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SSRN-id2200313
The Role of Value congruity and Consumer Brand Identification toward Development of Brand Commitment and Positive
Word of Mouth
Apple was cited as an example because it was a popular brand with significant sales and a positive brand image that has
succeeded in building and maintaining emotional ties with its customer.
“Social identification and categorization theory suggest that an individual would
identify with a social category when the social category and its associated social identityenhances individual self esteem, and in order to preserve the attractiveness of the social
identity, the individual would engage in various behaviors that relates positively to that
category (He and Li 2010).”
Tuskej, et.al (2011) defines consumers’ identification with a brand as “Perception of
sameness between the brand and the consumer”. Meanwhile, Lam et al (2010) define
consumer-brand identification as a customer’s psychological state of perceiving, feeling, and
valuing his or her belongingness (i.e. psychological oneness that stems from actual or
symbolic membership) with a brand. Kim, et al. (2001) suggest that consumer brand
identification reflects the degree to which brand expresses and enhances consumers’ identity.
Del Rio, et.al (2001) suggest that personal identification function is one of several functions
performed by brand, and these functions would contribute toward the brand’s marketing
performance.According to Del Rio et al (2001), personal identification function is related to degree to
which consumer identify themselves with a brand and develop feelings of empathy and
similarity with the brand.
This process is in line with self-congruity theory (Johar & Sirgy 1991) which defines value
congruity as consumers’ mental comparison in respect to the similarity or dissimilarity of an
entity's values and consumers’ own set of values. Meanwhile, by drawing from past
literatures, Aguirre-Rodriguez, et al (2011) suggest that self congruity concept stems from
match between consumer self concept and a brand personality facet (either brand
personification or stereotypical brand users).
According to Aguirre-Rodriguez, et al (2011) self-congruity effect has been proposed to largely determine the success of value
expressive brands, since congruity between their brand personalities and targeted consumers’ self -concepts produces favorable
consumer responses such as brand attitudes and purchase intentions. This is in line with Del Rio, et al’s (2001) suggestion that
the greater the consistency (or congruity) between the brand’s image and the consumer’s self image, the higher the consumer’s evaluation of the brand and eventually, the higher his/her
willingness to buy the brand.
To measure self congruity, some researchers suggest that perceived brand values and
consumer values can be used to measure self congruity (Tuskej et al 2011).
Discussion
This study supports conclusion from original study by Tuskej et al (2011) that consumers’
identification is important as basic psychological force that enables the formation of
committed and meaningful relationships with brands” (Tuskej, et al 2011, p. 4).
In this study, value congruity was found to positively affect consumers’ identification and
affective brand commitment. Value congruity also found to influence social compliance
brand commitment and positive WOM indirectly. This means that the higher the value
congruence between a product and its consumers, the higher the chance for the product to
receive favorable outcomes in terms of commitment and positive word of mouth. This
supports proposition made by Aguirre-Rodriguez, et al (2011) that congruity between brand
personalities and targeted consumers’ self concepts would produce favorable consumer
responses.
Strength of impact of consumer identification to two different types of commitment is also
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found to be different. Path from consumer identification to social compliance brand
commitment exhibit higher factor loading (0.63) than the path to affective brand commitment
(0.39). This indicates that in this study, consumer identification has more impact on social
compliance brand commitment than on affective brand commitment. Bhattacharya & Sen
(2003) contend that identification makes people feel attached, thus motivates them to commit.
Given the significance of consumer brand identification found in this study as well as
substantiated in previous studies, marketers need to focus on how to increase identification.
Value congruity has been found to affect identification. Thus one way a marketer can do to
increase identification is by carefully selecting unique and positive values to be built into a
brand and communicated to its target market.
