Brand Loyalty in Gamified Applications
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Questions and Answers

What aspect of brand loyalty was found to be significant in the context of gamified applications?

  • User identification with sports
  • User activation during interactions (correct)
  • Frequency of app usage
  • Length of user interaction

Which element was emphasized as important for stimulating users during app interactions?

  • User feedback options
  • Social sharing features
  • Gamification elements like badges (correct)
  • Advertising brand partnerships

What was discovered regarding the moderating effect of SIC on the gameful experience and brand loyalty?

  • It worked only for high engagement users.
  • It had a non-significant impact. (correct)
  • It directly increased brand loyalty.
  • It was positively correlated.

Which of the following is NOT indicated as necessary for cultivating brand loyalty in gamified experiences?

<p>Emotional attachment to the brand (C)</p> Signup and view all the answers

What is a suggested method to enhance user engagement in gamified applications?

<p>Offering brand-related rewards for milestones (D)</p> Signup and view all the answers

What are the three dimensions that form the second-order construct of CBE?

<p>Cognitive processing, activation, affection (D)</p> Signup and view all the answers

Which educational level showed the highest percentage of respondents?

<p>Master or PhD degree (A)</p> Signup and view all the answers

Which of the following statements about the cognitive processing dimension is true?

<p>It measures users’ cognitive load and interest stimulation. (A)</p> Signup and view all the answers

How many items measure the affection factor in the CBE model?

<p>Four items (A)</p> Signup and view all the answers

Which brand had the lowest percentage of loyalty in the study?

<p>RunKeeper by Asics (B)</p> Signup and view all the answers

What is one of the items used to measure activation?

<p>I spend a lot of time using [brand]’s products compared to other brands (B)</p> Signup and view all the answers

Which item measures brand loyalty according to the mentioned scales?

<p>I prefer using [brand] over all other options (D)</p> Signup and view all the answers

What percentage of respondents reported using branded applications?

<p>35.6% (D)</p> Signup and view all the answers

What role does CBE play in the relationship between gameful experience and brand loyalty?

<p>CBE fully mediates the relationship. (B)</p> Signup and view all the answers

Which user characteristics are highlighted as influencing the acceptance of gamification in branded apps?

<p>Individuals with high SIC. (A)</p> Signup and view all the answers

In what way does gamification contribute to user motivation?

<p>It reinforces personal goals and enhances self-image. (D)</p> Signup and view all the answers

What type of engagement does gamification primarily trigger among users?

<p>Affective, cognitive, and behavioral engagement. (A)</p> Signup and view all the answers

How does gamification influence exercise behavior in users?

<p>It motivates users to maintain their exercise regimen. (B)</p> Signup and view all the answers

Which dimension of the gameful experience is particularly enhanced for individuals with high SIC?

<p>Absorption dimension. (D)</p> Signup and view all the answers

What is one potential outcome of integrating gamification in mobile applications?

<p>Stronger brand ties. (D)</p> Signup and view all the answers

What is an important aspect users with high SIC find in sports gamification?

<p>Ability to showcase their character and image. (B)</p> Signup and view all the answers

What is the primary focus of recent studies on gamification?

<p>Understanding the roots and implications of gamification (D)</p> Signup and view all the answers

How does a gamified experience influence customer behavior towards a brand?

<p>It can directly enhance customer engagement with the brand (D)</p> Signup and view all the answers

What is a little-known aspect of consumers' experiences with gamified applications?

<p>How perceived gamified experiences shape attitudes and behaviors (B)</p> Signup and view all the answers

What concept helps to explain consumer preferences in gamification?

<p>The match-up effect of consumer self-image and brand image (A)</p> Signup and view all the answers

According to the literature, which of the following outcomes do gamification strategies lead to?

<p>Increased customer engagement with a brand (A)</p> Signup and view all the answers

What relationship does the study propose regarding gameful experience and brand outcomes?

<p>Gameful experiences can determine brand outcomes directly and indirectly (A)</p> Signup and view all the answers

What aspect of consumer experience remains under-explored in relation to branded sports apps?

<p>Perceived gamified experiences (C)</p> Signup and view all the answers

What potential drawbacks of gamification are suggested to be significant?

<p>Potential misalignment with customer expectations (B)</p> Signup and view all the answers

What was the purpose of ensuring the anonymity and confidentiality of the data collected from participants?

