Does gamified interaction build a strong consumer-brand connection? A study of mobile applications
In recent times gamification has increasingly been used by brands through smartphones to interact effectively with their consumers. The core assumption for creating gamified environment is that it will develop engagement with the consumer and motivate them to use their product or services. Howev...
Guardado en:
Autores principales: | , , |
---|---|
Formato: | article |
Lenguaje: | EN |
Publicado: |
Australasian Association for Information Systems
2021
|
Materias: | |
Acceso en línea: | https://doaj.org/article/bcd57b2eb7af4494a50cd4151bf04499 |
Etiquetas: |
Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
|
id |
oai:doaj.org-article:bcd57b2eb7af4494a50cd4151bf04499 |
---|---|
record_format |
dspace |
spelling |
oai:doaj.org-article:bcd57b2eb7af4494a50cd4151bf044992021-11-19T04:35:31ZDoes gamified interaction build a strong consumer-brand connection? A study of mobile applications10.3127/ajis.v25i0.31051449-8618https://doaj.org/article/bcd57b2eb7af4494a50cd4151bf044992021-11-01T00:00:00Zhttps://journal.acs.org.au/index.php/ajis/article/view/3105https://doaj.org/toc/1449-8618 In recent times gamification has increasingly been used by brands through smartphones to interact effectively with their consumers. The core assumption for creating gamified environment is that it will develop engagement with the consumer and motivate them to use their product or services. However, beyond this assumption, there is dearth empirical evidence regarding how much effective these gamified features are in engaging consumers. Therefore, this research analyses the relationship between flow, brand engagement, self-brand connection and brand usage intent among consumers (N = 360) of two gamified mobile applications. The findings show that the multidimensional construct flow formed by five dimensions i.e. challenge, feedback, autonomy, immersion, and interaction positively associates with cognitive brand engagement and emotional brand engagement. Additionally, both these forms of brand engagement further strengthen consumers’ brand connection and motivate them for further use. These results imply that gamified environment can augment consumer engagement with brand and further increase usage intention. Therefore, gamification can be an effective technique in brand management and brand managers can use it to strengthen relationship with consumers and increasing possibility of using their brands. Deepak SangroyaRambalak YadavYatish JoshiAustralasian Association for Information SystemsarticleGamificationSmartphone applicationsFlowConsumer brand engagementBrand usage intentSelf-Brand conncectionInformation technologyT58.5-58.64Electronic computers. Computer scienceQA75.5-76.95ENAustralasian Journal of Information Systems, Vol 25 (2021) |
institution |
DOAJ |
collection |
DOAJ |
language |
EN |
topic |
Gamification Smartphone applications Flow Consumer brand engagement Brand usage intent Self-Brand conncection Information technology T58.5-58.64 Electronic computers. Computer science QA75.5-76.95 |
spellingShingle |
Gamification Smartphone applications Flow Consumer brand engagement Brand usage intent Self-Brand conncection Information technology T58.5-58.64 Electronic computers. Computer science QA75.5-76.95 Deepak Sangroya Rambalak Yadav Yatish Joshi Does gamified interaction build a strong consumer-brand connection? A study of mobile applications |
description |
In recent times gamification has increasingly been used by brands through smartphones to interact
effectively with their consumers. The core assumption for creating gamified environment is that it
will develop engagement with the consumer and motivate them to use their product or services.
However, beyond this assumption, there is dearth empirical evidence regarding how much effective
these gamified features are in engaging consumers. Therefore, this research analyses the relationship
between flow, brand engagement, self-brand connection and brand usage intent among consumers (N = 360)
of two gamified mobile applications. The findings show that the multidimensional construct flow formed
by five dimensions i.e. challenge, feedback, autonomy, immersion, and interaction positively associates
with cognitive brand engagement and emotional brand engagement. Additionally, both these forms of
brand engagement further strengthen consumers’ brand connection and motivate them for further use.
These results imply that gamified environment can augment consumer engagement with brand and
further increase usage intention. Therefore, gamification can be an effective technique in
brand management and brand managers can use it to strengthen relationship with consumers and increasing
possibility of using their brands.
|
format |
article |
author |
Deepak Sangroya Rambalak Yadav Yatish Joshi |
author_facet |
Deepak Sangroya Rambalak Yadav Yatish Joshi |
author_sort |
Deepak Sangroya |
title |
Does gamified interaction build a strong consumer-brand connection? A study of mobile applications |
title_short |
Does gamified interaction build a strong consumer-brand connection? A study of mobile applications |
title_full |
Does gamified interaction build a strong consumer-brand connection? A study of mobile applications |
title_fullStr |
Does gamified interaction build a strong consumer-brand connection? A study of mobile applications |
title_full_unstemmed |
Does gamified interaction build a strong consumer-brand connection? A study of mobile applications |
title_sort |
does gamified interaction build a strong consumer-brand connection? a study of mobile applications |
publisher |
Australasian Association for Information Systems |
publishDate |
2021 |
url |
https://doaj.org/article/bcd57b2eb7af4494a50cd4151bf04499 |
work_keys_str_mv |
AT deepaksangroya doesgamifiedinteractionbuildastrongconsumerbrandconnectionastudyofmobileapplications AT rambalakyadav doesgamifiedinteractionbuildastrongconsumerbrandconnectionastudyofmobileapplications AT yatishjoshi doesgamifiedinteractionbuildastrongconsumerbrandconnectionastudyofmobileapplications |
_version_ |
1718420398949793792 |