{"id":1409,"date":"2019-08-19T22:34:55","date_gmt":"2019-08-19T19:34:55","guid":{"rendered":"https:\/\/webpages.tuni.fi\/gamification\/?p=1409"},"modified":"2019-08-19T22:34:55","modified_gmt":"2019-08-19T19:34:55","slug":"the-relationship-between-gamification-brand-engagement-and-brand-equity","status":"publish","type":"post","link":"https:\/\/webpages.tuni.fi\/gamification\/2019\/08\/19\/the-relationship-between-gamification-brand-engagement-and-brand-equity\/","title":{"rendered":"The Relationship Between Gamification, Brand Engagement  and Brand Equity"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-1410 size-full\" src=\"https:\/\/webpages.tuni.fi\/gamification\/wp-content\/uploads\/2019\/08\/06.png\" alt=\"\" width=\"1920\" height=\"1080\" \/><\/p>\n<p><span style=\"font-weight: 400;\">Gamification refers to the design that attempts to bring about similar positive experiences as games do, and consequently, affect user behaviour and cognitive processes <span style=\"font-size: 10px;\">[6]<\/span>.\u00a0 In the marketing realm, gamification has been used by many enterprises to improve advertising performance <span style=\"font-size: 10px;\">[10, 12]<\/span>, engage customers <span style=\"font-size: 10px;\">[4, 9]<\/span> and enhance perceived brand value <span style=\"font-size: 10px;\">[11]<\/span>. Especially in brand management, many international companies adopt gamification techniques to increase consumers\u2019 brand awareness, brand attitude and brand loyalty, such as Where\u2019s Waldo on Google Map, Ant forest of Alipay and Samsung Nation online community, etc. Although gamification has offered a novel way for marketers <span style=\"font-size: 10px;\">[2, 3, 5, 6, 7, 10, 11]<\/span>, the mechanisms of how gamification may impact brand success remains\u00a0 unclear due to lack of empirical evidence within this field. Relevant research that has examined the relationship between gamification and brand equity is still at an initial stage, mainly focused on brand attitude <span style=\"font-size: 10px;\">[10, 11]<\/span>, brand engagement <span style=\"font-size: 10px;\">[1, 4]<\/span> and brand involvement <span style=\"font-size: 10px;\">[8]<\/span>, lack of in-depth discussion. Brand equity, as one of the important goals of social media marketing, only received limited attention in the gamification-related literature. Therefore, the objective of the present paper is to investigate the relationship between customers\u2019 interaction with different gamification features and emotional, cognitive and social brand engagement and further brand equity in social commerce. We employ an online survey conducted among consumers (N=824) from gamified\u00a0 brand communities of Xiaomi and Huawei, which are two of the successful gamified services in China.\u00a0<\/span><\/p>\n<hr \/>\n<p><b>The Relationship Between Gamification, Brand Engagement\u00a0 and Brand Equity<\/b><\/p>\n<p><a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/nannan-xi\/\">Nannan Xi<\/a><br \/>\n<a href=\"https:\/\/webpages.tuni.fi\/gamification\/members\/j-hamari\/\">Juho Hamari<\/a><\/p>\n<p><b><i>Citation:<\/i><\/b> <span style=\"font-weight: 400;\">Xi, N., &amp; Hamari, J. (2019, January). <\/span><b>The relationship between gamification, brand engagement and brand equity.<\/b> <i><span style=\"font-weight: 400;\">In Proceedings of the 52nd Hawaii International Conference on System Sciences.<\/span><\/i><span style=\"font-weight: 400;\"> DOI:10.24251\/hicss.2019.099<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Please see the paper for full details:\u00a0<\/span><br \/>\n<a href=\"https:\/\/scholarspace.manoa.hawaii.edu\/handle\/10125\/59521?mode=full\"><span style=\"font-weight: 400;\">Journal<\/span><\/a><br \/>\n<a href=\"https:\/\/www.researchgate.net\/publication\/331100911_The_Relationship_Between_Gamification_Brand_Engagement_and_Brand_Equity\"><span style=\"font-weight: 400;\">ResearchGate<\/span><\/a><\/p>\n<p><b>Abstract<\/b><\/p>\n<p><span style=\"font-size: 13px;\"><span style=\"font-weight: 400;\">Many companies\u00a0 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\u00a0 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\u00a0 Huawei online brand communities through a psychometric survey. The results indicate that achievement and social-related features are positively associated with emotional, cognitive and social brand engagement. Immersion-related features are positively associated with social brand engagement. Furthermore, all dimensions of brand engagement are further positively associated with\u00a0 brand equity. The results imply that there is a positive chain relationship between gamification, brand engagement and brand equity, and that, gamification appears to be an effective tool for brand management.