Kiểm Tra Tác Động Của Trò Chơi Điện Tử Đến Ý Định Tham Gia Và Thái Độ Thương Hiệu Trong Bối Cảnh Tiếp Thị
Kiểm Tra Tác Động Của Trò Chơi Điện Tử Đến Ý Định Tham Gia Và Thái Độ Thương Hiệu Trong Bối Cảnh Tiếp Thị
Copyright:
© 2017. This manuscript version is made available under the CC-BY-NC-ND 4.0 license
https://doi.org/10.1016/j.chb.2017.03.066
Date deposited:
01/04/2017
03 April 2018
Abstract
The development of multiple applications with features of games has brought about a new trend
– gamification. Gamification has become a fast-emerging practice in the business world, with
order to increase customer engagement. Despite this growing trend and the potential role
played by gamification, the marketing literature lacks models that explain the use of
gamification in the marketing context, customers’ perceptions of gamification and its effects
on their attitudes towards the brand. This study addresses this omission by adopting the TAM
framework in a gamification context. Similar to TAM, gamification finds its roots in the
technology and information systems literatures. Drawing on TAM, this study presents a model
that examines the effects of gamification on customers’ intention to engage in the gamification
process and their attitudes toward the brand. Using a quantitative methodology, the results
provide empirical support for perceived usefulness and perceived enjoyment as predictors to
intention of engagement and brand attitude. However, perceived ease of use was surprisingly
found not to be significantly related to people’s intention of engagement with the gamification
process and their brand attitude. In addition, perceived social influence was found not to be
related to people’s intention of engagement, but was related to their brand attitude. The findings
Introduction
The concept of gamification and its mechanics in non-gaming environments has become a fast-
emerging practice in business, especially in marketing. Though in its infancy, the dynamics
and techniques of gamification have been found to be easily transferrable from their gaming
software origins into the world of commerce. The use of gamification tools and methods has
the potential to benefit organizations from all industries because of their fundamental potential
to shape and influence behaviors and attitudes. A growing number of organizations are
adopting gaming techniques and game-style rewards in order to increase customer engagement
gamification literature remains anecdotal and lacks academic rigour (Hamari et al., 2014). In
other words, a conceptualisation of gamification for a specific purpose has rarely been provided
when people have undertaken academic research in gamification in various contexts. Second,
since gamification is a relatively new concept, it is largely unclear how an effective design can
be realised (Deterding et al., 2011) for a specific purpose. Burk (2013) noted that there are
often unrealistic expectations of success, and consequently many businesses are implementing
instrument to improve their business processes. Due to poor design of gamification, some
practices have failed in reaching business objectives (Gartner Research, 2012). Furthermore,
aspects in an existing process. This means that there is limited knowledge on how gamification
for changing people’s behavior or attitude in all types of business processes (Salen &
Zimmerman, 2004). Third, academic evidence of the effects or benefits of gamification is
lacking.
Gamification is regarded as a new technology-based system which has been applied to different
areas. In the field of information systems, technology acceptance theories have examined the
is a well-established, robust and parsimonious model for predicting user acceptance. However,
the model has been criticised for disregarding other important aspects (e.g. social aspects) that
may predict technology acceptance. The model is also said to overlook other types of
TAM model, this study aims to examine the concept of gamification in the marketing context
through and its effects on users’ engagement intention and attitude towards the brand.
Literature review
Gamification
Gamification is a relatively new term, especially when it is used in relation to the internet, but
it is not a new concept. The roots of gamification originate in the digital media industry
(Deterding et al., 2011) and started out with the term “funware” (Tahashi, 2008). Gabe
Zichermann first employed this term. The author defined it as “the art and science of turning
your customer’s everyday interactions into games that serve your business purposes”
(Zichermann & Linder, 2010, p. 20). Gamification gained widespread recognition in the 2010s,
when several industry players popularised it (Deterding, 2011). Companies like Bunchball and
system based on technologies which combine wireless devices with communication forms
(Lule, Omwansa, & Waema, 2012). In the past few years, gamification has been applied to
numerous applications across diverse areas, such as information systems and social sciences.
