Gamification in Digital Marketing Platforms A Study of Attitudes and Intentions of Users
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Govt. College Madapally, University of Calicut
Abstract
Business organisations are now focusing on new strategies to provide better consumer
experiences, thereby enhancing their engagement with the brand. The marketing
perspective has changed by focusing beyond the mere transactional obligations. This
has necessitated companies to adopt immersive technologies to obtain immediate
gratification from the consumers, where gamification holds a significant position.
Gamification is the use of game elements in non-game contexts to enhance user
engagement. The experiential outcome of the gamification process is called a gameful
experience. It acts as a mediator between the gameful system and the behaviour caused
by the system. The effectiveness of gameful experiences in the marketing platform is
highly dependent on the demographic, psychological, and design factors, and how it
acts as a mediator between these factors and the behavioural intentions of the users.
The current study aims to understand the factors influencing gameful experiences of
users and their subsequent impact on the attitude and behavioural intentions of users
of a gamified digital marketing platform. The study is descriptive and analytical in
nature. The study is based on primary data, and it has also acquired secondary
information from the past literature.The primary data were collected from the users of
the selected gamified digital marketing platform through a structured questionnaire.
The study has adopted the snowball sampling method by considering the nature of the
study. In addition, the sampling process has applied the technique of temporal
separation in order to reduce the instances of common method biases. The two-stage
data collection has resulted in a sample size of 502 users. The collected data were
analysed using percentages, descriptive statistics, ANOVA, post hoc analysis, CFA,
and CB-SEM with the help of software packages such as IBM SPSS 26.0 and AMOS
23.0. The findings indicate that the demographic and the platform usage patterns of
the users have a significant influence on their gameful experiences, attitudes and
behavioural intentions in the gamified digital marketing platform. Further, results
indicate that the perceived social influence of users has a broad and consistent
influence on their gameful experiences, followed by self-efficacy, where personal
innovativeness has a more limited and targeted influence. It highlights the importance
of enhancing performance expectancy and perceived trust in the platform to positively
influence user attitudes towards the gamified digital marketing platform. The findings
underscore the importance of designing gamification strategies that are immersive,
enjoyable and mentally stimulating to extend favourable user outcomes including
attitudes and brand affection. Finally, results highlight the importance of improving
both brand affection and utilitarian value to promote positive behavioural intentions
towards the brand and the gamified digital marketing platform. The findings providetheoretical contributions to the academic community, which always intends to
understand the effectiveness of innovative marketing tools on consumer behaviour.
The study provides insights for marketers and gamification designers to create
gamification strategies to foster engaging consumer-brand interactions in the evolving
context of digital marketing and immersive technologies
