“…Previous research emphasized the integration of gamification-based activities in various areas, such as gamification-based activities in the medical-care sector (Tuah et al, 2021), organization and well-being of employees (Hammedi et al, 2021), education domain (Mathew and Pillai, 2022;Sethi et al, 2021), retailing (Lau and Ki, 2021), tourism (Jang and Hsieh, 2021) and, banking (Nasirzadeh and Fathian, 2020). Existing studies provided evidence of a positive association of AR/VRbased gamification with brand loyalty (Hsu and Chen, 2018), brand attitude , brand awareness (Abou-Shouk, and Soliman,2021), brand engagement (Xi andHamari, 2020), brand involvement (Nobre andFerreira, 2017), brand love (Hsu and Chen, 2018a) and buying impulse (Zhang et al, 2020;Chawaa, 2020).…”