The relationship between gamification, brand engagement and brand equity

dc.contributor.authorXi Nannan
dc.contributor.authorHamari Juho
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code2602214
dc.converis.publication-id45308793
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/45308793
dc.date.accessioned2022-10-28T13:51:17Z
dc.date.available2022-10-28T13:51:17Z
dc.description.abstractMany companies are increasingly attempting to build and manage brand communities that increasingly resemble games and game communities and believe that this gamification can increase the engagement and loyalty of consumers to the brand. However, currently, there is a dearth of empirical evidence supporting these expectations in the realm of marketing beyond the pervasive hype around gamification. Therefore, in this study, we investigate the relationship between gamification features, brand engagement and brand equity among consumers (N=824) from both of Xiaomi and Huawei online brand communities through a psychometric survey. The results indicate that achievement and social-related features are positively associated with emotional, cognitive and social brand engagement. Immersion-related features are positively associated with social brand engagement. Furthermore, all dimensions of brand engagement are further positively associated with brand equity. The results imply that there is a positive chain relationship between gamification, brand engagement and brand equity, and that, gamification appears to be an effective tool for brand management.
dc.identifier.isbn978-0-9981331-2-6
dc.identifier.jour-issn1530-1605
dc.identifier.olddbid184759
dc.identifier.oldhandle10024/167853
dc.identifier.urihttps://www.utupub.fi/handle/11111/40146
dc.identifier.urlhttp://hdl.handle.net/10125/59521
dc.identifier.urnURN:NBN:fi-fe2021042823901
dc.language.isoen
dc.okm.affiliatedauthorXi, Nannan
dc.okm.affiliatedauthorHamari, Juho
dc.okm.discipline616 Other humanitiesen_GB
dc.okm.discipline616 Muut humanistiset tieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.publisher.placeHawaii, USA
dc.relation.conferenceHawaii International Conference on System Sciences
dc.relation.doi10.24251/HICSS.2019.099
dc.relation.ispartofjournalProceedings of the Annual Hawaii International Conference on System Sciences
dc.relation.volume52
dc.source.identifierhttps://www.utupub.fi/handle/10024/167853
dc.titleThe relationship between gamification, brand engagement and brand equity
dc.title.bookProceedings of the 52nd International Conference on System Sciences
dc.year.issued2019

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