Gamification describes a number of design principles, processes and systems used to influence,
engage and motivate individuals, groups and communities to drive behaviors (intentions) or
generate the desired effect (Glover, 2013; Nicholson, 2012; Deterding et al., 2011).
Due to the rise and popularity of games in marketing activities, the new trend of gamification
has attracted the attention of marketers. It is slowly being embedded in the minds of marketing
executives, and the gamification market is expected to grow to $2.8 billion in 2016 (Meloni &
Gruener, 2012). In a 2013 survey, more than 70% of Forbes Global 2000 companies stated that
they planned to use gamification for marketing and customer retention purposes (Park & Bae,
2014).
becoming more and more selective in how and where they spend their money and time.
Accordingly, companies are pressurized to find new ways to adapt their marketing strategies
in order to attract customers’ attention and keep them engaged in the process. The marketing
area is highly innovative and sophisticated in deploying new ideas and phenomena, so many
companies have used gamification in the marketing area for branding, including earning points,
badges and free products through playing games or joining competitive activities. Companies
can also take back control of the brand experience by engaging users, encouraging them to join
a community, driving active participation, sharing with friends outside the community and even
recruiting friends to join the community (Meloni & Gruener, 2012). Therefore, a particularly
variety of marketing goals. Pioneering participants include Coca-Cola, McDonalds, Nike and
Sony.
In this paper, the authors refer to gamification as a system applying game design elements to a
non-game context in order to generate playful experiences and influence users’ attitude and/or
behavior. Gamification can be perceived as a form of service packaging, where a core service
is enhanced by a rule-based service system that provides feedback and interaction mechanisms
to the user with the aim of facilitating and supporting the users’ overall behavior or attitude
change. In this case, the core service can also be a game that can be further gamified (Huotari
Motivations of gamification
There are generally two types of human motivation: intrinsic and extrinsic. Extrinsic
motivation involves doing something for its external rewards, like money, praise or other
tangibles. Intrinsic motivation, on the other hand, drives behaviors that result in internal
Traditionally, it was believed that intrinsic motivation was more desirable if it resulted in a
better learning outcome (Deci et al., 1999). As gamification marketing process is normally
committed to instil products or brands information to users, it is a drive for participants to learn
the information and further join or continue an action – in our case, engaging with gamification
– because of the effects it has. Therefore, when people are intrinsically motivated, they have a
genuine desire for the activity itself and enjoy it tremendously. Two main intrinsic motivation
engagement behavior. The theory of 16 basic desires (Reiss, 2000) was employed to understand
innate human desires along with foundations for collaborative engagement in business,
providing utility for analyzing and predicting human behavior, which includes Order, Power,
Independence, Curiosity, Acceptance, Saving, Idealism, Honor, Social Contact, Family, Status,
Determination Theory (SDT) (Deci & Ryne, 1985) framed a motivation model for
understanding what and how human behavior is initiated and regulated. It recognizes social
and environmental conditions that affect personal volition and engagement in activities. This
theory also combines both psychological needs and cognition motivations describing needs for
autonomy, competence, and relatedness. Hence, it is interesting to note that both of these
theories modelled a close association between people’s basic desire, social aspects and
cognitional factors. In the context of gamification for marketing, if the social needs and
cognitive motives are inherently intertwined with “play”, users may be affected by those factors
in behavior or attitude.
In addition, in game studies, it is evident that the motivational and emotional involvement
during playing can be immense. The basic idea of gamification is to use this motivational power
of games for other purposes not solely related to the entertaining purposes of the game itself.