<p>To avoid participant inference with the study's goals (C)</p> Signup and view all the answers

What frequency of app usage was reported by the highest percentage of participants?

<p>Three times per week (D)</p> Signup and view all the answers

What type of test was performed to assess the presence of common method bias in the study?

<p>Variance inflation factor test (A)</p> Signup and view all the answers

Why were participants allowed to add their email addresses at the end of the survey?

<p>To participate in a raffle draw (B)</p> Signup and view all the answers

What is indicated by the VIF values ranging from 1.074 to 2.104 in the study?

<p>Absence of common method bias (B)</p> Signup and view all the answers

What does the DOM dimension capture about users while using the app?

<p>Their feelings of influence and autonomy (C)</p> Signup and view all the answers

Which of the following was NOT a reason for randomizing the order of dependent and independent variables in the study?

<p>To increase participant engagement (D)</p> Signup and view all the answers

How many items are included in the DOM dimension that captures user feelings?

<p>Four items (D)</p> Signup and view all the answers

What effect does gamification have on customer engagement according to the research?

<p>It positively influences customer engagement. (A)</p> Signup and view all the answers

Which aspect of self-image congruity (SIC) is specifically referred to in the study?

<p>Actual self-image (B)</p> Signup and view all the answers

Which of the following is identified as a component of self-image congruity?

<p>Social ideal self (C)</p> Signup and view all the answers

What does the research indicate about gamified applications in customer engagement, particularly in tourism?

<p>They positively relate to customer engagement. (B)</p> Signup and view all the answers

According to the content, what aligns with the cognitive match in self-image congruity?

<p>Individual’s self-concept (D)</p> Signup and view all the answers

In the context of a sports app, which type of self-image is being matched to the image of sports as a leisure activity?

<p>Actual self-image (A)</p> Signup and view all the answers

What relationship did Jang et al. establish regarding gamifying customer experiences?

<p>Gamifying leads to higher levels of engagement. (D)</p> Signup and view all the answers

Which of the following factors is stated to help boost and maintain momentum between an app and its user?

<p>Gamification mechanics (A)</p> Signup and view all the answers

What is the primary aim of gamification strategies in non-gaming contexts?

<p>To enhance consumer experience and engagement (C)</p> Signup and view all the answers

Which of the following is NOT listed as a possible benefit of gamification?

<p>Increased brand visibility (A)</p> Signup and view all the answers

What negative aspect of gamification could lead to user disengagement?

<p>Mood swings (D)</p> Signup and view all the answers

What has research revealed about gamification's effect on consumer behavior?

<p>Recent studies show conflicting findings (B)</p> Signup and view all the answers

Which gamification model focuses on understanding user behavior in a structured way?

<p>CBE model (D)</p> Signup and view all the answers

Which of the following is a common effect of excessive participation in gamified applications?

<p>Outcomes of addiction (B)</p> Signup and view all the answers

What is meant by 'gameful experience' in the context of gamification?

<p>An application of game mechanics to non-game contexts (D)</p> Signup and view all the answers

Which group of researchers identified issues with gamification's overall effectiveness?

<p>Scholars and researchers (B)</p> Signup and view all the answers

What does the SOR model primarily emphasize in understanding user behavior in gamified applications?

<p>Stimulus, Organism, and Response (D)</p> Signup and view all the answers

How does self-image congruity (SIC) influence purchasing behavior according to the content?

<p>It increases motivation when self-concept aligns with brand identity. (A)</p> Signup and view all the answers

What role does the gameful experience play in the SOR model?

<p>It serves as the Stimulus impacting user psychological states. (A)</p> Signup and view all the answers

What aspect of gamified experiences is suggested to enhance user loyalty and engagement?

<p>The alignment of self-image with brand characteristics. (A)</p> Signup and view all the answers

What is a significant outcome predicted by integrating personal factors in gamified experiences?

<p>Increased relevance of stimuli to users' intents. (B)</p> Signup and view all the answers

What does brand loyalty specifically pertain to in the context of fitness or sports apps?

<p>Repeated interactions with the brand’s app regardless of external influences. (D)</p> Signup and view all the answers

Which feature is commonly used in branded apps to encourage user engagement?

<p>Leaderboards (D)</p> Signup and view all the answers

How can branded sports apps utilize gameful experiences to enhance user participation?

