2020
DOI: 10.1002/pa.2263
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The impact of gamification on consumer loyalty, electronic word‐of mouth sharing and purchase behavior

Abstract: Firms often strive to acquire and increase the number of patronizes. Gamification ‐ a modern marketing and promotional tool is known activate positive emotions. Nevertheless, existing research has rarely examined how gamification shapes consumer loyalty and other tangible outcomes. The present research aims are twofold. First, this study examine how gamification affects consumer loyalty. Second, this study investigates how consumer loyalty resulting from gamified interactions manifest purchase and eWOM sharing… Show more

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Cited by 33 publications
(27 citation statements)
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“…This finding may show that consumers have clearly defined objectives when they go shopping, with a clear union of awareness and action, which are two of the dimensions of the flow theory. Thus, our results are not in line with those indicated by Insley and Nunan (2014) and Al-Zyoud (2021). On the contrary, 7 interviewees answered that their psychological state influences their online purchases.…”
Section: Subtheme 2: Affective Aspects Of Online Shoppingcontrasting
confidence: 99%
“…This finding may show that consumers have clearly defined objectives when they go shopping, with a clear union of awareness and action, which are two of the dimensions of the flow theory. Thus, our results are not in line with those indicated by Insley and Nunan (2014) and Al-Zyoud (2021). On the contrary, 7 interviewees answered that their psychological state influences their online purchases.…”
Section: Subtheme 2: Affective Aspects Of Online Shoppingcontrasting
confidence: 99%
“…One popular way for brands to provide consumers with entertainment, fun and pleasure in social media is gamification, sometimes referred to as advergaming or advertainment [ 60 , 61 ]. Gaming features generate high levels of active engagement and increase the willingness of consumers to interact [ 60 , 62 ], this leading to a more powerful identification with the brand [ 63 ] and contributing to users’ immersion and community experience [ 55 ].…”
Section: Discussionmentioning
confidence: 99%
“…For example, gamification in the tourism context might have the intention to increase brand awareness and customer loyalty to the destination [31]. Likewise, gamification for e-commerce applications could be adopted to affect customer's purchase and electronic word-of-mouth (eWOM) sharing behavior [32].…”
Section: A the Intention To Adopt Gamificationmentioning
confidence: 99%