The Effect of Gamification on Brand Awareness: a Study of Retail Industry and Healthy-Living Applications

dc.authorscopusid59475895800
dc.authorscopusid6507766213
dc.contributor.authorAlsan, H.
dc.contributor.authorTengilimoğlu, D.
dc.date.accessioned2025-01-05T18:26:12Z
dc.date.available2025-01-05T18:26:12Z
dc.date.issued2024
dc.departmentAtılım Universityen_US
dc.department-tempAlsan H., Faculty of Management, Atilim University, Ankara, 06830, Turkey; Tengilimoğlu D., Department of Management, Atılım University, Ankara, 06830, Turkeyen_US
dc.description.abstractRapid developments in digitisation have resulted in gamification (ie, the use of game elements and game mechanics in non-game areas) becoming more common and easy to apply in digital environments. This study examines the use of gamification in the field of marketing, specifically its effects on brand awareness. As the paper shows, gamification helps to establish important bonds between the brand, the company and the customer. In this context, the paper analyses brand awareness by means of the survey method. Due to the size of the study population, the scope of the study was narrowed to apps promoting healthy living and apps produced by the retail sector. Convenience sampling was used to recruit 400 respondents. The survey found that gamification has a positive effect on brand awareness (r = 0.55) and that attitude to gamified apps has a positive effect on brand awareness (r = 0.58). Certain demographic factors were also found to influence the use of gamified apps. © HENRY STEWART PUBLICATIONS 2050-0076 (2024).en_US
dc.identifier.citation0
dc.identifier.doi10.69554/OHMK3521
dc.identifier.endpage306en_US
dc.identifier.issn2050-0076
dc.identifier.issue3en_US
dc.identifier.scopus2-s2.0-85212298700
dc.identifier.scopusqualityQ4
dc.identifier.startpage293en_US
dc.identifier.urihttps://doi.org/10.69554/OHMK3521
dc.identifier.urihttps://hdl.handle.net/20.500.14411/10390
dc.identifier.volume12en_US
dc.identifier.wosqualityN/A
dc.language.isoenen_US
dc.publisherHenry Stewart Publicationsen_US
dc.relation.ispartofJournal of Digital and Social Media Marketingen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectBrand Attitudeen_US
dc.subjectBrand Awarenessen_US
dc.subjectGamificationen_US
dc.subjectGamified Applicationsen_US
dc.subjectGamified Marketing Practicesen_US
dc.titleThe Effect of Gamification on Brand Awareness: a Study of Retail Industry and Healthy-Living Applicationsen_US
dc.typeArticleen_US
dspace.entity.typePublication

Files