\u00a0<\/span><\/span><\/p>\n<p><b>Reference:<\/b><\/p>\n<p><span style=\"font-size: 13px;\"><span style=\"font-weight: 400;\">[1] A. Berger, T. Schlager, D. E. Sprott, and H. Andreas, \u201cGamified interactions: whether, when, and how games facilitate self\u2013brand connections\u201d, Journal of the Academy of Marketing Science, 81(2), 2017, pp. 1-22.<br \/>\n<span style=\"font-weight: 400;\">[2] J. Hamari, \u201cTransforming Homo Economicus into Homo Ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service\u201d, Electronic Commerce Research and Applications, 12(4), 2013, pp. 236-245.<br \/>\n<span style=\"font-weight: 400;\">[3] J. Hamari, K. Huotari, and J. Tolvanen, \u201cGamification and economics\u201d, The Gameful World: Approaches, Issues, Applications, Cambridge, MA: MIT Press, 2015, pp. 139-161.<br \/>\n<span style=\"font-weight: 400;\">[4] T. Harwood, and T. Garry, \u201cAn investigation into gamification as a customer engagement experience environment\u201d, Journal of Services Marketing, 29(6\/7), 2015, pp. 533-546.<br \/>\n<span style=\"font-weight: 400;\">[5] C. F. Hofacker, K. De Ruyter, N. H. Lurie, et al., \u201cGamification and mobile marketing effectiveness\u201d, Journal of Interactive Marketing, 34(5), 2016, pp. 25-36.<br \/>\n<span style=\"font-weight: 400;\">[6] K. Huotari, and J. Hamari, \u201cA definition for gamification: anchoring gamification in the service marketing literature\u201d, Electronic Markets, 27(1), 2017, pp. 21-31.<br \/>\n<span style=\"font-weight: 400;\">[7] J. Koivisto, and J. Hamari, \u201cThe Rise of Motivational InformationSystems: A Review of Gamification Research\u201d, Working paper, 2017.<br \/>\n<span style=\"font-weight: 400;\">[8] H. Nobre, and A. Ferreira., \u201cGamification as a platform for brand co-creation experiences\u201d, Journal of Brand Management, 24(4), 2017, pp. 349-361.<br \/>\n<span style=\"font-weight: 400;\">[9] M. Sigala, \u201cThe application and impact of gamification funware on trip planning and experiences: The case of TripAdvisor\u2019s funware\u201d, Electronic Markets, 25(3), 2015, pp. 189-209.<br \/>\n<span style=\"font-weight: 400;\">[10] R. Terlutter, and M. L. Capella, \u201cThe gamification of advertising: analysis and research directions of in-game advertising, advergames, and advertising in social network games\u201d, Journal of Advertising, 42(2-3), 2013, pp. 95-112.<br \/>\n<span style=\"font-weight: 400;\">[11] Y. Yang, Y. Asaad, and Y. Dwivedi, \u201cExamining the impact of gamification on intention of engagement and brand attitude in the marketing context\u201d, Computers in Human Behavior, 73, 2017, pp. 459-469.<br \/>\n<span style=\"font-weight: 400;\">[12] M. Yang, D. R. Roskos-Ewoldsen, L. Dinu, et al., \u201cThe effectiveness of \u2018in-game\u2019 advertising: Comparing college students\u2019 explicit and implicit memory for brand names\u201d, Journal of Advertising, 35(4), 2006, pp. 143-152.<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Gamification refers to the design that attempts to bring about similar positive experiences as games do, and consequently, affect user behaviour and cognitive processes [6].\u00a0 In the marketing realm, gamification has been used by many enterprises to improve advertising performance [10, 12], engage customers [4,&#8230;<\/p>\n","protected":false},"author":7,"featured_media":1410,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[12,20],"tags":[],"_links":{"self":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/1409"}],"collection":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/comments?post=1409"}],"version-history":[{"count":0,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/1409\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media\/1410"}],"wp:attachment":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media?parent=1409"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/categories?post=1409"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/tags?post=1409"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}