Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications

Game elements and mechanics have been widely applied as marketing strategies for sustainable development. Seldom have studies explored the relationships between the components of the game and consumer continuous usage with gamification. This study analyzed how game mechanics impact users’ gaming beh...

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Main Authors: Hsi-Peng Lu, Hui-Chen Ho
Format: Article
Language:English
Published: MDPI AG 2020-05-01
Series:Sustainability
Subjects:
Online Access:https://www.mdpi.com/2071-1050/12/10/4169
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spelling doaj-be7fcf4fafbb4013a5fd5290417002582020-11-25T03:10:46ZengMDPI AGSustainability2071-10502020-05-01124169416910.3390/su12104169Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand ApplicationsHsi-Peng Lu0Hui-Chen Ho1Department of Information Management, National Taiwan University of Science and Technology, Taipei 10607, TaiwanDepartment of Information Management, National Taiwan University of Science and Technology, Taipei 10607, TaiwanGame elements and mechanics have been widely applied as marketing strategies for sustainable development. Seldom have studies explored the relationships between the components of the game and consumer continuous usage with gamification. This study analyzed how game mechanics impact users’ gaming behavior and awaken positive feelings so as to increase the stickiness of the brand. This research model empirically surveyed 411 Nike Run Club (NRC) app users, based on the Mechanics–Dynamics–Aesthetics (MDA) framework. The results show that the self-challenge is a pre-factor that affects self-benefit, fun, and social interaction, while self-benefit and social interaction affect fun. The results also show that fun is of primary importance among all others, as it is a factor that affects brand attitude and sustained use. The results provide valuable insights into sustainable strategies for industries related to the operation of an app-based brand.https://www.mdpi.com/2071-1050/12/10/4169gamificationMDA modelbrand attitudecontinued intention to usegamification marketing
collection DOAJ
language English
format Article
sources DOAJ
author Hsi-Peng Lu
Hui-Chen Ho
spellingShingle Hsi-Peng Lu
Hui-Chen Ho
Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications
Sustainability
gamification
MDA model
brand attitude
continued intention to use
gamification marketing
author_facet Hsi-Peng Lu
Hui-Chen Ho
author_sort Hsi-Peng Lu
title Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications
title_short Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications
title_full Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications
title_fullStr Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications
title_full_unstemmed Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications
title_sort exploring the impact of gamification on users’ engagement for sustainable development: a case study in brand applications
publisher MDPI AG
series Sustainability
issn 2071-1050
publishDate 2020-05-01
description Game elements and mechanics have been widely applied as marketing strategies for sustainable development. Seldom have studies explored the relationships between the components of the game and consumer continuous usage with gamification. This study analyzed how game mechanics impact users’ gaming behavior and awaken positive feelings so as to increase the stickiness of the brand. This research model empirically surveyed 411 Nike Run Club (NRC) app users, based on the Mechanics–Dynamics–Aesthetics (MDA) framework. The results show that the self-challenge is a pre-factor that affects self-benefit, fun, and social interaction, while self-benefit and social interaction affect fun. The results also show that fun is of primary importance among all others, as it is a factor that affects brand attitude and sustained use. The results provide valuable insights into sustainable strategies for industries related to the operation of an app-based brand.
topic gamification
MDA model
brand attitude
continued intention to use
gamification marketing
url https://www.mdpi.com/2071-1050/12/10/4169
work_keys_str_mv AT hsipenglu exploringtheimpactofgamificationonusersengagementforsustainabledevelopmentacasestudyinbrandapplications
AT huichenho exploringtheimpactofgamificationonusersengagementforsustainabledevelopmentacasestudyinbrandapplications
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