This study, which was conducted on Apple users in Indonesia found that: (1) value congruity
positively influence consumers’ affective brand commitment, both direc tly as well as through
consumers’brand identification (2) Value congruity is not found to be directly influence
social compliance brand commitment, but only through consumers’ brand identification
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2012_Winter_Proceedings
Emotional Brand Attachment and
Brand Personality: The Relative
Importance of the Actual and
the Ideal Self
Creating emotional brand attachment is a key branding issue in today’s marketing world. One way to accomplish
this is to match the brand’s personality with the consumer’s self. A key question, however, is whether the brand’s
personality should match the consumer’s actual self or the consumer’s ideal self. On the basis of two empirical
studies of 167 brands (evaluated by 1329 and 980 consumers), the authors show that the implications of selfcongruence
for consumers’ emotional brand attachment are complex and differ by consumers’ product involvement,
consumers’ individual difference variables, and the type of self-congruence (fit of the brand’s personality with the
consumer’s actual self versus with the consumer’s ideal self). On a general level, actual self-congruence has the
greatest impact on emotional brand attachment. Product involvement, self-esteem, and public self-consciousness
increase the positive impact of actual self-congruence but decrease the impact of ideal self-congruence on
emotional brand attachment.
The self-concept is defined as the cognitive and affective understanding of who and what we are and can take
two forms: the “actual self” and the “ideal self.” The actual self is based on the perceived reality of oneself (i.e., who
and what I think I am now), whereas the ideal self is shaped by imagination of ideals and goals related to what a person
believes that he or she would like to be or aspire to become (Lazzari, Fioravanti, and Gough 1978; Wylie 1979).
Actual self-congruence reflects the consumer’s perception of the fit between the actual self and the brand’s personality,
whereas ideal self-congruence is the perceived fit of the brand personality with the consumer’s ideal self (Aaker 1999). An
actually self-congruent brand reflects who the consumer actually is (“this brand’s personality is like who I really am”), whereas
an ideally self-congruent brand reflects who the consumer would like to be (“this brand’s personality is like who I would like to
be”).
The dependent variable in our framework is “emotional brand attachment.” In psychology, attachment is an emotion laden
bond between a person and a specific object (Bowlby 1979). In a marketing context, people can also build and
maintain emotionally charged relationships with brands (Belk 1988; Fournier 1998). Thus, emotional brand attachmentreflects the bond that connects a consumer with a specific brand and involves feelings toward the brand. These feelings
include affection, passion, and connection (Thomson, Mac - Innis, and Park 2005), which represent “hot” affect from the
brand’s linkage to the self (Mikulincer and Shaver 2007).
Product involvement has important implications for consumer information processing and has been shown to be
an important contingency variable for the success of various marketing strategies and activities (e.g., MacInnis and
Park 1991; Petty and Cacioppo 1986). According to Celsi and Olson (1988, p. 211), “a consumer’s level of involvement
with an object, situation, or action is determined by the degree to which s/he perceives that concept to be personally
relevant” (see also Zaichkowsky 1985). Similarly, Park and Young (1986, p. 11) state that “most researchers
agree that the level of involvement can be understood by the degree of personal relevance or importance.” In addition,
Richins and Bloch (1986) define involvement in terms of the consumer’s degree of interest or arousal for a given
product. On the basis of these previous studies, we define product involvement as the personal relevance of the product,
which is determined by the extent to which the product is interesting and important to the consumer.
When personally relevant knowledge is activated in memory, a motivational state is created that energizes or drives
consumers’ cognitive behavior (e.g., attention, comprehension, information search; Celsi and Olson 1988) or affective
responses (e.g., emotions; Park and Young 1986).
Self-esteem refers to a person’s overall evaluation of his or her worthiness as a human being (Rosenberg 1979).
Traditionally, self-esteem has been conceptualized as a unidimensional construct that represents an “overall positivenegative
attitude toward the self” (Tafarodi and Swann 1995, p. 322). People with high self-esteem like, value, and
accept themselves, imperfections and all. Low self-esteem represents an unfavorable definition of the self. However,
each of us is strongly driven to feel good about ourself, and we try to maintain and enhance our self-esteem (for a
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review, see Wylie 1979). In the current context, one way to do so is to consume brands that are congruent with either
our actual or ideal self-view (Sirgy 1982).
