Kunkel, T., Lock, D. and Doyle, J., 2021. Gamification via mobile applications: A longitudinal examination of its impact on attitudinal loyalty and behavior toward a core service. Psychology and Marketing, 38 (6), 948-964.
Full text available as:
|
PDF
Kunkel_Lock_Doyle 2021 - Gamification (PM).pdf - Accepted Version Available under License Creative Commons Attribution Non-commercial. 5MB | |
Copyright to original material in this document is with the original owner(s). Access to this content through BURO is granted on condition that you use it only for research, scholarly or other non-commercial purposes. If you wish to use it for any other purposes, you must contact BU via BURO@bournemouth.ac.uk. Any third party copyright material in this document remains the property of its respective owner(s). BU grants no licence for further use of that third party material. |
DOI: 10.1002/mar.21467
Abstract
Organizations increasingly use gamification to engage with, and influence, consumers’ attitudes and behaviors. In this article, we present findings from a longitudinal, mixed‐method research design that (1) examined the extent to which game design elements created by a third‐party app lead to increased attitudinal loyalty toward core service providers and (2) sought to explain the underlying processes that invoke attitudinal change. Behavioral data collected from app users indicated that knowledge‐focused affordances positively influenced consumer loyalty and explained 11.3% of the variance in attitudinal change. Follow‐up interviews revealed that Rewards, Competition, Sense of Achievement, and Gaining Knowledge were representative of consumers’ motives for using the app, and Engagement and Identity explained how using the gamified application influenced users’ attitudinal loyalty toward the core service. Overall, we contribute to knowledge about how gamified affordances can be used to add value to consumer experiences, both in relation to the gamified consumption experiences, and the focal brand that is serviced by a third‐party app.
Item Type: | Article |
---|---|
ISSN: | 0742-6046 |
Uncontrolled Keywords: | engagement; gamification; loyalty; mobile application |
Group: | Bournemouth University Business School |
ID Code: | 35255 |
Deposited By: | Symplectic RT2 |
Deposited On: | 09 Mar 2021 16:39 |
Last Modified: | 26 Feb 2023 01:08 |
Downloads
Downloads per month over past year
Repository Staff Only - |