As some recent research illustrates, gamification systems are currently used with aims as
diverse as influencing behavior or attitude, motivating for physical workout, fostering safe
driving behavior, and enhancing learning in education (e.g. McGonigal, 2011). However,
researches and investigations about the motivational pull of gamification are scarce, especially
especially positive emotions can encourage people to play games. For example, in O’Neill,
Wainess and Baker’s (2005) study on the cognitive demands of playing games, social
collaboration and communication were highlighted in achieving complex goals and making
further progress in the game among all five factors. Koo (2009) found that enjoyment was an
important motivator of online game playing. Based on that, although gamification is usually
used for non-game context, which is different from games, it has adopted the applications of
game elements, so social factors or enjoyment are likely to be the influencers in the context of
gamification use.
Effects of gamification
As for the effects of gamification, according to previous research, the exposure to the brands
placed in video games impacts on gamers’ memory for the brands (Nelson, 2002; Grigorovici
& Constantin, 2004). In addition, marketing or advertising interactions can be classified into
two receptive contexts: passive interaction and active interaction. Most TV programs and
movies are classified as passive-interactive media, which are relatively difficult to receive
audiences’ immediate responses. Video games are active-interactive media because players are
able to have and are even required to have spontaneous interactions, responses and actions (Lee
& Faber, 2007). People by nature are more impressed with and interested in active interaction
rather than passive interaction (Acar, 2007). In this case, like games, gamification with multi-
media can also have special characteristics of interactivity among users and sensory immersion,
which makes it livelier and closer to audiences than other media. Also, it can be easier and
more efficient for marketers to produce and place targeted brands in the process.
Compared with traditional marketing tools, gamification can be an innovative platform to
way to enable consumers to accept branding messages (Xu, 2010). In addition, gamification
for marketing can allow repetition of the branding message during the process. Compared with
traditional marketing tools, gamification has no time or space limitation in branding products
or services. Some other traditional media are generally for a one-time propagation so people
have less chance to be exposed to the marketing message. In addition, gamification has the
interactive entertainment just like games. With a strong interaction, gamification can enhance
people’s sense of belonging and identification to a brand. When interacting with the system or
other participants in the gamification process, users will have various types of emotions and
different experiences. This will directly or indirectly influence the evaluation of brand
(Herrewijn & Poels, 2013). Finally, people enjoy competing, playing games and winning. In
gamification, they can also compete and win rewards as well as revel in watching other people
compete. People relish the process of participating in a competing activity with rewards, even
if the prizes are small, symbolic or virtual. Gamification takes advantages of the game
characteristics and applies them into marketing use. People’s willingness to compete and win
rewards during that process can be a catalyst to improving their loyalty to a brand, product or
service.
Gamification has the potential to boost people’ engagement, but few scholars have put it into
practical research, especially in marketing context. A research about employees found that
gamification can make the work process fun and that when workers combine games with work,
they are more likely to be actively engaged and entertained. By the same token, the use of
game-like designed training can also promote engaging work in a dynamic environment.
Game-like designed training was taken as a common method of delivering training to teams or
individuals (Fletcher & Tobias, 2006), showing that gamification have an increasingly
important role in engaging trainees. More and more companies are adopting gamification in
the hope of driving improved business performance. In games, players aim to obtain in-game
awards, such as rare items and virtual currency, or to gain admiration and recognition from
other players, and those can represent extrinsic motivation (Lafrenière, et al., 2012).
