Does gamification affect brand engagement and equity? A study in online brand communities

被引:182
|
作者
Xi, Nannan [1 ,2 ]
Hamari, Juho [1 ]
机构
[1] Tampere Univ, Gamificat Grp, Fac Informat Technol & Commun Sci, Tampere 33014, Finland
[2] Univ Turku, Fac Humanities, Gamificat Grp, Pori 28100, Finland
基金
芬兰科学院;
关键词
Gamification; Engagement; Community; Brand; Social commerce; Marketing; SELF-DETERMINATION THEORY; CUSTOMER ENGAGEMENT; SCALE DEVELOPMENT; INFORMATION-SYSTEMS; GAMES; EXPERIENCE; MOTIVATION; IMPACT; INDICATORS; BENEFITS;
D O I
10.1016/j.jbusres.2019.11.058
中图分类号
F [经济];
学科分类号
02 ;
摘要
Gamification has become a popular technique in marketing. Many companies believe that gamification can potentially increase the engagement, awareness and loyalty of consumers with respect to the brand. However, there is current dearth of empirical evidence supporting these beliefs beyond the pervasive hype. In this study we investigated the relationships between gamification, brand engagement and brand equity among consumers (N = 824) of two online gamified brand communities. The results showed that achievement and social interaction -related gamification features were positively associated with all three forms of brand engagement (emotional, cognitive and social). Immersion -related gamification features were only positively associated with social brand engagement. Additionally, brand engagement was further positively associated with brand equity. The results imply that gamification can positively affect brand engagement and further increase brand equity, and that gamification appears to be an effective technique for brand management.
引用
收藏
页码:449 / 460
页数:12
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