2021
DOI: 10.3127/ajis.v25i0.3105
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Does gamified interaction build a strong consumer-brand connection? A study of mobile applications

Abstract: In recent times gamification has increasingly been used by brands through smartphones to interact effectively with their consumers. The core assumption for creating gamified environment is that it will develop engagement with the consumer and motivate them to use their product or services. However, beyond this assumption, there is dearth empirical evidence regarding how much effective these gamified features are in engaging consumers. Therefore, this research analyses the relationship between flow, brand engag… Show more

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Cited by 9 publications
(3 citation statements)
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“…Por ende, la sociedad asiste a una gamificación de la publicidad (Papagiannis, 2020), definida como la aplicación de un patrón de juego a una acción que de por sí no lo es, con el propósito de impactar favorablemente en la audiencia (Wang et al, 2022). Se ha comprobado que este proceso está especialmente presente en el metaverso, a través de la presentación de productos comerciales como recompensas y de la posibilidad de personalizar escenarios y avatares con diseños de marcas afianzadas en el mundo real (Sangroya et al, 2021).…”
Section: Discussionunclassified
“…Por ende, la sociedad asiste a una gamificación de la publicidad (Papagiannis, 2020), definida como la aplicación de un patrón de juego a una acción que de por sí no lo es, con el propósito de impactar favorablemente en la audiencia (Wang et al, 2022). Se ha comprobado que este proceso está especialmente presente en el metaverso, a través de la presentación de productos comerciales como recompensas y de la posibilidad de personalizar escenarios y avatares con diseños de marcas afianzadas en el mundo real (Sangroya et al, 2021).…”
Section: Discussionunclassified
“…Gamified interactions can positively influence intent, performance, and behavior. Specifically, in business management, gamified interactions mediate the relationship between cognitive and emotional brand engagement and brand usage intent [30]. In education, gamified interactions can enhance users' learning performance through social presence and perceived social support [31].…”
Section: Gamified Interactionsmentioning
confidence: 99%
“…Generally, gamification is defined as "the application of game designs in nongame activities to engage individuals" (Wang et al, 2022). Gamification of marketing activities includes content development, award of digital badges, avatar development, coupon giving etc., to enhance the customer's pleasure and engagement on the virtual platform (Sangroya et al, 2021).…”
Section: Gamification Marketing Activitiesmentioning
confidence: 99%