Gamification is also likely to influence people’s behavior and attitudes. According to Anderson
and Dill (2000), games have considerable effects on players’ behaviors and thoughts. Similarly,
gamification, which has been used in different contexts, is argued to have positive effects on
behavior and attitude in practice (Domínguez, et al., 2013; Rughinis, 2013). In addition, games
and gamification are both goal-directed systems with rewards like points, levels or badges,
which can lead to changes in beliefs, or efforts to attain the rewards or bonus, illustrated in the
expectancy value theory (Shepperd, 2001). Therefore, users are likely to change their behavior
TAM
According to TAM and drawing from the theory of reasoned action (TRA) (Fishbein and Ajzen,
1975), one’s actual use of a technology system is influenced directly or indirectly by the user’s
behavioral intentions, attitude, perceived usefulness and perceived ease of the system. Davis et
al. (1989) found that perceived usefulness was the strongest predictor of an individual’s
TAM that may influence system use, perceived usefulness is defined as “the degree to which a
person believes that using a particular system would enhance his or her job performance”
Perceived ease of use is beneficial for initial acceptance of an innovation and is essential for
adoption and continued use (Davis, Bagozzi & Warshaw, 1989). It has been examined
extensively in understanding user acceptance of technology (Venkatesh, 2000). Similar to
perceived usefulness, perceived ease of use has been empirically shown to be a critical
component of the adoption process (e.g., Lin, Shih & Sher, 2007).
The model posits that actual usage is determined by users’ behavioral intention to use, which
in turn is influenced by their attitude and the belief of perceived usefulness. The behavioral
intention construct as a proxy to predicting the actual usage is also a very important element in
TAM.
In the application of information systems, TAM has been successfully used by many
researchers to predict behavioral intent towards the use of information technology (e.g.
Ramayah & Jantan, 2003; Ramayah, Sarkawi & Lam, 2003; Legris, Ingham & Collerette,
2003). TAM has become the most influential theory in the information systems field. It has
been asserted that TAM appears to be able to account for 40% to 50% of user acceptance (Park,
2009). Li (2014) maintains that TAM is a well-accepted theory in the context of IS acceptance
that explains online consumer behaviour in the context of individual acceptance or rejection of
However, some researchers (e.g. Davis, 1989, 1993, Benbasat and Barki, 2007; Li, 2014) have
critiqued TAM for its incompleteness and called for extending TAM to specific contexts and
including specific variables. We aim to respond to this call by examining a model that explains
gamification in marketing while taking into account the role of social influence and perceived
enjoyment along other factors in explaining consumers’ intention to engage in the game and in
The original TAM suggests that system acceptance is determined by perceived usefulness and
perceived ease of use (Davis, 1985), but it was criticized by latter scholars due to the lack of
specific factors under specific contexts which limited its explanatory and predictive power. In
game studies, social aspects are proposed to predict players’ attitudes and intentions, and
enjoyment is considered the most important motivational aspect for gameplay (Hsu & Lu, 2007;
Ghani & Deshpande, 1994; Li, 2014). In this research, social influence and enjoyment are
included in the conceptual model as additional factors for the study of gamification use.
Moreover, the relationships between attitude toward using and behaviour intention to use have
already been validated by past research on TAM and TRA. Also, brand attitude was found to
be closely related to purchase decision (Adis & Jun, 2013). In this study, unlike TAM or TRA,
the research model is developed to explore the relationship between behaviour intention of
engagement and brand attitude in order to examine the marketing benefits of gamification.
H1
Perceived 11
Usefulness
H2 Intention of
Perceived Ease H3 5 Engagement
of Use H4
H5 H9
3 H6
Perceived Social
Influence Brand Attitude
H7
H8
Perceived
Enjoyment
This study aims to examine gamification in a marketing context. Hence, we propose a model
with brand attitude as a dependant variable. The main objectives of this research are not only
to investigate the antecedents of the behavioural intention to engage with gamification, but also
to examine the relationship between behavioural intention of engagement and brand attitude.
It is worth noting that studies based on TRA found strong support for using attitude to predict
intentions (e.g. Sheppard, Hartwick & Warshaw, 1988), but this model uses intention to predict
attitude. The intention and attitude in TRA studies are both towards the system, but while the
intention is towards the game, the attitude in this study is towards the product brand which is
Some studies have found a significant effect of perceived usefulness on intentions and attitudes
(e.g. Davis et al., 1989; Venkatesh, 2000; Pikkarainen et al., 2004). However, Shroff, Dneen
and Ng’s (2011) found that perceived usefulness had no influence on consumers’ behavioral
intention to use an e-portfolio system. Another study (Li, 2014) argues that perceived
usefulness is misleading and superfluous in a gamification context. However, the present study
mechanism that brand managers can implement to enhance consumers’ brand attitude. The
association between the game and the brand is likely to create a useful branding mechanism.
