Mobile applications (apps) take advantage of gamification features to increase users’ brand equity in terms of brand awareness and loyalty. Previous research has shown that individuals use three types of gamification features: immersion-, achievement- and social-related features. We base on that knowledge and provide empirical insights into how the use frequency of these three types of gamification features relates to high brand equity. We base on a quantitative study of 150 users of the mobile app Duolingo, apply a fuzzy-set qualitative comparative analysis (fsQCA) and suggest three ways how the frequency of using the three types of gamification features relates to high brand equity. The results show that there is one way in which the user...
Gamification represents an attractive opportunity for companies to engage customers in online commun...
In recent years organizations have recognized the indirect value customers add to a brand through th...
Recently, many digital service providers started to gamify their services to promote continued serv...
In recent times gamification has increasingly been used by brands through smartphones to interact e...
Organizations increasingly use gamification to engage with, and influence, consumers’ attitudes and ...
This study examines the relationships between several sub-factors of gamification (i.e. fun, rewards...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...
Dissertation presented as the partial requirement for obtaining a Master's degree in Information Man...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Background: Gamification is purported to enhance engagement with health behavior apps, ultimately im...
Recent times have witnessed increased usage of gamification in various domains. This study explores ...
Many companies are increasingly attempting to build and manage brand communities that increasingly r...
Gamification has become a popular technique in marketing. Many companies believe that gamification c...
Games are a fun way for humans to spend hours effortlessly motivated to complete tasks and achieve g...
Over the years, social media has been growing and changing exponentially. With that comes the impor...
Gamification represents an attractive opportunity for companies to engage customers in online commun...
In recent years organizations have recognized the indirect value customers add to a brand through th...
Recently, many digital service providers started to gamify their services to promote continued serv...
In recent times gamification has increasingly been used by brands through smartphones to interact e...
Organizations increasingly use gamification to engage with, and influence, consumers’ attitudes and ...
This study examines the relationships between several sub-factors of gamification (i.e. fun, rewards...
With the increasing use of mobile devices in the world and in Turkey, it is possible for companies t...
Dissertation presented as the partial requirement for obtaining a Master's degree in Information Man...
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively nov...
Background: Gamification is purported to enhance engagement with health behavior apps, ultimately im...
Recent times have witnessed increased usage of gamification in various domains. This study explores ...
Many companies are increasingly attempting to build and manage brand communities that increasingly r...
Gamification has become a popular technique in marketing. Many companies believe that gamification c...
Games are a fun way for humans to spend hours effortlessly motivated to complete tasks and achieve g...
Over the years, social media has been growing and changing exponentially. With that comes the impor...
Gamification represents an attractive opportunity for companies to engage customers in online commun...
In recent years organizations have recognized the indirect value customers add to a brand through th...
Recently, many digital service providers started to gamify their services to promote continued serv...