Many 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, cognitiv...
In recent years, with the widespread application of mobile internet and the rapid development of soc...
This study investigates how gamified customer benefits (epistemic, social integrative, and personal ...
Although most gamification studies share the idea that customer engagement is one of the expected ou...
Many companies are increasingly attempting to build and manage brand communities that increasingly...
Gamification has become a popular technique in marketing. Many companies believe that gamification c...
In recent times gamification has increasingly been used by brands through smartphones to interact ef...
Recently companies started to use gamification in their businesses by applying techniques and concep...
In recent years organizations have recognized the indirect value customers add to a brand through th...
Gamification has emerged as a popular approach to use a virtual platform in combination with social...
Mobile applications (apps) take advantage of gamification features to increase users’ brand equity i...
The purpose of this study is to understand how gamification contributes to customers’ value creation...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
This study examines the relationships between several sub-factors of gamification (i.e. fun, rewards...
Gamification became a new attractive way to strengthen relations with consumers for companies and br...
In recent years, with the widespread application of mobile internet and the rapid development of soc...
This study investigates how gamified customer benefits (epistemic, social integrative, and personal ...
Although most gamification studies share the idea that customer engagement is one of the expected ou...
Many companies are increasingly attempting to build and manage brand communities that increasingly...
Gamification has become a popular technique in marketing. Many companies believe that gamification c...
In recent times gamification has increasingly been used by brands through smartphones to interact ef...
Recently companies started to use gamification in their businesses by applying techniques and concep...
In recent years organizations have recognized the indirect value customers add to a brand through th...
Gamification has emerged as a popular approach to use a virtual platform in combination with social...
Mobile applications (apps) take advantage of gamification features to increase users’ brand equity i...
The purpose of this study is to understand how gamification contributes to customers’ value creation...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
This study examines the relationships between several sub-factors of gamification (i.e. fun, rewards...
Gamification became a new attractive way to strengthen relations with consumers for companies and br...
In recent years, with the widespread application of mobile internet and the rapid development of soc...
This study investigates how gamified customer benefits (epistemic, social integrative, and personal ...
Although most gamification studies share the idea that customer engagement is one of the expected ou...