Study 2 Super Bowl Halftime Show Objective: Extend experimental findings to real consumer experiences during the 2019 Super Bowl halftime show. Methodology: Randomly assigned participants to three conditions: 1. Content Generation: Participants created content during the show (e.g., text messages, social media posts). 2. No Content: Participants did not create any content during the show. 3. Irrelevant Content: Participants created content unrelated to the halftime show to control for technology use and writing. Rationale for Irrelevant Content Condition: This condition helps isolate the effect of generating content about the experience by comparing it to a situation where technology is used separately from the ongoing experience. Hypothesis: Content generation during the show is expected to have different effects compared to not generating content or generating irrelevant content. Participants: Recruited 1,212 MTurk participants 46.8% female Mean age: 37.41 years All planned to watch the 2019 Super Bowl and halftime show Two-Part Study: Part 1 (Saturday before Super Bowl): Provided instructions for an activity during the event. Part 2 (Super Bowl Sunday): Conducted immediately after the halftime show. Experimental Conditions: Participants randomly assigned to one of three conditions: Content Generation No Content Generation Unrelated Technology Use No Content group given a task during the first quarter to avoid selection bias. Methodology Agreement to Participate: 1,109 participants agreed to complete the task (out of 1,212), with no variation by condition. Control Variables: Participants provided information about: Super Bowl plans (location and company) Pre-existing attitudes toward halftime show headliner (Maroon 5) Team preference Reminder for Content Generation: Participants assigned to the content generation activity received a reminder six hours before the game. Part 2 Availability: Part 2 available immediately after the halftime show until the end of the game. First 200 participants received a bonus for prompt completion. Completion Rate: 731 participants (51.8% female) completed Part 2, with no variation by condition. Methodology Manipulation Checks Content Creation: Content Generation and Unrelated Technology Use conditions created significantly more content during the halftime show than the No Content condition. Relevance of Content: Content Generation participants created content more directly related to the halftime show compared to other conditions. Methodology Control Variables Super Bowl Plans: Location and company where participants watched the Super Bowl. Control variables to account for differences in experiences. Attitudes Toward Halftime Show Headliner (Maroon 5): Participants' pre-existing attitudes towards the band as a control variable. Team Preference: Participants indicated if they were rooting for a particular team. Alcohol Consumption: Participants reported how many alcoholic beverages they consumed during the Super Bowl. Methodology Manipulation Checks: Participants in Content Generation (M = 4.98, SD = 7.05) and Unrelated Technology Use (M = 3.96, SD = 5.41) conditions created significantly more content during the halftime show than those in the No Content condition (M = 1.55, SD = 6.04). Content Generation participants reported a higher percentage of content directly related to the show (M = 82.40%) compared to No Content (M = 29.26%) and Unrelated Technology Use (M = 15.61%) conditions. Unrelated Technology Use participants created significantly less relevant content during the halftime show compared to No Content participants. Effects of Content Generation Contrasts: Content Generation vs. No Content and Unrelated Technology Use (C1) No Content vs. Unrelated Technology Use (C2) Immersion: Content Generation participants felt more immersed (M = 63.15) than those in other conditions (M = 56.48). No significant difference between No Content (M = 57.55) and Unrelated Technology Use (M = 55.47) conditions. Time Perception: Content Generation participants perceived time passing more quickly (M = 66.75) than others (M = 62.59). No significant difference between No Content (M = 61.92) and Unrelated Technology Use (M = 63.21) conditions. Enjoyment: Content Generation participants enjoyed the halftime show more (M = 60.53) than those in other conditions (M = 55.50). No significant difference between No Content (M = 55.13) and Unrelated Technology Use (M = 55.85) conditions. Mediation: Immersion significantly mediated the effect of generating content on enjoyment, both directly and indirectly through time perception in a serial mediation. Beneficial Effects of Content Generation: Study 2 reinforces the positive impact of content generation in a real-world consumer experience. Participants who naturally generated content (e.g., text messages, social media posts) during the Super Bowl halftime show reported: Increased immersion. Perception of time passing more quickly. Higher enjoyment of the show. Differentiating Content Generation: Only generating content related to the experience resulted in these positive effects. Unrelated technology use during the same experience did not provide the same benefits. Suggests that recommendations to put down phones during experiences may overlook the advantages of using devices for related content creation. Consumer Choice: In real-world settings, consumers have the freedom to choose whether to generate content during experiences. Subsequent studies explore how this choice impacts their experiences. Understanding Consumer Behavior: Recognizing the impact of content generation on consumer experiences. Encouraging consumers to engage in content creation that enhances their immersion and enjoyment. Media and Technology Usage: Highlighting the importance of context-specific technology use. Encouraging responsible technology use that enhances, rather than detracts from, real-time experiences. Future Research: Continuing to explore consumer choices regarding content generation during various experiences. Investigating how different forms of content (e.g., photos, videos, live updates) affect immersion and enjoyment.