Examining the impact of gamification on intention of engagement and brand attitude in the marketing context
By Yang Yang, Yousra Asaad, Yogesh Kumar Dwivedi. Computers in Human Behavior, 2017
409 citations recorded by the source corpus.
The development of multiple applications with features of games has brought about a new trend gamification. Gamification has become a fast-emerging practice in the business world, with a growing number of organizations adopting gaming techniques and game-style rewards in order to increase customer engagement. Despite this growing trend and the potential role played by gamification, the marketing literature lacks models that explain the use of gamification in the marketing context, customers' perceptions of gamification and its effects on their attitudes towards the brand. This study addresses this omission by adopting the TAM framework in a gamification context. Similar to TAM, gamification finds its roots in the technology and information systems literature. Drawing on TAM, this study presents a model that examines the effects of gamification on customers' intention to engage in the gamification process and their attitudes toward the brand. Using a quantitative methodology, the results provide empirical support for perceived usefulness and perceived enjoyment as predictors to intention of engagement and brand attitude. However, perceived ease of use was surprisingly found not to be significantly related to people's intention of engagement with the gamification process and their brand attitude. In addition, perceived social influence was found not to be related to people's intention of engagement, but was related to their brand attitude. The findings of this research have theory and practical implications. Perceived usefulness positively influences intention to engage with the game.Perceived usefulness positively influences attitude towards the gamified brand.Perceived enjoyment is the strongest predictor to intention of engagement.Perceived enjoyment is a strong predictor to brand attitude.Perceived social influence positively influences consumers' brand attitude.
Subfields: Developmental and Educational Psychology, Information Systems and Management, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/96d28cff7e726a63def989a5b2d5a1146c7e59b9
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In Developmental and Educational Psychology
- Nannan Xi
- Juho Hamari
- Yogesh Kumar Dwivedi
- Raffaele Filieri
- Philipp A. Rauschnabel
- Jonna Koivisto
- Sebastian Deterding
In Information Systems and Management
- Nannan Xi
- Elvira R. Ismagilova
- Juho Hamari
- Yogesh Kumar Dwivedi
- D. L. Hughes
- Jamie Carlson
- Jennifer E. Rowley
- Heikki Karjaluoto
In Sociology and Political Science
- Nannan Xi
- Elvira R. Ismagilova
- Yogesh Kumar Dwivedi
- Juho Hamari
- Heikki Karjaluoto
- Jamie Carlson
- Jennifer E. Rowley
- Jari Tapani Salo
Citations in the corpus
- Does gamification affect brand engagement and equity? A study in online brand communities (2020, positive): “Firstly, some studies have only discussed gamification as the research context rather than as a variable (e.g. Hsu & Chen, 2018a, 2018b; Yang et al., 2017).”
- Setting the future of digital and social media marketing research: Perspectives and research propositions (2020, background): “Organisations can signiicantly beneit from making social media marketing an integral element of their overall business strategy (Abed et al., 2015a, Abed et al., 2015b, Abed et al., 2016; Dwivedi et al., 2015a; Felix et al., 2017; Kapoor et al., 2016; Plume et al., 2016; Rathore et al., 2016; Sharee”
- The role of consumer-consumer interaction and consumer-brand interaction in driving consumer-brand engagement and behavioral intentions (2021, neutral): “Consumers perform tasks, such as voting tasks initiated by brands on social-media platforms and tasks in social-media games, as part of the communication process in connecting with focal brands (Pacauskas et al., 2018; Yang et al., 2017).”