A1 Vertaisarvioitu alkuperäisartikkeli tieteellisessä lehdessä
Does gamification affect brand engagement and equity? A study in online brand communities
Tekijät: Nannan Xi, Juho Hamari
Kustantaja: Elsevier Inc.
Julkaisuvuosi: 2020
Journal: Journal of Business Research
Tietokannassa oleva lehden nimi: Journal of Business Research
Vuosikerta: 109
Aloitussivu: 449
Lopetussivu: 460
ISSN: 0148-2963
DOI: https://doi.org/10.1016/j.jbusres.2019.11.058
Rinnakkaistallenteen osoite: https://research.utu.fi/converis/portal/detail/Publication/45303126
Tiivistelmä
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.
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.
Ladattava julkaisu This is an electronic reprint of the original article. |