客户参与度
适度
雪球取样
独创性
心理学
忠诚
概念模型
忠诚商业模式
营销
广告
业务
社会心理学
计算机科学
社会化媒体
创造力
服务质量
服务(商务)
万维网
病理
数据库
医学
作者
Hung‐Tai Tsou,Mukti Trio Putra
出处
期刊:Marketing Intelligence & Planning
[Emerald Publishing Limited]
日期:2023-08-24
卷期号:41 (7): 1015-1036
被引量:34
标识
DOI:10.1108/mip-04-2023-0143
摘要
Purpose A gamification approach uses game components in non-game services to increase customer engagement and loyalty. This study aims to investigate the relationships between gamification elements, customer engagement, immersion and brand love. Design/methodology/approach Using the most popular gamification feature in Indonesian e-commerce, namely Shopee Games. The Snowball sampling technique was used. The data were collected from 355 Indonesians who played Shopee Games. AMOS 28.0 was used to analysis on the data. Findings The gamification elements of challenges, points and enjoyment positively influence customer engagement. Moreover, customer engagement positively influences brand love, which is increased by the moderation of immersion. In addition, customer engagement mediates the relationships between the gamification elements of challenges, points, enjoyment and brand love. Originality/value This study identifies the critical elements of gamification in e-commerce platforms. In addition, based on the S-O-R model, this study contributes to research on how customer engagement plays an intermediate variable in the gamification-brand relationship. As conceptual and empirical research on this topic is still underdeveloped, this study provides fresh insights into gamification-oriented brand marketing practices. It offers significant theoretical and managerial implications from an integrated perspective.
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