<p>By implementing gamified features that promote goal achievement. (A)</p> Signup and view all the answers

Which psychological outcome is NOT typically associated with a gameful experience?

<p>Increased frustration when tasks are not completed (D)</p> Signup and view all the answers

What is the significance of understanding the psychological outcomes of gameful experiences?

<p>It enables improved predictions of marketing outcomes. (D)</p> Signup and view all the answers

What does the term 'activation' in a gameful experience primarily signify?

<p>The feeling of excitement during app engagement. (D)</p> Signup and view all the answers

Which of the following best describes the concept of absence of negative affect in a gameful experience?

<p>Users do not feel frustration while using the app. (D)</p> Signup and view all the answers

Which of the following features is typically NOT designed to enhance brand loyalty in gamified apps?

<p>User analytics for personal guidance (C)</p> Signup and view all the answers

What does Customer-Brand Engagement (CBE) primarily influence?

<p>Brand loyalty and behavioral intentions (A)</p> Signup and view all the answers

What is a key component of behavioral intentions in the context of branded apps?

<p>Continued use of the app for sports activities (B)</p> Signup and view all the answers

What aspect of customer experience remains largely ignored when evaluating outcomes of gamified applications?

<p>Customer–Brand Engagement (CBE) (C)</p> Signup and view all the answers

What is NOT a dimension of behavioral intentions related to branded sports apps?

<p>User satisfaction (A)</p> Signup and view all the answers

Activation in the context of CBE involves what aspect of user interaction?

<p>The time and energy invested in engaging with the brand (C)</p> Signup and view all the answers

Which factor is essential for fostering a relationship between users and branded applications?

<p>Positive emotions and experiences (D)</p> Signup and view all the answers

What relationship does CBE have with gamified experiences?

<p>CBE mediates the impact of gamified experiences on brand loyalty (A)</p> Signup and view all the answers

Self-Image Congruity (SIC) relates to which aspect of customer behavior?

<p>Alignment of personal self-image with brand image (C)</p> Signup and view all the answers

What effect does self-image congruity have on brand loyalty in gamified experiences?

<p>It strengthens brand loyalty. (B)</p> Signup and view all the answers

What latent variable is associated with the cognitive processing dimension in the context of gamified experiences?

<p>Absorption (D)</p> Signup and view all the answers

Which of the following is likely a result of effective brand activation in gamified applications?

<p>Enhanced customer brand engagement. (C)</p> Signup and view all the answers

What is one of the dimensions that contributes to user intention to use in gamified experiences?

<p>Enjoyment (C)</p> Signup and view all the answers

Which of the following dimensions is indicated as a moderator in the relationship between gameful experience and brand loyalty?

<p>Self-image congruity (D)</p> Signup and view all the answers

What is the relationship between enjoyment and intention to use in gamified applications?

<p>Higher enjoyment increases intention to use. (B)</p> Signup and view all the answers

Which latent variable is linked to the absence of negative affect in user experiences?

<p>Enjoyment (D)</p> Signup and view all the answers

In the context of gameful experiences, what does the acronym CBE stand for?

<p>Customer Brand Engagement (C)</p> Signup and view all the answers

What is the significance of the direct effects indicated in the block relationships of GAMEX?

<p>They connect different experience dimensions. (D)</p> Signup and view all the answers

Flashcards

Gameful Experience

The experience a user has when interacting with a gamified system (like a game or app). It encompasses how they feel and their overall impression.

Customer Brand Engagement (CBE)

A positive emotional connection with a brand based on repeated and satisfying interactions. It leads to loyalty and advocacy.

Self-Image Congruence (SIC)

The degree to which a user identifies with their own personal characteristics and values with the image of a brand, product, or activity.

Gamified Experience and Customer Brand Engagement

The impact of a gamified experience on the user's emotional and behavioral connection with the brand.

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How SIC Moderates Gamified Experience and CBE

The influence of self-image congruence (SIC) on the relationship between a gamified experience and customer brand engagement.

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Gamification

The use of game-like mechanics in non-game contexts to enhance user engagement and motivation.

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Brand Loyalty

The tendency to continue using a product or service based on past experiences and satisfaction.

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Intention to Use Branded Sport Apps

The user's willingness to use a branded app, often influenced by factors like perceived benefits, user experience, and satisfaction.

