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The “Instrumentality” Heuristic

Psychological Science 2009 20(1), 127-134
The literature overwhelmingly demonstrates that feelings of ease are good and that objects that are easy to process are much liked. We propose, and demonstrate across three experiments, that this is not the case when people are pursuing a goal. This is because people pursuing a goal (e.g., “become kinder”) usually invest efforts in whichever means (e.g., donate to a particular charity) they perceive as most instrumental for attaining their goal. Consequently, in their minds there is a correspondence between instrumentality of a means and feelings of effort. This correspondence becomes reversed in people's minds during goal pursuit, and they also come to view an object that is associated with feelings of effort rather than ease as more instrumental for goal attainment and consequently more desirable. When an object is not a means to fulfill an accessible goal, or when goals relating to the means are not accessible, subjective feelings of ease improve evaluation, as found in previous research on ease of processing.

Anthropomorphized Helpers Undermine Autonomy and Enjoyment in Computer Games

Journal of Consumer Research 2016 43(2), 282-302
AbstractAlthough digital assistants with humanlike features have become prevalent in computer games, few marketing studies have demonstrated the psychological mechanisms underlying consumers’ reactions to digital assistants and their subsequent influence on consumers’ game enjoyment. To fill this gap, the current study examined the effect of anthropomorphic representations of computerized helpers in computer games on game enjoyment. In the current research, consumers enjoyed a computer game less when they received assistance from a computerized helper imbued with humanlike features than from a helper construed as a mindless entity. We offer a novel mechanism that the presence of an anthropomorphized helper can undermine individuals’ perceived autonomy during a computer game. Across six experiments, we show that the presence of an anthropomorphized helper reduced game enjoyment across three different games. By measuring participants’ perceived autonomy (study 1) and employing moderators such as importance of autonomy (studies 2, 3, and 4), we also provide evidence that the reduced feeling of autonomy serves as the mechanism underlying the backfiring effect. Finally, we demonstrate that the effect of anthropomorphism on game enjoyment can be extended to other game-related outcomes, such as individuals’ motivation to persist in the game (studies 4 and 5).