2023
DOI: 10.1108/jpbm-07-2022-4070
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Gamify, engage, build loyalty: exploring the benefits of gameful experience for branded sports apps

Salma Habachi,
Jorge Matute,
Ramon Palau-Saumell

Abstract: Purpose This study aims to examine the impact of the gameful experience on behavioural outcomes. Drawing from stimulus–organism–response theory, it proposes and tests a new model that investigates the relationship between the gameful experience, brand loyalty and intention to use gamified branded applications in the sports context. In addition, it explores the mediating role of customer–brand engagement (CBE) and the moderating role of self-image congruity (SIC). Design/methodology/approach A sample of 436 a… Show more

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Cited by 12 publications
(2 citation statements)
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“…Secondly, this paper joins the gamification literature that has demonstrated the positive effects of gamification on consumer responses (Hwang and Choi, 2020; Mulcahy et al , 2020; Tsou and Putra, 2023). In line with previous works (Nobre and Ferreira, 2017; Habachi et al , 2024), the results of this study help to highlight the need for the gamification content generated by brands to provide users with positive brand experiences. This study confirms the power of games to provide hedonic and informative value, in line with other studies that point towards the importance of these dimensions of the gamification experience (Mulcahy et al , 2020; Müller-Stewens et al , 2017; Zhao and Renard, 2018).…”
Section: Discussionsupporting
confidence: 89%
“…Secondly, this paper joins the gamification literature that has demonstrated the positive effects of gamification on consumer responses (Hwang and Choi, 2020; Mulcahy et al , 2020; Tsou and Putra, 2023). In line with previous works (Nobre and Ferreira, 2017; Habachi et al , 2024), the results of this study help to highlight the need for the gamification content generated by brands to provide users with positive brand experiences. This study confirms the power of games to provide hedonic and informative value, in line with other studies that point towards the importance of these dimensions of the gamification experience (Mulcahy et al , 2020; Müller-Stewens et al , 2017; Zhao and Renard, 2018).…”
Section: Discussionsupporting
confidence: 89%
“…The response is the outcome of an internal process of the organism and/or the stimulus (Habachi et al ., 2024), manifested as an approach or avoidance behavior or behavioral intention towards a product/service, brand, or shopping environment. The response includes cognition, information search, evaluation, purchase, and post-purchase behavior (Zhang and Benyoucef, 2016).…”
Section: Literature Reviewmentioning
confidence: 99%