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Brand Engagement

Engagement with a brand that goes beyond just using a product or service; it involves a deeper connection and emotional investment.

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Gamification

The concept of incorporating game mechanics into an app to make it more enjoyable and engaging for the user.

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User Engagement

A metric for measuring how much a user is involved with an app – like how often they use it, how long they spend on it, and how much they interact with its features.

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Self-Image Congruity (SIC)

The extent to which a user's self-image aligns with the image projected by a brand or product.

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Actual Self-Image

The perception of an individual's own self, without necessarily aligning with the idealized version of oneself.

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CBE (Consumer Behavior Engagement)

Using gamification as a tool to increase user engagement and ultimately influence their positive intentions to continue using a particular app.

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SIC in Sports Context

When the user's actual self-image matches the perceived image of a brand, it can lead to increased engagement. This is particularly relevant when the brand is associated with activities like sports, where self-perception often plays a role.

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Brand Affection

A brand's ability to evoke positive feelings and emotions in consumers.

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CBE (Customer-Based Brand Equity)

Measuring the strength of a brand by analyzing how consumers think, feel, and act in relation to it.

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Cognitive Processing

A measure of how easily people can recall and use a brand in their minds.

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Activation

An assessment of a user's engagement level with a brand. This includes how often they use the brand's products and services.

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Affection Factor

A scale used to measure a brand's emotional resonance with consumers. It's about how much users like and enjoy interacting with the brand.

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Mode A

A systematic approach to understanding how consumers think, feel, and behave in relation to brands.

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Mode B

A measurement model that focuses on how brands are perceived and evaluated by consumers based on their cognitive, affective, and behavioral responses.

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Informed Consent

Ensuring participants freely choose to participate in the study, while guaranteeing the privacy and confidentiality of their data.

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Randomized Order of Variables

Presenting the dependent and independent variables in a random order to prevent participants from guessing the study's goal and influencing their responses.

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Dominion (DOM) Dimension

Includes elements like feeling influential and autonomous when using an app, capturing the user's sense of control and impact.

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Collinearity Test

Analyzing data to ensure there's no significant impact on the results from variables strongly related to each other.

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Harman's Single-Factor Test

A statistical method used to assess whether a single underlying factor explains most of the variance in multiple variables.

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Gamified Experience & Customer Brand Engagement

The potential of a gamified experience to positively affect a user's emotional and behavioral connection with a brand.

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Gamified Experience and CBE

Gamification's impact on how users connect with a brand emotionally and behaviorally.

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Continued Use

The likelihood of users consistently engaging with the app for sports activities.

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Prolonged Adoption

Incorporating the app into your long-term fitness or sports routine.

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Affection

The positive feelings associated with the brand interaction.

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Personal factors

The role of personal factors in influencing brand loyalty and behavioral intentions.

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SOR Model

The SOR model proposes that user behavior is influenced by a chain of events: a stimulus (like a gamified experience) triggers a psychological response within the user (organism), leading to their actions and attitudes (response).

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Gameful Experience and CBE

The direct and positive impact a gameful experience has on Customer Brand Engagement.

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How SIC Moderates Gameful Experience and CBE

The influence of a user's self-image on how a gameful experience impacts their brand engagement.

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Brand Activation

An assessment of a user's engagement level with a brand, including how often they use its products and services.

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Gamified Experience and Customer Brand Engagement

Gamification's potential to influence a user's emotional and behavioral connection with a brand.

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GAMEX

A research project focused on using gamification in sports apps to create a more engaging experience and study its effects on user behavior.

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Gamification & User Behavior

The impact of gamification on user behavior, specifically how it affects users' intentions to keep using the app and how they interact with it.

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Study Notes

Gamification in Sports Apps

  • Study explores impact of gameful experience on user behavior in branded sports apps
  • Proposes and tests a model linking gameful experience, brand loyalty, and intention to use gamified apps in sports context.
  • Examines mediating role of customer-brand engagement (CBE) and moderating role of self-image congruity (SIC)
  • Data collected from online forums, brand communities, and sporting events using 436 active users.
  • Results show gameful experience positively affects behavioral intentions, but not directly brand loyalty.
  • Relationship between gameful experience and loyalty is partially significant when mediated by customer-brand engagement (CBE).
  • Users with high SIC show stronger use of gamified apps; however, users with low SIC are more likely to engage with the brand more.
  • Research adds to gamification literature in the sports sector by highlighting the importance of gameful experience in driving loyalty, behavioral intentions, and CBE.
  • A post hoc analysis revealed that only app activation (APPACT) significantly influences brand loyalty (LOY). Negative affect (ANA) and enjoyment (ENJ) directly and positively influence intention to use (INT)

