Gamification and customer brand engagement: a review and future research agendas DOI
Garima Malik, Debasis Pradhan, Bikash Kumar Rup

и другие.

Marketing Intelligence & Planning, Год журнала: 2024, Номер unknown

Опубликована: Окт. 23, 2024

Purpose Extant literature shows that gamification is an effective tool for enhancing customer brand engagement. However, there a need structured review of the on how and to what extent fosters This hybrid synthesizes extant research its impact Design/methodology/approach The study based 45 articles drawn from 33 journals Scopus database. article conducts systematic theory, context, characteristics methods employed in research, identifies contemporary themes presents future avenues. It also bibliometric analysis identify most prominent journals, authors, themes. Findings various patterns trends psychological capital it unfolds four major – engagement, e-marketing, sustainable marketing experience. Practical implications offers key insights into managerial implications. Originality/value one first endeavors conduct related conceptual framework relationships between several agendas spur scholarly process enhance

Язык: Английский

Environmental sustainability gamification: Conceptualization and scale development DOI
Chia‐Lin Hsu

Technological Forecasting and Social Change, Год журнала: 2025, Номер 212, С. 123978 - 123978

Опубликована: Янв. 6, 2025

Язык: Английский

Процитировано

0

Drivers of consumer group participation in an online shopping event: Alibaba's singles’ day DOI

Jen‐Her Wu,

Qi Li, Lifang Peng

и другие.

Information Processing & Management, Год журнала: 2025, Номер 62(3), С. 104067 - 104067

Опубликована: Янв. 8, 2025

Язык: Английский

Процитировано

0

Driving brand advocacy in higher education marketing: an integrative perspective on China students studying overseas DOI
Linjing Liu, Eugene Cheng-Xi Aw, Tat‐Huei Cham

и другие.

Asia Pacific Business Review, Год журнала: 2025, Номер unknown, С. 1 - 21

Опубликована: Янв. 21, 2025

This study proposes a model to investigate brand advocacy in the context of higher education marketing. The examines impact social media marketing, instructor behaviour, reputation, and personality on engagement subsequent advocacy. Data were collected from China sample. revealed that exert positive student engagement, which subsequently translates into moderating role value congruity altruism is verified. findings provide institution administrators with some guidelines strategize their marketing branding communication foster

Язык: Английский

Процитировано

0

Pandemic-Era Virtual Fitness Experiences: A Usability Comparison of Digital Exercise Applications among Youths (Preprint) DOI
Lili Kuo, Yung‐Sung Yeh, Hao-Yi Wu

и другие.

Опубликована: Фев. 5, 2025

BACKGROUND The COVID-19 pandemic has significantly altered lifestyles, with an increasing reliance on digital fitness applications and devices for home workouts. Among these, the Nike Training Club (NTC) app Nintendo’s Ring Fit Adventure (RFA) emerged as popular solutions young individuals seeking to maintain physical activity. OBJECTIVE This study aims compare usability of NTC RFA among users explore influence gender their evaluations. METHODS A total 93 participants aged 18–30 were randomly assigned either group (n=42) or (n=51). Over four weeks, engaged in guided workouts, assessed using System Usability Scale (SUS). Data analysis included descriptive statistics generalized linear models (GLM) identify factors influencing scores. RESULTS Compared group, scored higher SUS, particularly aspects such "willingness use" "system simplicity." male participants, female had SUS scores, irrespective product. evaluations also positively associated participants’ self-reported quality life. CONCLUSIONS findings highlight potential increase activity engagement. RFA's gamified design NTC's structured modules cater diverse user preferences. Gender differences underscore need inclusive considerations maximize satisfaction health outcomes.

Язык: Английский

Процитировано

0

Hooked on Livestreaming: What Drives Customer Repurchase Intention in E-Commerce? DOI

Linh-Gia Ngoc Phan,

Dang Quan Tri,

Son-Hoang Dang

и другие.

Journal of Creative Communications, Год журнала: 2025, Номер unknown

Опубликована: Фев. 15, 2025

This research investigates the psychological mechanisms underlying customers repurchase behavioural intention on e-commerce livestreaming, framed by theory of customer inspiration (CIT) and social cognitive (SCT). Based SCT CIT, study identifies factors influencing livestreaming from three key perspectives: technical environment (i.e., interactivity), personal perceived value, self-efficacy), experience hedonic outcome expectation, utilitarian expectation), which in turn drive intention. A structural equation model examined a standpoint. The was tested using Partial Least Squares Structural Equation Modeling (PLS-SEM) based data collected an online survey 158 participants. found that value expectation) favourably affect customers’ ‘inspired-by’ livestreaming. ‘inspired-to’ stage follows, causing shows connection between inspiration, offering novel perspective for understanding Furthermore, it examines antecedents via lens SCT, initial evidence linking to consumer behaviour.

