ایجاد مشارکت نام تجاری
ترجمه نشده

ایجاد مشارکت نام تجاری

عنوان فارسی مقاله: ایجاد مشارکت نام تجاری از طریق تجارب مشتری بازی نمایی شده درون فروشگاهی
عنوان انگلیسی مقاله: Creating brand engagement through in-store gamified customer experiences
مجله/کنفرانس: مجله خرده فروشی و خدمات مصرف کننده – Journal of Retailing and Consumer Services
رشته های تحصیلی مرتبط: مدیریت
گرایش های تحصیلی مرتبط: بازاریابی
کلمات کلیدی فارسی: بازی وار سازی، خرده فروشی، تجربه ی مشتری، آزمایش میدانی، مشارکت برند
کلمات کلیدی انگلیسی: Gamification، Retail، Customer experience، Field experiment، Brand engagement
نوع نگارش مقاله: مقاله پژوهشی (Research Article)
شناسه دیجیتال (DOI): https://doi.org/10.1016/j.jretconser.2019.05.006
دانشگاه: Service Research Center, Karlstad University, Universitetsgatan 2, 651 88, Karlstad, Sweden
صفحات مقاله انگلیسی: 9
ناشر: الزویر - Elsevier
نوع ارائه مقاله: ژورنال
نوع مقاله: ISI
سال انتشار مقاله: 2019
ایمپکت فاکتور: 4.218 در سال 2018
شاخص H_index: 65 در سال 2019
شاخص SJR: 1.211 در سال 2018
شناسه ISSN: 0969-6989
شاخص Quartile (چارک): Q1 در سال 2018
فرمت مقاله انگلیسی: PDF
وضعیت ترجمه: ترجمه نشده است
قیمت مقاله انگلیسی: رایگان
آیا این مقاله بیس است: بله
آیا این مقاله مدل مفهومی دارد: ندارد
آیا این مقاله پرسشنامه دارد: ندارد
آیا این مقاله متغیر دارد: دارد
کد محصول: E13450
رفرنس: دارای رفرنس در داخل متن و انتهای مقاله
فهرست مطالب (انگلیسی)

Abstract

1. Introduction

2. Theory and hypotheses

3. Method

4. Results

5. Discussion

Conflicts of interest

Funding

References

بخشی از مقاله (انگلیسی)

Abstract

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.

Introduction

Retailing is transforming rapidly due to digitalization (Hagberg et al., 2016), and news articles have reported that the threat of online shopping is creating a crisis among brick-and-mortar stores (e.g., Walker, 2014). Despite these negative reports, surveys highlight the continuing importance of such stores. According to one such survey (SessionM, 2015), more than 70 percent of consumers had made a nongrocery purchase in a physical store during the preceding three months, and 68 percent had bought all their clothes and footwear in such stores. Many customers enjoy shopping in physical stores since, in addition to utilitarian shopping experiences, they also pursue hedonic experiences (Hirschman and Holbrook, 1982), such as seeking the thrill of bargain hunting along with enjoying browsing and window-shopping (Arnold and Reynolds, 2003; Verhoef et al., 2009). Since customers seek value that emerges from such hedonic experiences, retailers can focus on providing such experiences – in addition to utilitarian experiences – in their physical stores when digitalizing to improve the overall customer experience. One of the more prominent facilitators of digitalization is the widespread use of smartphones (Hagberg et al., 2016). Such devices have become constant accessories for their users, which makes them suitable as supplementary channels for physical retailers (Shankar et al., 2010). This current state of smartphone use has created an opportunity for such retailers to compete by using these digital tools to take the in-store experience to higher levels (Walker, 2014).