Gamified package : consumer insights into multidimensional brand engagement

annif.suggestionsgamification|consumers|consumer behaviour|marketing|brands|branding|packages|game design|committing oneself|consumption|enen
annif.suggestionsgamification|consumers|consumer behaviour|marketing|brands|branding|packages|game design|committing oneself|consumption|enen
annif.suggestions.linkshttp://www.yso.fi/onto/yso/p27310|http://www.yso.fi/onto/yso/p1397|http://www.yso.fi/onto/yso/p8576|http://www.yso.fi/onto/yso/p5878|http://www.yso.fi/onto/yso/p23851|http://www.yso.fi/onto/yso/p25981|http://www.yso.fi/onto/yso/p5929|http://www.yso.fi/onto/yso/p27380|http://www.yso.fi/onto/yso/p13419|http://www.yso.fi/onto/yso/p8574en
annif.suggestions.linkshttp://www.yso.fi/onto/yso/p27310|http://www.yso.fi/onto/yso/p1397|http://www.yso.fi/onto/yso/p8576|http://www.yso.fi/onto/yso/p5878|http://www.yso.fi/onto/yso/p23851|http://www.yso.fi/onto/yso/p25981|http://www.yso.fi/onto/yso/p5929|http://www.yso.fi/onto/yso/p27380|http://www.yso.fi/onto/yso/p13419|http://www.yso.fi/onto/yso/p8574en
dc.contributor.authorSyrjälä, Henna
dc.contributor.authorKauppinen-Räisänen, Hannele
dc.contributor.authorLuomala, Harri T.
dc.contributor.authorJoelsson, Tapani N.
dc.contributor.authorKönnölä, Kaisa
dc.contributor.authorMäkilä, Tuomas
dc.contributor.departmentfi=Ei tutkimusalustaa|en=No platform|-
dc.contributor.facultyfi=Markkinoinnin ja viestinnän yksikkö|en=School of Marketing and Communication|-
dc.contributor.organizationfi=Vaasan yliopisto|en=University of Vaasa|
dc.date.accessioned2020-11-30T10:42:05Z
dc.date.accessioned2025-06-25T12:20:05Z
dc.date.available2023-10-01T22:00:24Z
dc.date.issued2020-10-01
dc.description.abstractAlthough most gamification studies share the idea that customer engagement is one of the expected outcomes of gamification, they tend to treat engagement one-dimensionally as a psychological outcome of gamification. The study explores from the consumer perspective how benefits stemming from gamification and consumer brand engagement are dimensionally interconnected in the context of food packaging. This context enables extending the current understanding of the various ways in which gamification may enable brands to interact with consumers in their everyday lives and boost consumer brand engagement. The data were generated through qualitative Internet-mediated group interviews (N = 99). The findings show four consumer benefits of gamified packaging – functional, hedonic, social, and educational – which are further elaborated in terms of three dimensions (cognitive, emotional, and behavioral) of consumer brand engagement to create a multidimensional typology. The study highlights managerial implications in terms of relying on consumer-driven innovations when designing gamification.-
dc.description.notification©2019 Elsevier Ltd. This manuscript version is made available under the Creative Commons Attribution–NonCommercial–NoDerivatives 4.0 International (CC BY–NC–ND 4.0) license, https://creativecommons.org/licenses/by-nc-nd/4.0/-
dc.description.reviewstatusfi=vertaisarvioitu|en=peerReviewed|-
dc.embargo.lift2023-10-01
dc.embargo.terms2023-10-01
dc.format.bitstreamtrue
dc.format.contentfi=kokoteksti|en=fulltext|-
dc.format.extent49-
dc.format.pagerange423-434-
dc.identifier.olddbid11230
dc.identifier.oldhandle10024/11609
dc.identifier.urihttps://osuva.uwasa.fi/handle/11111/62
dc.identifier.urnURN:NBN:fi-fe202001212925-
dc.language.isoeng-
dc.publisherElsevier-
dc.relation.doi10.1016/j.jbusres.2019.11.089-
dc.relation.ispartofjournalJournal of business research-
dc.relation.issn1873-7978-
dc.relation.issn0148-2963-
dc.relation.issueOctober 2020-
dc.relation.urlhttps://doi.org/10.1016/j.jbusres.2019.11.089-
dc.relation.volume119-
dc.rightsCC BY-NC-ND 4.0-
dc.source.identifierhttps://osuva.uwasa.fi/handle/10024/11609
dc.subjectgamification-
dc.subjectconsumer brand engagement-
dc.subjectconsumer benefits-
dc.subjectpackaging-
dc.subjectfood-
dc.subjectinternet-mediated group interviews-
dc.subject.disciplinefi=Markkinointi|en=Marketing|-
dc.subject.ysogamification-
dc.subject.ysoconsumers-
dc.subject.ysoconsumer behaviour-
dc.subject.ysomarketing-
dc.subject.ysobrands-
dc.subject.ysobranding-
dc.subject.ysopackages-
dc.subject.ysogame design-
dc.subject.ysocommitting oneself-
dc.subject.ysoconsumption-
dc.titleGamified package : consumer insights into multidimensional brand engagement-
dc.type.okmfi=A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä|en=A1 Peer-reviewed original journal article|sv=A1 Originalartikel i en vetenskaplig tidskrift|-
dc.type.publicationarticle-
dc.type.versionacceptedVersion-

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