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Creating brand engagement through in-store gamified customer experiences

机译:通过店内游戏化客户体验创造品牌参与度

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The purpose of this study is to understand how gamification contributes to customers' value creation in a retail context and how this value creation relates to brand engagement. The study builds on a field experiment using a two-group between-subjects design combined with correlational research. The experiment involved 378 participants recruited at a major European sports retailer. Participants were exposed to one of two conditions: one with a gamified activity in a store, and one in which the participants performed the same activity without being exposed to any game elements. The findings show that gamification affects the hedonic value of an activity and that this effect can be partly explained by positive affect. When this hedonic value was compared to the satisfaction with a reward, the hedonic value was found to be a better predictor of continued engagement intention. Finally, gamification through continued engagement intention is positively associated with brand engagement.
机译:这项研究的目的是了解游戏化如何在零售环境中促进客户的价值创造以及这种价值创造如何与品牌参与度相关。该研究建立在使用两组受试者之间的设计并结合相关研究的现场实验的基础上。该实验涉及从欧洲一家主要体育零售商招募的378名参与者。参与者处于以下两种情况之一:一种在商店中进行赌博活动,一种是参与者在不暴露任何游戏元素的情况下进行相同的活动。研究结果表明,游戏化会影响某项活动的享乐价值,并且这种影响可以部分由积极影响来解释。将享乐价值与对奖励的满意程度进行比较时,发现享乐价值是持续参与意向的更好预测指标。最后,通过持续参与意向的游戏化与品牌参与度正相关。

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