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Does gamification affect brand engagement and equity? A study in online brand communities

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  1. Yang, Hualong & Li, Dan, 2021. "Health management gamification: Understanding the effects of goal difficulty, achievement incentives, and social networks on performance," Technological Forecasting and Social Change, Elsevier, vol. 169(C).
  2. Bitrián, Paula & Buil, Isabel & Catalán, Sara, 2021. "Enhancing user engagement: The role of gamification in mobile apps," Journal of Business Research, Elsevier, vol. 132(C), pages 170-185.
  3. Liguo Lou & Yongbing Jiao & Joon Koh, 2021. "Determinants of Fan Engagement in Social Media-Based Brand Communities: A Brand Relationship Quality Perspective," Sustainability, MDPI, vol. 13(11), pages 1-17, May.
  4. Angel Torres-Toukoumidis & Diego Vintimilla León & Andrea De-Santis & Paulo Carlos López-López, 2022. "Gamification in Ecology-Oriented Mobile Applications—Typologies and Purposes," Societies, MDPI, vol. 12(2), pages 1-12, March.
  5. Mian Wang & Jamie Marsden & Ezgi Oguz & Briony Thomas, 2023. "Exploring Sustainable Retail Experiences: Shall We Make It Fashionable?," Sustainability, MDPI, vol. 15(23), pages 1-14, December.
  6. Pereira, Vijay & Laker, Benjamin & Bamel, Umesh & Sharma, Gagan Deep & Paul, Happy, 2024. "Customer engagement strategies within family businesses in emerging economies: A multi-method study," Journal of Business Research, Elsevier, vol. 174(C).
  7. David Gligor & Siddik Bozkurt & Emma Welch, 2023. "Building theoretical sand castles: the case of customer brand engagement," Journal of Marketing Analytics, Palgrave Macmillan, vol. 11(3), pages 297-316, September.
  8. Mangirdas Mork̄unas, 2023. "Revealing Differences in Brand Loyalty and Brand Engagement of Single or no Parented Young Adults," IIM Kozhikode Society & Management Review, , vol. 12(1), pages 102-111, January.
  9. Xu, Hui & Wu, Yang & Hamari, Juho, 2022. "What determines the successfulness of a crowdsourcing campaign: A study on the relationships between indicators of trustworthiness, popularity, and success," Journal of Business Research, Elsevier, vol. 139(C), pages 484-495.
  10. Behl, Abhishek & Jayawardena, Nirma & Pereira, Vijay & Islam, Nazrul & Giudice, Manlio Del & Choudrie, Jyoti, 2022. "Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda," Technological Forecasting and Social Change, Elsevier, vol. 176(C).
  11. Qian, Tyreal Yizhou & Matz, Robbie & Luo, Lei & Xu, Chenglong, 2022. "Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports," Journal of Business Research, Elsevier, vol. 145(C), pages 482-494.
  12. Miao, Xiaoyu & Niu, Ben & Yang, Congcong & Feng, Yuanyue, 2023. "Examining the gamified effect of the blindbox design: The moderating role of price," Journal of Retailing and Consumer Services, Elsevier, vol. 74(C).
  13. Jiaming Fang & Lixue Hu & Xiangqian Liu & Victor R. Prybutok, 2022. "Impact of air quality on online restaurant review comprehensiveness," Electronic Commerce Research, Springer, vol. 22(4), pages 1035-1058, December.
  14. Muhammad Sohaib & Jacob Mlynarski & Rui Wu, 2022. "Building Brand Equity: The Impact of Brand Experience, Brand Love, and Brand Engagement—A Case Study of Customers’ Perception of the Apple Brand in China," Sustainability, MDPI, vol. 15(1), pages 1-19, December.
  15. Feng, Yuanyue & Yi, Zihui & Yang, Congcong & Chen, Ruoyi & Feng, Ye, 2022. "How do gamification mechanics drive solvers’ Knowledge contribution? A study of collaborative knowledge crowdsourcing," Technological Forecasting and Social Change, Elsevier, vol. 177(C).
  16. Miao Huang & Mohamad Saifudin Mohamad Saleh & Izzal Asnira Zolkepli, 2023. "The Moderating Effect of Green Advertising on the Relationship between Gamification and Sustainable Consumption Behavior: A Case Study of the Ant Forest Social Media App," Sustainability, MDPI, vol. 15(4), pages 1-15, February.
  17. Taylor, Alex & Carlson, Jamie & Liao, Yi-Chuan & Rahman, Mohammad M., 2023. "Customer engagement and sharing behaviors: Toward a contingent curvilinear perspective," Journal of Business Research, Elsevier, vol. 154(C).
  18. Zafar, Abaid Ullah & Shahzad, Mohsin & Shahzad, Khuram & Appolloni, Andrea & Elgammal, Islam, 2024. "Gamification and sustainable development: Role of gamified learning in sustainable purchasing," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
  19. Lubart, Allan & Capelli, Sonia, 2024. "Gamification of the point of sale using hybrid-reality games: Non-players' negative influence on players' service experience," Technological Forecasting and Social Change, Elsevier, vol. 203(C).
  20. Yi-Jen (Ian) Ho & Siyuan Liu & Lei Wang, 2023. "Fun Shopping: A Randomized Field Experiment on Gamification," Information Systems Research, INFORMS, vol. 34(2), pages 766-785, June.
  21. João M. Lopes & Sofia Gomes & Ivo Rodrigues, 2024. "Playing the gamification and co-creation game: a bibliometric literature review," Management Review Quarterly, Springer, vol. 74(1), pages 353-376, February.
  22. Li, Mingwei & Lu, Man & Akram, Umair & Cheng, Shaoen, 2024. "Understanding how customer social capital accumulation in brand communities: A gamification affordance perspective," Journal of Retailing and Consumer Services, Elsevier, vol. 78(C).
  23. Yuri de Souza Odaguiri Enes & Gisela Demo & Rafael Barreiros Porto & Thaiyan Sun Zulato, 2024. "What Is Next for Consumer-Based Brand Equity in Digital Brands? Research Itineraries and New Challenges," Sustainability, MDPI, vol. 16(13), pages 1-19, June.
  24. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
  25. Chuan Zheng & Munirah Khamarudin & Azanin Ahmad, 2024. "Mapping the Landscape of Brand Equity Research: A Bibliometric Analysis of SCOPUS Data (1993-2023)," International Review of Management and Marketing, Econjournals, vol. 14(5), pages 113-125, September.
  26. Xinyuan Lu & Fangfang Ren & Xuelin Wang & Hua Meng, 2024. "How Gamified Interactions Drive Users’ Green Value Co-Creation Behaviors: An Empirical Study from China," Sustainability, MDPI, vol. 16(9), pages 1-21, April.
  27. Hyun, Hyowon & Park, JungKun & Hong, Eunpyo, 2024. "Enhancing brand equity through multidimensional brand authenticity in the fashion retailing," Journal of Retailing and Consumer Services, Elsevier, vol. 78(C).
  28. Thapa, Sajani & Guzmán, Francisco & Paswan, Audhesh, 2024. "We are just 10 feet away! How does location-based advertising affect consumer-brand engagement?," Journal of Business Research, Elsevier, vol. 172(C).
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