of Information Management</italic></source> <volume>42</volume>(<issue>3</issue>), <fpage>187</fpage>&#x2013;<lpage>210</lpage>.</mixed-citation></ref>
<ref id="CIT0038"><mixed-citation publication-type="conference"><person-group person-group-type="author"><string-name><surname>Ping</surname>, <given-names>J.W</given-names></string-name>., <string-name><surname>Goh</surname>, <given-names>K.Y</given-names></string-name>. &#x0026; <string-name><surname>Teo</surname>, <given-names>H.H</given-names></string-name></person-group>., <year>2010</year>, &#x2018;<article-title>Engaging consumers with advergames: An experimental evaluation of interactivity, relevancy and expectancy</article-title>&#x2019;, in <conf-name>International conferences on information systems (ICIS)</conf-name>, <conf-loc>Association for Information Systems (AIS), Saint Louis, MI</conf-loc>, pp. <fpage>1</fpage>&#x2013;<lpage>22</lpage>, <conf-date>12&#x2013;15 December</conf-date>.</mixed-citation></ref>
<ref id="CIT0039"><mixed-citation publication-type="book"><person-group person-group-type="author"><string-name><surname>Ringle</surname>, <given-names>C.M</given-names></string-name>., <string-name><surname>Wende</surname>, <given-names>S</given-names></string-name>. &#x0026; <string-name><surname>Becker</surname>, <given-names>J.-M</given-names></string-name></person-group>., <year>2024</year>, <source><italic>SmartPLS 4</italic></source>, <publisher-name>SmartPLS</publisher-name>, <publisher-loc>B&#x00F6;nningstedt</publisher-loc>, <comment>viewed 08 August 2025, from <ext-link ext-link-type="uri" xlink:href="https://www.smartpls.com">https://www.smartpls.com</ext-link>.</comment></mixed-citation></ref>
<ref id="CIT0040"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Singh</surname>, <given-names>Y</given-names></string-name>. &#x0026; <string-name><surname>Milan</surname>, <given-names>R</given-names></string-name></person-group>., <year>2025</year>, &#x2018;<article-title>Utilitarian and hedonic values of gamification and their influence on brand engagement, loyalty, trust and WoM</article-title>&#x2019;, <source><italic>Entertainment Computing</italic></source> <volume>52</volume>, <fpage>100868</fpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.1016/j.entcom.2024.100868">https://doi.org/10.1016/j.entcom.2024.100868</ext-link></comment></mixed-citation></ref>
<ref id="CIT0041"><mixed-citation publication-type="journal"><person-group person-group-type="author"><collab>Statista Market Insights</collab></person-group>, <year>2024</year>, <source><italic>In-app advertising &#x2013; Worldwide</italic></source>, <comment>viewed 08 August 2025, from <ext-link ext-link-type="uri" xlink:href="https://www.statista.com/outlook/amo/advertising/in-app-advertising/worldwide#ad-spending">https://www.statista.com/outlook/amo/advertising/in-app-advertising/worldwide#ad-spending</ext-link>.</comment></mixed-citation></ref>
<ref id="CIT0042"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Utomo</surname>, <given-names>K</given-names></string-name>. &#x0026; <string-name><surname>Oktavia</surname>, <given-names>T</given-names></string-name></person-group>., <year>2024</year>, &#x2018;<article-title>Effects of user experience on immersion and intention to play augmented reality games</article-title>&#x2019;, <source><italic>Journal of Logistics, Informatics and Service Science</italic></source> <volume>11</volume>(<issue>7</issue>), <fpage>170</fpage>&#x2013;<lpage>187</lpage>, <comment>viewed 17 August 2025, from <ext-link ext-link-type="uri" xlink:href="https://www.aasmr.org/liss/Vol.11/No.7/Vol.11.No.7.10.pdf">https://www.aasmr.org/liss/Vol.11/No.7/Vol.11.No.7.10.pdf</ext-link>.</comment></mixed-citation></ref>