The primary focus of our research was to develop a better understanding of when marketers should emphasize a brand
personality related to aspirations (i.e., tailored to the consumers’ ideal self) or the real (actual) consumer self to
increase emotional brand attachment. Our findings support the view that self-congruence can increase emotional brand
attachment; however, both the type of self-congruence and the context/consumer characteristics must be considered.
Our results indicate that product involvement is an important moderator of the relationship between self-congruence
and emotional brand attachment. When involvement is high, the brand is more personally relevant, and
the consumer will elaborate on the connections between the brand and his or her actual self. If these comparisons are
congruent, the consumer’s actual self is verified, and the
The second moderating variable was self-esteem. Our results are consistent with the notion that consumers with high self-
esteem are attracted to a brand that is congruent with their actual self because of a self-verification process, which helps
consumers feel good about themselves and builds stronger brand connections. Consumers with low self-esteem, however,
would find brands related to the ideal self more attractive because these brands represent an opportunity to make them feel
better about themselves by association (i.e., self-enhancement). In contrast, brands congruent with the actual self are
perceived negatively when consumers do not feel good about their current selves. Again, these findings add to the knowledge
on reasons that actual and ideal self-congruence work in different situations.
Public self-consciousness is the final moderating variable. Our results indicate that when public self-consciousness is
high, actual self-congruence produces stronger emotional brand attachment. Again, this finding illustrates the importance
of the authentic self-expression motive in relation to brand personality. When public self-consciousness is high, consumers
form attachments with brands that allow them to express who they really are. In contrast, ideally self-congruent brands lead
to a stronger emotional brand attachment only with consumers who have a low level of public self-consciousness.
An academic implication of this finding is that in addition to the congruence between the brand and self, the social context
plays a key role in the development of emotional attachment to a brand as well
Our findings indicate that there are four important issues for managers to consider when trying to increase consumers’
emotional brand attachment: (1) incorporating consumers’ selves into branding considerations, (2) focusing on authentic
branding, (3) reconsidering aspirational branding, and (4) individualizing their branding efforts.
Our studies show that to emotionally connect consumers to their brands, marketing managers should adopt a
customer-oriented perspective in defining brand personality that takes the selves of their targeted customers into
consideration.
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12_4_p05
IMPACT OF VIRTUAL BRAND EXPERIENCE ON PURCHASE INTENTIONS:
THE ROLE OF MULTICHANNEL CONGRUENCE
The results suggest that a person's self-identity, and
information consistent with that identity, may influence their attitudes and behavior across multiple marketingchannels. Virtual world brand experiences may be perceived as more meaningful and memorable when the
consumer is able to identify with other users of the brand in the virtual world, and the brand's image in the virtual
environment is consistent with the consumer's self-concept.
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627203
Brand personality and self-image are two
research tracks which increased our knowledge
of the relationships between consumers and
brands (Vernette, 2003). Sirgy (1982) explains
that the concept of self-image is used as acognitive referent in the evaluation of symbolic
elements. The consumer seeks certain
congruence between the features of a brand’s
image and the way his personality is presented
(Belk, 1988; Sirgy, 1982). In other words, the
consumer would express his self-image by
choosing brands the personality of which
appears to him close to his own personality
(Vernette, 2008).
As a matter of fact, brands have an impact on the
consumer’s behavior, for the consumercompares his image to that of the brand,
whether implicitly or explicitly. He often sets
some imaginary relationships with it. He can
situate himself in relation to a given brand
through congruence, or lack of it , between his
own personality and that which he attributes to
a given brand (Plummer, 1985; Biel, 1993).
From a managerial perspective, congruence
between brand personality and self-image is an
important concept which companies should take
into account in order to develop and bettermanage their brand.
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im_en_2009_4_Khare
Role of individual self-concept and brand personality congruence in
determining brand choice
RESULTS:The greater the congruence between
brand personality and the consumer's ideal/actual
self-image is, the higher the acceptability of the
brand will be. It may be
because the consumer is able to reduce the
discrepancies that exist between his/her actual and
ideal self-image by the purchase of the brand and it
enhances his/her self-esteem
The evaluation and purchase of brands by
consumers is based upon its having congruence with
the self-construct of the consumers. The higher thedegree of congruence a brand has with the
consumers’ personality and how he/she perceives
himself/herself, the higher is the likelihood that the
brand will get acceptance with the consumer. In the
case of youths, the primary motive is to appear
smart, modern and be a part of the global youth
community. Therefore, the brands that personify
youthfulness, debonair-looking, enthusiastic, chic
and classy would have greater acceptability.