Evolution of Mobile Sports Apps

  • Global acceptance of mobile apps is rapidly increasing, particularly in fitness and sports.
  • Growing awareness of health and fitness is driving adoption.
  • Market size increased by 28% worldwide in 2021 reaching 385 million users.
  • Expected to reach US$8.03bn market volume by 2030.
  • Many brands are developing or acquiring sports apps to enhance engagement
  • 74% of new users discontinue app use within two weeks.

Gamification Strategy

  • Gamification is using game design elements in non-game contexts to improve engagement.
  • It's been proven useful in motivating users across various contexts.
  • Brands integrate game elements like badges, rewards, leaderboards, and progress bars into branded sports apps.
  • Helps create more engaging user experience than traditional apps.
  • A significant portion of the focus has moved from game mechanics to experience design and the emotional response from the customer.

Gameful Experience

  • Resulting feeling from interaction with gamified system.
  • Multidimensional, encompassing enjoyment, absorption, creative thinking, activation, absence of negative emotions, and dominance.
  • Validated instrument GAMEX (gameful experience scale) used for measurement.
  • Aspects such as app activation (APPACT), absence of negative affect (ANA), and enjoyment (ENJ) positively influence intention to use (INT).
  • Gamified experience is crucial for motivation and further engagement.

Customer Brand Engagement (CBE)

  • Higher CBE influences users' intentions to use the app and their brand loyalty.
  • CBE is influenced by the gamified user experience, specifically components like absorption (AB), dominance (DOM), and absence of negative affect (ANA).
  • Consists of cognitive, emotional, and behavioral components of brand activity.

Self-Image Congruity (SIC)

  • Moderates the effects of gameful experience on relationships.
  • Perception of alignment between themselves and the brand/app impacts brand loyalty and use of the gamified application.
  • Higher SIC users don't obtain the same effect of gamification as low SIC users.

Research Hypotheses

  • H1: Gameful experience directly and positively influences brand loyalty (Rejected).
  • H2: Gameful experience directly and positively influences behavioural intentions (Accepted).
  • H3: CBE mediates effects of gameful experience on brand loyalty (Fully supported).
  • H4: CBE mediates effects of gameful experience on behavioral intentions (Partially supported).
  • H5: SIC moderates the influence of gameful experience on CBE (Rejected: reversed impact).
  • H6: SIC moderates the influence of gameful experience on brand loyalty (Rejected, no effect).
  • H7: SIC moderates the influence of gameful experience on behavioral intentions (Accepted).

Methodology

  • Study used PLS-SEM (partial least squares structural equation modelling) technique.
  • Survey of users of gamified sports apps with a focus on their perceptions of gamification elements.
  • Questionnaire measured demographics, gamification aspects, CBE, brand loyalty, behavioral intentions, and SIC.
  • Common method bias assessed through survey design and statistical analysis to ensure validity of findings.
  • The study employed a seven-point Likert scale and adapted previous instruments
  • Exploratory factor analysis confirmed the appropriateness of the applied scale measures (and supported the conclusion for GAMEX that the initial measures were not appropriate for the target group.)

Discussion

  • Findings suggest user experience is critical, not only game mechanics.
  • Gameful experience impacts intentions to use the app, but direct impact on brand loyalty is limited; mediation through CBE is a key driver.
  • Users with higher SIC experience might experience reduced impact of the gameful experience on engagement.
  • Gamified apps should focus on aspects like activation, enjoyment, and absence of negative affect; however, a stronger focus on activation, specifically, might be needed, to have the desired effect to enhance brand loyalty, particularly for higher SIC users.
  • The study found the impact of gameful experience on app usage intent to be more affected by factors such as demographic and psychological (self-image congruency) background.
  • The mediating impact of CBE influences brand loyalty and behavioural intentions.

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Description

This quiz explores key factors influencing brand loyalty within gamified applications. It examines aspects like user engagement, cognitive processing, and the dimensions of consumer brand experience. Test your understanding of the required elements for cultivating loyalty in these interactive platforms.

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