“…Research is needed to improve understanding of how gaming technology, such as serious games, can be used by marketers to encourage socially responsible behaviors. Currently, the majority of marketing research on games focuses on their use for entertainment (Okazaki, 2008) or commercial purposes such as in-game advertising (Badrinarayanan, Sierra, & Taute, 2014;Kuo & Rice, 2015;Sparks & Chung, 2016). More recently, there is emerging interest in games, and in particular serious games, from a social marketing perspective (Mulcahy, Russell-Bennett, & Rundle-Thiele, 2015;Russell-Bennett, Leo, Rundle-Thiele, & Drennan, 2016), which is a subdiscipline of marketing that seeks to encourage positive social and health behaviors.…”