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The Ideal Self at Play in videogames (Przybylski et al., 2012)
Regressional analyses supported study 1’s results in that higher self-convergence scores led to greater intrinsic motivation.
Post-play affect was also supported in that self-convergence scores led to greater positive affect and lesser negative affect.
They followed-up with another analysis by controlling for the mean level of the self-convergence score and found that the link
for negative affect remained significant, but positive affect was not significant.
As for immersion’s role as moderator between game-ideal self-convergence and intrinsic motivation, having a highly immersive
experience improved intrinsic motivation among individuals with high game-ideal self-convergence scores. In contrast, a poorly
immersive experience lowered intrinsic motivation for the same group. Among individuals with higher actual-ideal and game-
ideal self-discrepancy scores, a poorly immersive experience lowered intrinsic motivation.
The authors’ hypothesis that videogames allow players to experience their ideal self within its virtual worlds was supported in
both the laboratory and online survey settings. This benefit of ideal and gaming self congruence in videogames is expressed by
higher intrinsic motivation and positive feelings. The relationship is stronger among individuals who felt a wide discrepancy
between their actual (i.e. real life) self and their ideal self making videogames attractive as a welcoming social space because it
allowed them to achieve greater congruence of self than the outside world.
The authors noted this as well and wondered whether such attraction can be construed as compensatory or constructive and
what long-term effects are entailed.
The study investigated a specific aspect of the self that is through the Big Five personality dimensions. However, other aspects
of identity are not explored yet. Rereading the introduction section, videogames was proposed to help expand and promote the
development of one’s self because of its mutable context and the ease to adopt identit ies, idealize identities. I must question
this proposition in light one’s development of their ethnic and sexual identities.
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Consumer Perceptions & Video Game Sales- A Meeting of the Minds
Consumer Perceptions & Video Game Sales: A
Meeting of the Minds
The most important finding to this paper is that indeed, quality is still a major driver ofvideo game sales. The results suggest that consumers still try to spend their money rationally
by purchasing the titles that critics consider qualitatively superior. However, it is important to
note that this does not necessarily mean that people read reviews. While there is certainly a
chance that many consumers do, it is also possible that people buy games based on positive
word of mouth from people they know or some other source. In either case, the effect that
quality has on a video game’s eventual sales is a dramatic one, which suggests that for
developers, the key to a commercial success is not to invest in a popular license or developing a
middling game in a popular genre – it is to make the best product possible.
One of the more surprising outcomes from the regression was that the platform on which a
game is released does not appear to have a significant effect on sales. Theory suggested that
the opposite would be true since putting a game on a popular system should increase sales, yet
the results indicate that platform cannot drive sales on its own. This could change in the futureif video game systems begin to differentiate themselves, but this is not yet the case.
The lack of significance for genre suggests that merely developing a game in a popular genre
is not enough to generate sales. While it is true that some releases in the first person shooter
genre, for example, have enjoyed massive success, there is no guarantee that making a certain
type of game will generate consumer interest. A glance at the titles that have been most
successful in this genre reveals that the highest sales coincide with the highest aggregate
review score, reemphasizing the importance of product quality in selling games. This does not
necessarily mean that genre is a complete non-factor, however. As Guitar Hero demonstrated,
releasing a high-quality game in the right genre can generate massive success for the producer.
Despite the increased emphasis on license-based games and sequels over the past few
years, these results were also insignificant. A possible explanation is that license-based games
do not sell huge numbers, but these games are cheap enough to produce that the number of
units sold is adequate for the producer to secure a profit. As for sequels, companies may focus
on sequels simply because there is a lower risk involved and a better chance of at least breaking
even – not because they expect every sequel to be met with massive sales.
