游戏化的功利和享乐价值及其对品牌参与度、忠诚度、信任度和 WoM 的影响

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-08-16 DOI:10.1016/j.entcom.2024.100868
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引用次数: 0

摘要

本研究调查了游戏化的功利性和享乐主义衡量标准对消费者品牌参与度、忠诚度和 WoM 营销结果的影响。数据收集过程在印度进行,采用了在线和离线发放问卷的方式。共收到 231 份问卷,其中有 22 份因不一致(如对所有问题的回答都相同)而被剔除,最终有 209 份答卷可以接受。使用 SEMinR 对假设进行了 PLS-SEM 检验。结果表明,在改变顾客行为方面,享乐价值比功利价值更成功;研究结果表明,享乐价值存在于导致品牌忠诚度和口碑的组成部分中。研究强调了品牌参与度的中介效应,这意味着虽然品牌参与度是品牌忠诚度的必要因素,但它对实现口碑传播可能无足轻重。与品牌忠诚度相比,品牌参与对促进口碑传播的意义更大。
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Utilitarian and Hedonic Values of Gamification and Their Influence on Brand Engagement, Loyalty, Trust and WoM

This research investigated the impact of gamification’s utilitarian and hedonistic measurements on consumer brand engagement, loyalty, and WoM marketing outcomes. The data collection process was carried out in India using online and offline distribution of questionnaires. 231 forms were received, with 22 being eliminated due to inconsistencies, such as the identical answers to all questions, resulting in 209 responses acceptable for the research. PLS-SEM with using SEMinR, the hypotheses were tested. Results indicate that hedonic values are more successful in changing customer behaviour rather than utilitarian; the findings show that hedonic value exists in components that lead to brand loyalty and word-of-mouth. The study highlights the mediation effect of brand engagement, implying that while brand engagement is a required element for brand loyalty, it may be indifferent to achieving word-of-mouth. Brand engagement is more significant in promoting WoM than brand loyalty.

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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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