Язык: Английский

Процитировано

0

How retailers launch IT-based strategies to win new and loyal customers in O2O commerce DOI
Jiahe Chen, Yu‐Wei Chang

Electronic Markets, Год журнала: 2025, Номер 35(1)

Опубликована: Фев. 21, 2025

Язык: Английский

Процитировано

0

Consumer experience and perception in gamification marketing: evidence from the user survey of POPMART DOI Creative Commons
Jinyu Zhang,

Yixian Zou,

Song Wang

и другие.

Frontiers in Communication, Год журнала: 2025, Номер 10

Опубликована: Март 12, 2025

Background Brand loyalty is crucial for brand marketing effectiveness. Typically, companies may struggle with user feedback and advertising impact, making it challenging to establish consumer habits receive positive feedback. Gamification engages consumers actively in as players. However, the underlying mechanisms of gamification its impact on effectiveness remain unclear, especially new domains lacking targeted experiences. Methods By introducing USE model that incorporates utilitarian, social, experiential purposes, we critically elevate domain’s game evaluation model. Using a survey component online applet, examine their perceptions experiences gamified marketing, exploring data models related usage motivations influence levels. The habits, membership, recommendations, intentions analyzed. Results Our empirical results demonstrate can effectively increase consumers’ by satisfying utilitarian motives showing strongest significance. Discussion This study contributes enhancing perception design, enabling improvements effects businesses.

Язык: Английский

Процитировано

0

Virtual Bank Usage Intention in Hong Kong: Exploring System Quality, UI Design, Security, Service Quality, Utilitarian Expectations, Word-of-Mouth, Brand Image and Rewards DOI Open Access

Wing Ying Mo,

Pauling Chu

European Journal of Business Management and Research, Год журнала: 2025, Номер 10(2), С. 16 - 27

Опубликована: Март 25, 2025

The rapid development of fintech has led to the emergence virtual banks (also known as neobanks, challenger banks, digital or online-only banks). These new by eliminating physical branches, reducing costs, and offering convenient innovative user experiences, are transforming traditional banking. In Hong Kong, nearly four years since its launch, have amassed 2.2 million users but face intense competition multiple challenges while also presenting significant growth opportunities. Analyzing target customers’ usage intentions related factors is crucial for enhancing service quality, market strategies, customer relationships, innovation. This study explores impact system interface, security, utilitarian expectations, word mouth, brand image, reward systems on intentions. Using a triangulation method that combines literature review, focus groups, pilot surveys, large-scale 259 valid questionnaires were collected via snowball sampling analyzed using SPSS. results show correlations all eight hypothesized factors. research aims provide insights recommendations industry improve overall quality increase share, benefiting stakeholders.

Язык: Английский

Процитировано

0

Virtual brand communities unveiled: A comprehensive bibliometric exploration DOI Creative Commons
Christiam Méndez-Lazarte,

Alfredo Galdo-Jiménez,

Ammer Ghouleh Grundl

и другие.

Digital Business, Год журнала: 2025, Номер unknown, С. 100122 - 100122

Опубликована: Апрель 1, 2025

Язык: Английский

Процитировано

0

Enhancing brand experience and brand authenticity: The role of octomodal mental imagery and social presence DOI Creative Commons

Min Li,

Wonjun Chung

PLoS ONE, Год журнала: 2025, Номер 20(4), С. e0321883 - e0321883

Опубликована: Апрель 29, 2025

This study investigated the impact of Octomodal Mental Imagery (OMI) on brand experience and authenticity in advocating sustainable development responding to lack customers’ growing demand for authentic brands. The research employed online questionnaire surveys data collection via Sojump, resulting 428 valid responses. collected were subjected quantitative analysis, study’s hypotheses tested using structural equation modeling. results showed that all sensory attributes OMI (visual, auditory, tactile, gustatory, olfactory) positively influenced experience. All (autonomy, spatial, kinesthetic) also found authenticity, while social presence moderated relationship. provides branding managers scholars with a new reference point scientific support companies implement strategies marketing models, which will help brands maintain competitive business environment.

Язык: Английский

Процитировано

0