“…For example, even though Eli and Wayne just met, they shared their experiences about the Bloodbath of B-R5RB effortlessly and continued to hang out throughout the convention. Management scholars Marzocchi, Morandin, and Bergami (2013) suggest that inter-consumer attachments accrue brand loyalties that benefit companies in areas such as customer retention, tolerance for product failings, successful brand extension, and word-of-mouth promotion. By sharing war stories and extolling the virtues of the sandbox, players circulate ideas and affects about mass causality which are intensified through their web of relationships with the EVE brand, its development company, products, and other customers.…”