How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10400.6/11239 |
Resumo: | This research aims to analyze the feasibility of gamified applications as a tool to promote engagement and brand attitude. To accomplish this, this research was developed using a quantitative methodology. A confirmatory factor analysis (CFA) was performed and the model hypotheses were tested by a structural equation modeling (SEM). A questionnaire was applied to Portuguese consumers who use the “Nike Run Club” application, from which 203 valid responses were received. The results confirm the influence of social circles and their impact on the intention to interact with the brand. For theoretical contributions, this research contributes to the existing literature and academic knowledge in the areas of marketing and gamification, providing a suggestion for the TAM model to be used in this type of research. It also contributes to a better understanding of the relationship between gamification and marketing, demonstrating that the use of gamified applications as engagement tools can have a positive impact on the brand attitude. On the practical side, it contributes as a consultation tool for brands, application designers, and marketers when defining engagement strategies, allowing a better understanding of the factors that may or may not influence the public’s relationship with the brands and what dynamics they should use in the development of new Gamified marketing solutions |
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How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club ApplicationGameficationEngagementCompaniesBrand attitudeMarketingMobile appsCOVID-19This research aims to analyze the feasibility of gamified applications as a tool to promote engagement and brand attitude. To accomplish this, this research was developed using a quantitative methodology. A confirmatory factor analysis (CFA) was performed and the model hypotheses were tested by a structural equation modeling (SEM). A questionnaire was applied to Portuguese consumers who use the “Nike Run Club” application, from which 203 valid responses were received. The results confirm the influence of social circles and their impact on the intention to interact with the brand. For theoretical contributions, this research contributes to the existing literature and academic knowledge in the areas of marketing and gamification, providing a suggestion for the TAM model to be used in this type of research. It also contributes to a better understanding of the relationship between gamification and marketing, demonstrating that the use of gamified applications as engagement tools can have a positive impact on the brand attitude. On the practical side, it contributes as a consultation tool for brands, application designers, and marketers when defining engagement strategies, allowing a better understanding of the factors that may or may not influence the public’s relationship with the brands and what dynamics they should use in the development of new Gamified marketing solutionsMDPIuBibliorumRodrigues, IvoLopes, JoãoBorges, Ana PintoOliveira, JoséOliveira, Márcio2021-10-28T11:16:32Z2021-092021-09-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.6/11239engRodrigues, I., Lopes, J. M., Borges, A., Oliveira, J., & Oliveira, M. (2021). How Can Gamified Applications Drive Engagement and Brand Attitude ? The Case of Nike Run Club Application. Administrative Sciences, 11(3), 92. https://doi.org/10.3390/admsci1103009210.3390/admsci11030092info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-12-15T09:53:39Zoai:ubibliorum.ubi.pt:10400.6/11239Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:51:05.109998Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application |
title |
How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application |
spellingShingle |
How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application Rodrigues, Ivo Gamefication Engagement Companies Brand attitude Marketing Mobile apps COVID-19 |
title_short |
How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application |
title_full |
How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application |
title_fullStr |
How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application |
title_full_unstemmed |
How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application |
title_sort |
How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application |
author |
Rodrigues, Ivo |
author_facet |
Rodrigues, Ivo Lopes, João Borges, Ana Pinto Oliveira, José Oliveira, Márcio |
author_role |
author |
author2 |
Lopes, João Borges, Ana Pinto Oliveira, José Oliveira, Márcio |
author2_role |
author author author author |
dc.contributor.none.fl_str_mv |
uBibliorum |
dc.contributor.author.fl_str_mv |
Rodrigues, Ivo Lopes, João Borges, Ana Pinto Oliveira, José Oliveira, Márcio |
dc.subject.por.fl_str_mv |
Gamefication Engagement Companies Brand attitude Marketing Mobile apps COVID-19 |
topic |
Gamefication Engagement Companies Brand attitude Marketing Mobile apps COVID-19 |
description |
This research aims to analyze the feasibility of gamified applications as a tool to promote engagement and brand attitude. To accomplish this, this research was developed using a quantitative methodology. A confirmatory factor analysis (CFA) was performed and the model hypotheses were tested by a structural equation modeling (SEM). A questionnaire was applied to Portuguese consumers who use the “Nike Run Club” application, from which 203 valid responses were received. The results confirm the influence of social circles and their impact on the intention to interact with the brand. For theoretical contributions, this research contributes to the existing literature and academic knowledge in the areas of marketing and gamification, providing a suggestion for the TAM model to be used in this type of research. It also contributes to a better understanding of the relationship between gamification and marketing, demonstrating that the use of gamified applications as engagement tools can have a positive impact on the brand attitude. On the practical side, it contributes as a consultation tool for brands, application designers, and marketers when defining engagement strategies, allowing a better understanding of the factors that may or may not influence the public’s relationship with the brands and what dynamics they should use in the development of new Gamified marketing solutions |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-10-28T11:16:32Z 2021-09 2021-09-01T00:00:00Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10400.6/11239 |
url |
http://hdl.handle.net/10400.6/11239 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
Rodrigues, I., Lopes, J. M., Borges, A., Oliveira, J., & Oliveira, M. (2021). How Can Gamified Applications Drive Engagement and Brand Attitude ? The Case of Nike Run Club Application. Administrative Sciences, 11(3), 92. https://doi.org/10.3390/admsci11030092 10.3390/admsci11030092 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
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application/pdf |
dc.publisher.none.fl_str_mv |
MDPI |
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MDPI |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
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Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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RCAAP |
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RCAAP |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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