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

dc.contributor.authorNannan Xi
dc.contributor.authorJuho Hamari
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-id45303126
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/45303126
dc.date.accessioned2022-10-28T13:08:17Z
dc.date.available2022-10-28T13:08:17Z
dc.description.abstractGamification 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.<br />
dc.format.pagerange449
dc.format.pagerange460
dc.identifier.jour-issn0148-2963
dc.identifier.olddbid179962
dc.identifier.oldhandle10024/163056
dc.identifier.urihttps://www.utupub.fi/handle/11111/37869
dc.identifier.urnURN:NBN:fi-fe2021042821375
dc.language.isoen
dc.okm.affiliatedauthorXi, Nannan
dc.okm.affiliatedauthorHamari, Juho
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline512 Business and managementen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline512 Liiketaloustiedefi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherElsevier Inc.
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.doi10.1016/j.jbusres.2019.11.058
dc.relation.ispartofjournalJournal of Business Research
dc.relation.volume109
dc.source.identifierhttps://www.utupub.fi/handle/10024/163056
dc.titleDoes gamification affect brand engagement and equity? A study in online brand communities
dc.year.issued2020

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