<ref id="CIT0043"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Van Berlo</surname>, <given-names>Z.M</given-names></string-name>., <string-name><surname>Van Reijmersdal</surname>, <given-names>E.A</given-names></string-name>. &#x0026; <string-name><surname>Eisend</surname>, <given-names>M</given-names></string-name></person-group>., <year>2021</year>, &#x2018;<article-title>The gamification of branded content: A meta-analysis of advergame effects</article-title>&#x2019;, <source><italic>Journal of Advertising</italic></source> <volume>50</volume>(<issue>2</issue>), <fpage>179</fpage>&#x2013;<lpage>196</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.1080/00913367.2020.1858452">https://doi.org/10.1080/00913367.2020.1858452</ext-link></comment></mixed-citation></ref>
<ref id="CIT0044"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Van Berlo</surname>, <given-names>Z.M.C</given-names></string-name>. &#x0026; <string-name><surname>Chen</surname>, <given-names>X</given-names></string-name></person-group>., <year>2024</year>, &#x2018;<article-title>Advergames and consumer brand engagement: Experiential satisfaction as a mediator of gamified advertising effects</article-title>&#x2019;, <source><italic>Journal of Interactive Advertising</italic></source> <volume>24</volume>(<issue>1</issue>), <fpage>1</fpage>&#x2013;<lpage>9</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.1080/15252019.2024.2335398">https://doi.org/10.1080/15252019.2024.2335398</ext-link></comment></mixed-citation></ref>
<ref id="CIT0045"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Wang</surname>, <given-names>Y</given-names></string-name>., <string-name><surname>Wang</surname>, <given-names>J</given-names></string-name>. &#x0026; <string-name><surname>Zuo</surname>, <given-names>W</given-names></string-name></person-group>., <year>2023</year>, &#x2018;<article-title>The influence of enjoyment factors, satisfaction, and flow experience on the happiness of Chinese dance sports participants</article-title>&#x2019;, <source><italic>Asia Pacific Journal of Applied Sport Sciences</italic></source> <volume>4</volume>(<issue>2</issue>), <fpage>1</fpage>&#x2013;<lpage>14</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.46695/ascs.4.2.1">https://doi.org/10.46695/ascs.4.2.1</ext-link></comment></mixed-citation></ref>
<ref id="CIT0046"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Wanick</surname>, <given-names>V</given-names></string-name>., <string-name><surname>Dunn</surname>, <given-names>R</given-names></string-name>., <string-name><surname>Ranchhod</surname>, <given-names>A</given-names></string-name>. &#x0026; <string-name><surname>Wills</surname>, <given-names>G</given-names></string-name></person-group>., <year>2019</year>, &#x2018;<article-title>Analysing cross-cultural design in advergames: A comparison between the UK and Brazil</article-title>&#x2019;, <source><italic>EAI Endorsed Transactions on Serious Games</italic></source> <volume>18</volume>(<issue>1</issue>), <fpage>1</fpage>&#x2013;<lpage>13</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.4108/eai.26-9-2019.162935">https://doi.org/10.4108/eai.26-9-2019.162935</ext-link></comment></mixed-citation></ref>
<ref id="CIT0047"><mixed-citation publication-type="journal"><person-group person-group-type="author"><string-name><surname>Wise</surname>, <given-names>K</given-names></string-name>., <string-name><surname>Bolls</surname>, <given-names>P.D</given-names></string-name>., <string-name><surname>Kim</surname>, <given-names>H</given-names></string-name>., <string-name><surname>Venkataraman</surname>, <given-names>A</given-names></string-name>. &#x0026; <string-name><surname>Meyer</surname>, <given-names>R</given-names></string-name></person-group>., <year>2008</year>, &#x2018;<article-title>Enjoyment of advergames and brand attitudes: The impact of thematic relevance</article-title>&#x2019;, <source><italic>Journal of Interactive Advertising</italic></source> <volume>9</volume>(<issue>1</issue>), <fpage>27</fpage>&#x2013;<lpage>36</lpage>. <comment><ext-link ext-link-type="uri" xlink:href="https://doi.org/10.1080/15252019.2008.10722141">https://doi.org/10.1080/15252019.2008.10722141</ext-link></comment></mixed-citation></ref>
