Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. (August 2017)
- Record Type:
- Journal Article
- Title:
- Examining the impact of gamification on intention of engagement and brand attitude in the marketing context. (August 2017)
- Main Title:
- Examining the impact of gamification on intention of engagement and brand attitude in the marketing context
- Authors:
- Yang, Yang
Asaad, Yousra
Dwivedi, Yogesh - Abstract:
- Abstract: The development of multiple applications with features of games has brought about a new trend – gamification. Gamification has become a fast-emerging practice in the business world, with a growing number of organizations adopting gaming techniques and game-style rewards in order to increase customer engagement. Despite this growing trend and the potential role played by gamification, the marketing literature lacks models that explain the use of gamification in the marketing context, customers' perceptions of gamification and its effects on their attitudes towards the brand. This study addresses this omission by adopting the TAM framework in a gamification context. Similar to TAM, gamification finds its roots in the technology and information systems literature. Drawing on TAM, this study presents a model that examines the effects of gamification on customers' intention to engage in the gamification process and their attitudes toward the brand. Using a quantitative methodology, the results provide empirical support for perceived usefulness and perceived enjoyment as predictors to intention of engagement and brand attitude. However, perceived ease of use was surprisingly found not to be significantly related to people's intention of engagement with the gamification process and their brand attitude. In addition, perceived social influence was found not to be related to people's intention of engagement, but was related to their brand attitude. The findings of thisAbstract: The development of multiple applications with features of games has brought about a new trend – gamification. Gamification has become a fast-emerging practice in the business world, with a growing number of organizations adopting gaming techniques and game-style rewards in order to increase customer engagement. Despite this growing trend and the potential role played by gamification, the marketing literature lacks models that explain the use of gamification in the marketing context, customers' perceptions of gamification and its effects on their attitudes towards the brand. This study addresses this omission by adopting the TAM framework in a gamification context. Similar to TAM, gamification finds its roots in the technology and information systems literature. Drawing on TAM, this study presents a model that examines the effects of gamification on customers' intention to engage in the gamification process and their attitudes toward the brand. Using a quantitative methodology, the results provide empirical support for perceived usefulness and perceived enjoyment as predictors to intention of engagement and brand attitude. However, perceived ease of use was surprisingly found not to be significantly related to people's intention of engagement with the gamification process and their brand attitude. In addition, perceived social influence was found not to be related to people's intention of engagement, but was related to their brand attitude. The findings of this research have theory and practical implications. Highlights: Perceived usefulness positively influences intention to engage with the game. Perceived usefulness positively influences attitude towards the gamified brand. Perceived enjoyment is the strongest predictor to intention of engagement. Perceived enjoyment is a strong predictor to brand attitude. Perceived social influence positively influences consumers' brand attitude. … (more)
- Is Part Of:
- Computers in human behavior. Volume 73(2017)
- Journal:
- Computers in human behavior
- Issue:
- Volume 73(2017)
- Issue Display:
- Volume 73, Issue 2017 (2017)
- Year:
- 2017
- Volume:
- 73
- Issue:
- 2017
- Issue Sort Value:
- 2017-0073-2017-0000
- Page Start:
- 459
- Page End:
- 469
- Publication Date:
- 2017-08
- Subjects:
- Gamification -- TAM -- Brand attitude -- Engagement
Interactive computer systems -- Periodicals
Man-machine systems -- Periodicals
004.019 - Journal URLs:
- http://www.sciencedirect.com/science/journal/07475632 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.chb.2017.03.066 ↗
- Languages:
- English
- ISSNs:
- 0747-5632
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.921600
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 1267.xml