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dc.contributor.authorKunkel, Thilo
dc.contributor.authorLock, Daniel
dc.contributor.authorDoyle, Jason P
dc.date.accessioned2021-10-12T01:40:42Z
dc.date.available2021-10-12T01:40:42Z
dc.date.issued2021
dc.identifier.issn0742-6046
dc.identifier.doi10.1002/mar.21467
dc.identifier.urihttp://hdl.handle.net/10072/408863
dc.description.abstractOrganizations increasingly use gamification to engage with, and influence, consumers’ attitudes and behaviors. In this article, we present findings from a longitudinal, mixed-method research design that (1) examined the extent to which game design elements created by a third-party app lead to increased attitudinal loyalty toward core service providers and (2) sought to explain the underlying processes that invoke attitudinal change. Behavioral data collected from app users indicated that knowledge-focused affordances positively influenced consumer loyalty and explained 11.3% of the variance in attitudinal change. Follow-up interviews revealed that Rewards, Competition, Sense of Achievement, and Gaining Knowledge were representative of consumers’ motives for using the app, and Engagement and Identity explained how using the gamified application influenced users’ attitudinal loyalty toward the core service. Overall, we contribute to knowledge about how gamified affordances can be used to add value to consumer experiences, both in relation to the gamified consumption experiences, and the focal brand that is serviced by a third-party app.
dc.description.peerreviewedYes
dc.languageEnglish
dc.publisherWiley
dc.relation.ispartofpagefrom948
dc.relation.ispartofpageto964
dc.relation.ispartofissue6
dc.relation.ispartofjournalPsychology & Marketing
dc.relation.ispartofvolume38
dc.subject.fieldofresearchCommercial services
dc.subject.fieldofresearchcode3504
dc.subject.keywordsSocial Sciences
dc.subject.keywordsPsychology, Applied
dc.subject.keywordsBusiness & Economics
dc.subject.keywordsPsychology
dc.titleGamification via mobile applications: A longitudinal examination of its impact on attitudinal loyalty and behavior toward a core service
dc.typeJournal article
dc.type.descriptionC1 - Articles
dcterms.bibliographicCitationKunkel, T; Lock, D; Doyle, JP, Gamification via mobile applications: A longitudinal examination of its impact on attitudinal loyalty and behavior toward a core service, Psychology & Marketing, 2021, 38 (6), pp. 948-964
dc.date.updated2021-10-12T01:39:35Z
gro.hasfulltextNo Full Text
gro.griffith.authorDoyle, Jason P.


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