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Entertainment value E StvETa people partipate in online communities to be entertained, to play, or to Reward value gel, 1996, Dholakia, Bagozzi, and Pearo, 2004,

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Entertainment value E StvETa people partipate in online communities to be entertained, to play, or to Reward value gel, 1996, Dholakia, Bagozzi, and Pearo, 2004, Ridings and themoment value can be derived from fun and relaxation trough playing games or interacting with others (Dholakia, Bagozzi, and Pearo 2004). Many people get fun through encountering and solving online challenges or contests (Mckenna and Bargh 1999). In addition, specific and challenging goals may provide an online community entertainment value (Beenen et al. 2004). Providing entertainment within a company-initiated online brand community is therefore expected to affect the perceived value of the online brand community. Providing sufficient entertainment value with an online brand community of a food brand of Foodprints, including photos, videos, contests or games, might attract members. 5a. Provide a thorough evaluation of Jesse's arguments. 5b. Provide a better explanation of why we would expect this relationship to exist. 6a. Try to come up with a variable that moderates the relationship between one of the independent variables and 'member's satisfaction'. 6b. Provide an explanation of why and how you would expect that this variable affects the relationship between the independent variable of your choice and 'member's satisfaction. 6c. Provide the relevant hypothesis

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