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

dc.authorscopusid 59475895800
dc.authorscopusid 6507766213
dc.contributor.author Alsan, H.
dc.contributor.author Tengilimoğlu, D.
dc.date.accessioned 2025-01-05T18:26:12Z
dc.date.available 2025-01-05T18:26:12Z
dc.date.issued 2024
dc.department Atılım University en_US
dc.department-temp Alsan H., Faculty of Management, Atilim University, Ankara, 06830, Turkey; Tengilimoğlu D., Department of Management, Atılım University, Ankara, 06830, Turkey en_US
dc.description.abstract Rapid 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.citationcount 0
dc.identifier.doi 10.69554/OHMK3521
dc.identifier.endpage 306 en_US
dc.identifier.issn 2050-0076
dc.identifier.issue 3 en_US
dc.identifier.scopus 2-s2.0-85212298700
dc.identifier.scopusquality Q4
dc.identifier.startpage 293 en_US
dc.identifier.uri https://doi.org/10.69554/OHMK3521
dc.identifier.uri https://hdl.handle.net/20.500.14411/10390
dc.identifier.volume 12 en_US
dc.identifier.wosquality N/A
dc.language.iso en en_US
dc.publisher Henry Stewart Publications en_US
dc.relation.ispartof Journal of Digital and Social Media Marketing en_US
dc.relation.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.scopus.citedbyCount 0
dc.subject Brand Attitude en_US
dc.subject Brand Awareness en_US
dc.subject Gamification en_US
dc.subject Gamified Applications en_US
dc.subject Gamified Marketing Practices en_US
dc.title The Effect of Gamification on Brand Awareness: a Study of Retail Industry and Healthy-Living Applications en_US
dc.type Article en_US
dspace.entity.type Publication

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