How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application
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 st...
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doaj-0d510b535cfe4bea92d94385b59b51162021-09-25T23:33:05ZengMDPI AGAdministrative Sciences2076-33872021-09-0111929210.3390/admsci11030092How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club ApplicationIvo Rodrigues0João M. Lopes1Ana Borges2José Oliveira3Márcio Oliveira4ISAG—European Business School, 4100-442 Porto, PortugalNECE—Research Unit in Business Sciences, University of Beira Interior, 6200-209 Covilhã, PortugalISAG—European Business School, 4100-442 Porto, PortugalInstituto Superior Politécnico Gaya, Av. dos Descobrimentos 333, 4400-103 Vila Nova de Gaia, PortugalNECE—Research Unit in Business Sciences, University of Beira Interior, 6200-209 Covilhã, PortugalThis 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.https://www.mdpi.com/2076-3387/11/3/92gamificationengagementcompaniesbrand attitudemarketingmobile apps |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Ivo Rodrigues João M. Lopes Ana Borges José Oliveira Márcio Oliveira |
spellingShingle |
Ivo Rodrigues João M. Lopes Ana Borges José Oliveira Márcio Oliveira How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application Administrative Sciences gamification engagement companies brand attitude marketing mobile apps |
author_facet |
Ivo Rodrigues João M. Lopes Ana Borges José Oliveira Márcio Oliveira |
author_sort |
Ivo Rodrigues |
title |
How Can Gamified Applications Drive Engagement and Brand Attitude? The Case of Nike Run Club Application |
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 |
publisher |
MDPI AG |
series |
Administrative Sciences |
issn |
2076-3387 |
publishDate |
2021-09-01 |
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. |
topic |
gamification engagement companies brand attitude marketing mobile apps |
url |
https://www.mdpi.com/2076-3387/11/3/92 |
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