<ref id="CIT0048"><mixed-citation publication-type="conference"><person-group person-group-type="author"><string-name><surname>Zhang</surname>, <given-names>J</given-names></string-name>. &#x0026; <string-name><surname>Tang</surname>, <given-names>Q</given-names></string-name></person-group>., <year>2023</year>, &#x2018;<article-title>Research on user satisfaction of gamification elements in short video applications: A comprehensive method based on Kano model</article-title>&#x2019;, in <person-group person-group-type="editor"><string-name><given-names>P.-L.P.</given-names> <surname>Rau</surname></string-name> (ed.)</person-group> <conf-name>Human-centered design, operation and evaluation: 15th International Conference, CCD 2023, Held as Part of the 25th International Conference, HCII 2023, Copenhagen, Denmark, Proceedings, Part II</conf-name>, <conf-loc>Springer, Cham</conf-loc>, <conf-date>July 23&#x2013;28, 2023</conf-date>, pp. <fpage>47</fpage>&#x2013;<lpage>70</lpage>.</mixed-citation></ref>
</ref-list>
<app-group>
<app id="app001">
<title>Appendices</title>
<sec id="s0036">
<title></title>
<table-wrap id="T0008">
<label>APPENDIX A</label>
<caption><p>Hypothesis test summary.</p></caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th valign="top" align="left"></th>
<th valign="top" align="left">Null hypothesis</th>
<th valign="top" align="left">Test</th>
<th valign="top" align="center">Sig.<xref ref-type="table-fn" rid="TFN0001">&#x2020;</xref>,<xref ref-type="table-fn" rid="TFN0002">&#x2021;</xref></th>
<th valign="top" align="left">Decision</th>
</tr>
</thead>
<tbody>
<tr>
<td align="left">1</td>
<td align="left">The medians of satisfaction are the same across categories of early and late respondents.</td>
<td align="left">Independent-Samples Median Test</td>
<td align="center">0.439<xref ref-type="table-fn" rid="TFN0003">&#x00A7;</xref></td>
<td align="left">Retain the null hypothesis.</td>
</tr>
<tr>
<td align="left">2</td>
<td align="left">The distribution of satisfaction is the same across categories of early and late respondents.</td>
<td align="left">Independent-Samples Mann&#x2013;Whitney U Test</td>
<td align="center">0.205</td>
<td align="left">Retain the null hypothesis.</td>
</tr>
<tr>
<td align="left">3</td>
<td align="left">The medians of brand attitude are the same across categories of early and late respondents.</td>
<td align="left">Independent-Samples Median Test</td>
<td align="center">&#x003C; 0.001<xref ref-type="table-fn" rid="TFN0003">&#x00A7;</xref></td>
<td align="left">Reject the null hypothesis.</td>
</tr>
<tr>
<td align="left">4</td>
<td align="left">The distribution of brand attitude is the same across categories of early and late respondents.</td>
<td align="left">Independent-Samples Mann&#x2013;Whitney U Test</td>
<td align="center">0.000</td>
<td align="left">Reject the null hypothesis.</td>
</tr>
<tr>
<td align="left">5</td>
<td align="left">The medians of flow experience are the same across categories of early and late respondents.</td>
<td align="left">Independent-Samples Median Test</td>
<td align="center">0.225<xref ref-type="table-fn" rid="TFN0003">&#x00A7;</xref></td>
<td align="left">Retain the null hypothesis.</td>
</tr>
<tr>
<td align="left">6</td>
<td align="left">The distribution of flow experience is the same across categories of early and late respondents.</td>
<td align="left">Independent-Samples Mann&#x2013;Whitney U Test</td>
<td align="center">0.019</td>
<td align="left">Reject the null hypothesis.</td>
</tr>
</tbody>
</table>
