How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application

Detalhes bibliográficos
Autor(a) principal: Rodrigues, Ivo
Data de Publicação: 2021
Outros Autores: Lopes, João, Borges, Ana Pinto, Oliveira, José, Oliveira, Márcio
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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spelling 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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dc.publisher.none.fl_str_mv MDPI
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