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p1-vorderer
EXPLAINING THE ENJOYMENT OF PLAYING VIDEO GAMES: THE
ROLE OF COMPETITION
This article has elaborated the importance of competitive elements as determinant of
enjoyment in playing computer games and factors that foster the selection ofcomputer-games as offers of social competition. On a basic level, competitive
elements can be incorporated by such games because of their interactivity, which
allows for active engagement of the user in the playing process and for immediate
feedback on user’s actions. On a broader level, the user’s feeling to play against an
opponent likely evokes a social-competitive situation that should be especially capable
to engage and to involve the user. Therefore, it appears reasonable to regard
competition as a major factor in the explanation of video game enjoyment and of the
preference for such games.
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vgu&g
Video Game Uses and Gratifications as Predictors of Use and Game Preference
While there is evidence for use of games to equilibrate emotions, the most
prominent of the motivations for game use are more social in nature. Responses in
the focus groups did not focus as much on gratifications derived from feelings ason relationships, resulting in only two emotional gratifications. In the survey
data, diversion is the third most popular reason for using video games, while
arousal ranks a very close fourth. Importantly, the two emotional gratifications
are consistent predictors of game play time across age groups. While they are not
the highest ranked gratifications overall, they are important predictors of amount
of play.
Results show that the game experience focuses on personal and social
gratifications. Players enjoy the challenge of “beating the game”, but also of
beating friends. For many, it is not enough to win the game; one’s exploits must
be known amongst one’s friends. Like other contests, such as sports, game
players can establish a place on a peer pecking order by being the best at a game.
Focus group data suggests that competition is most acute among sports andfighter genres—games in which players compete through both agility and
knowledge of the game. Unlike real world sports and fighting, the video game
world does not discriminate by physical height and strength, offering a more level
playing field than is found in the real world. Like the real world, games are used as
a source of social interaction, particularly for males. In fact, social interaction and
diversion gratifications were the strongest predictors of time spent playing video
games in the oldest three cohorts. Therefore, the diversion from life that video
games provide is not necessarily diversion from other people (c.f., Williams in this
volume). Instead, gaming appears to be a type of diversion that involves other
people in social interaction . This finding contradicts the idea of the solitary
player isolated from social contact. In fact, frequent game play appears to be
highly social with focus group participants describing the experience as being verysimilar to a group of guys shooting baskets at the park. The ritual is the same; the
location has changed.
Unlike findings from previous studies of television and film gratifications,
video game players did not mention using video games for learning (see Lieberman;
Ritterfeld & Weber in this volume). This is important for understanding the
mechanisms by which video games may effect users. Bandura (1994) argues that
social learning resulting from media messages occurs when users choose a role
model from a media portrayal and mode l the model’s behavior. Consistent with
this theory, in most television uses and gratifications studies respondents
that the major reason for using television is to learn about the world and about
they should act. Television viewers seek role models from television characters
and personalities, modeling their behaviors in real life. Given the purposeful use oftelevision for learning, social cognitive theory (Bandura, 1994) provides a logical
explanation of the effects of television. In fact, the storytelling nature of television
is consistent with centuries old socialization mechanism of folklore (Levi-Strauss,
1995). However, the data in these studies suggest that video game players may
not be learning by imitating video game role models as has been hypothesized by
video game researchers (e.g., Calvert & Tan, 1994; Irwin & Gross, 1995).
Bandura (1994) argues that during the attentional process stage, people “…
determine what is selectively observed in the profusion of modeling influences and
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what information is extracted form ongoing modeled events.” (p. 67-68) Thus,
selection of role models is an active and purposeful behavior enacted via each
individual’s self -reflective capacity (see Bandura, 1994, p. 64-66). If video game
players were acquiring behavior via a social learning mechanism, they would be
aware of and self-reflective upon their choices. However, video game users do not
report using games to learn how to behave in the same manner as television and
film viewers do. While there may be incidental social learning of behavior, it ismore likely that video game effects will result from another mechanism such as
arousal transfer, priming, or possibly desensitization.