Gamification performance paradox: Exploring the trade-off between performance and brand attitudes
Autor(a) principal: | |
---|---|
Data de Publicação: | 2020 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10362/98818 |
Resumo: | Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Marketing Intelligence |
id |
RCAP_806d2d22f72a961e913f73dd9f9577b6 |
---|---|
oai_identifier_str |
oai:run.unl.pt:10362/98818 |
network_acronym_str |
RCAP |
network_name_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository_id_str |
7160 |
spelling |
Gamification performance paradox: Exploring the trade-off between performance and brand attitudesGamificationGoal-settingBrand CongruenceBrand AttitudesDissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Marketing IntelligenceAlthough gamification is often considered as a powerful tool for brands, previous studies show conflic ting findings regarding gamification effectiveness on impacting performance and atitudes. Drawing on goal-setting theory, the current research fills an important gap by exploring how brand-app fit shapes gamifica4on performance and brand aQtudes. In par4cular, Study 1 shows that high (vs. low) brand-app fit improves brand aQtudes, and this underlying process is mediated by brand congruence. Additionally, Study 2 reveals that goal-setting effects on gamification performance and brand attitudes depend on brand-app fit, leading to what we call the gamification performance paradox. When there is high brand-app fit, goal-setting generates higher brand attitudes; however, when the brand-app fit is low, lower gamification performance enables positive brand atitudes. The findings contribute to a deeper understanding of how brand attitudes are generated in gamified contexts, providing directions on how to enable better gamification performance.Pinto, Diego CostaRUNLeão, Tiago Filipe Almeida2023-05-13T00:30:37Z2020-05-132020-05-13T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10362/98818TID:202484360enginfo: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:RCAAP2024-05-22T17:45:50Zoai:run.unl.pt:10362/98818Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-05-22T17:45:50Repositório 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 |
Gamification performance paradox: Exploring the trade-off between performance and brand attitudes |
title |
Gamification performance paradox: Exploring the trade-off between performance and brand attitudes |
spellingShingle |
Gamification performance paradox: Exploring the trade-off between performance and brand attitudes Leão, Tiago Filipe Almeida Gamification Goal-setting Brand Congruence Brand Attitudes |
title_short |
Gamification performance paradox: Exploring the trade-off between performance and brand attitudes |
title_full |
Gamification performance paradox: Exploring the trade-off between performance and brand attitudes |
title_fullStr |
Gamification performance paradox: Exploring the trade-off between performance and brand attitudes |
title_full_unstemmed |
Gamification performance paradox: Exploring the trade-off between performance and brand attitudes |
title_sort |
Gamification performance paradox: Exploring the trade-off between performance and brand attitudes |
author |
Leão, Tiago Filipe Almeida |
author_facet |
Leão, Tiago Filipe Almeida |
author_role |
author |
dc.contributor.none.fl_str_mv |
Pinto, Diego Costa RUN |
dc.contributor.author.fl_str_mv |
Leão, Tiago Filipe Almeida |
dc.subject.por.fl_str_mv |
Gamification Goal-setting Brand Congruence Brand Attitudes |
topic |
Gamification Goal-setting Brand Congruence Brand Attitudes |
description |
Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Marketing Intelligence |
publishDate |
2020 |
dc.date.none.fl_str_mv |
2020-05-13 2020-05-13T00:00:00Z 2023-05-13T00:30:37Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10362/98818 TID:202484360 |
url |
http://hdl.handle.net/10362/98818 |
identifier_str_mv |
TID:202484360 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
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 |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
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 |
repository.mail.fl_str_mv |
mluisa.alvim@gmail.com |
_version_ |
1817545744616259584 |