<table-wrap-foot>
<fn id="TFN0001"><label>&#x2020;</label><p>, The significance level is 050.</p></fn>
<fn id="TFN0002"><label>&#x2021;</label><p>, Asymptotic significance is displayed.</p></fn>
<fn id="TFN0003"><label>&#x00A7;</label><p>, Yates&#x2019;s Continuity Corrected Asymptotic Sig.</p></fn>
</table-wrap-foot>
</table-wrap>
<table-wrap id="T0009">
<label>APPENDIX B</label>
<caption><p>Endogeneity test (Gaussian copula approach).</p></caption>
<table frame="hsides" rules="groups">
<thead>
<tr>
<th valign="top" align="left">Relationship Type</th>
<th valign="top" align="left">GC pathway</th>
<th valign="top" align="center">Coefficient</th>
<th valign="top" align="center"><italic>p</italic></th>
</tr>
</thead>
<tbody>
<tr>
<td align="left" rowspan="3" valign="top">Single</td>
<td align="left">GC (flow experience &#x2192; satisfaction) &#x2192; satisfaction</td>
<td align="center">&#x2212;0.124</td>
<td align="center">0.372</td>
</tr>
<tr>
<td align="left">GC (flow experience &#x2192; brand attitude) &#x2192; brand attitude</td>
<td align="center">0.145</td>
<td align="center">0.410</td>
</tr>
<tr>
<td align="left">GC (brand attitude &#x2192; satisfaction) &#x2192; satisfaction</td>
<td align="center">0.042</td>
<td align="center">0.866</td>
</tr>
<tr>
<td align="left" rowspan="6" valign="top">Two relationships</td>
<td align="left">GC (flow experience &#x2192; brand attitude) &#x2192; brand attitude</td>
<td align="center">0.145</td>
<td align="center">0.410</td>
</tr>
<tr>
<td align="left">GC (flow experience &#x2192; satisfaction) &#x2192; satisfaction</td>
<td align="center">&#x2212;0.124</td>
<td align="center">0.372</td>
</tr>
<tr>
<td align="left">GC (brand attitude &#x2192; satisfaction) &#x2192; satisfaction</td>
<td align="center">0.042</td>
<td align="center">0.866</td>
</tr>
<tr>
<td align="left">GC (flow experience &#x2192; brand attitude) &#x2192; brand attitude</td>
<td align="center">0.145</td>
<td align="center">0.410</td>
</tr>
<tr>
<td align="left">GC (brand attitude &#x2192; satisfaction) &#x2192; satisfaction</td>
<td align="center">&#x2212;0.255</td>
<td align="center">0.516</td>
</tr>
<tr>
<td align="left">GC (flow experience &#x2192; satisfaction) &#x2192; satisfaction</td>
<td align="center">&#x2212;0.106</td>
<td align="center">0.409</td>
</tr>
<tr>
<td align="left" rowspan="3" valign="top">All relationships</td>
<td align="left">GC (brand attitude &#x2192; satisfaction) &#x2192; satisfaction</td>
<td align="center">&#x2212;0.255</td>
<td align="center">0.516</td>
</tr>
<tr>
<td align="left">GC (flow experience &#x2192; brand attitude) &#x2192; brand attitude</td>
<td align="center">0.145</td>
<td align="center">0.410</td>
</tr>
<tr>
<td align="left">GC (flow experience &#x2192; satisfaction) &#x2192; satisfaction</td>
<td align="center">&#x2212;0.106</td>
<td align="center">0.409</td>
</tr>
</tbody>
</table>
<table-wrap-foot>
<fn><p>GC, gaussian copula.</p></fn>
</table-wrap-foot>
</table-wrap>
</sec>
</app>
</app-group>
<fn-group>
<fn><p><bold>How to cite this article:</bold> Nzita, M.K. &#x0026; Lubbe, I., 2025, &#x2018;Tapping into play: Flow and brand attitude driving satisfaction in mobile advergaming&#x2019;, <italic>Acta Commercii</italic> 25(1), a1446. <ext-link ext-link-type="uri" xlink:href="https://doi.org/10.4102/ac.v25i1.1446">https://doi.org/10.4102/ac.v25i1.1446</ext-link></p></fn>
<fn id="FN0001"><label>1</label><p>M&#x0026;M (Mars Incorporated) is a global confectionery brand, featuring the branded mobile advergame &#x2018;M&#x0026;M&#x2019;s Adventure&#x2019;.</p></fn>
<fn id="FN0002"><label>2</label><p>The KANO model is a model of customer satisfaction that classifies features into must-be, one-dimensional, attractive, indifferent, reverse (and questionable) categories to predict satisfaction effects.</p></fn>
</fn-group>
</back>
</article>