We argue that consumers who perceive the game as being useful in the recognition/familiarity
of the brand are more likely to engage in the gamified process. Hence, we hypothesize:
H1. Perceived usefulness will have a positive effect on customers’ intention to engage in
gamification.
Marketing activities like advertising, which engage customers with gamified activities, have
been found to be useful tools to raise brand awareness, change customers’ brand attitude and
finally affect customers’ intention to purchase (Mackenzie et al., 1986; Tsai et al., 2007).
Perceived usefulness from the gamification marketing process can also affect people’s brand
attitude. Perceived usefulness is also one of two basic determinants to predict people’s attitude
towards a new system or technology, and people’s attitude towards advertising is significantly
related to people’s attitude towards the brand (Biehal, Stephens & Curlo, 1992; Sallam &
H2. Perceived usefulness will have a positive effect on customers’ brand attitude.
Research in information systems maintain that the easier users perceive a new technology, the
more likely they would be to adopt that technology (Teo et al., 1999). Perceived ease of use is
attitude. It can be concluded from previous studies that the main feature of perceived ease of
& Jantan, 2003; Rogers, 1995). It has been found in previous researches that perceived ease of
use can influence behavior or attitude in information technology adoption (e.g. Rodrigues,
Costa & Oliveira, 2013; Hsu & Lu, 2004). Ramayah et al. (2003) found that perceived ease of
use has a significant impact on intention to use internet banking, which corroborates the
findings by Ramayah et al. (2002), Adams et al. (1992) and Davis et al. (1989). Huang, Linn
and Chuang (2007) argue that perceived ease of use is one of two fundamental factors for
predicting user acceptance. Despite this widespread agreement on the impact of ease of use of
technology on attitudes/behaviours, Benbasat & Barki (2007) and Li (2014) suggest that ease
of use is not relevant in a gamification context. We challenge this view and argue that an
their consumers’ attitudes and behaviors. These games vary in their level of accessibility,
simplicity, and degree of ease of comprehension and interaction. Therefore, we maintain that
consumers will be more likely to engage with games which are more accessible, easier to
comprehend and interact with. In this study, we argue that perceived ease of use of games
influences consumers’ intention to engage and should be examined. Therefore we propose the
following:
H3. Perceived ease of use will have a positive effect on customers’ intention to engage in
gamification.
As stated above, people’s attitude can be influenced by relevant experiences, emotions and
reflections from a certain process. In the gamification process, perceived ease of use may
influence people’s attitude in a similar way to perceived usefulness. Perceived ease of use
represents the degree to which adopting a new technology or system is free of effort (Davis et
al., 1989). If the new technology or system is simpler to use, people will feel more satisfied
and be more likely to adopt it, and thus create a positive impression of that new system or
technology. Furthermore, when compared with people who are in a negative state of mind,
people who are in a positive state of mind are proven to have a more positive brand attitude
and a greater intention to try the advertised products (Owolabi, 2009). From this perspective, a
higher degree of perceived ease of use is likely to cause a more favourable brand attitude. A
study of smartphone brands in Malaysia found that the relationship between customer
satisfaction and brand attitude is positive and significant (Ghorban, 2012). Satisfaction was
stated to be an index of a system use (website) (Tu, Fang & Lin, 2010). Satisfaction may shape
the attitude towards a system or technology use. It has also been found that perceived ease of
use has a significant influence on customer satisfaction. It is thus reasonable to suggest that
Social influence can have a significant impact on behaviors of users in the ICT context
(Venkatesh & Davis, 2000; Straub et al., 1997; Hsu & Lu, 2007). It is argued that behavioral
intentions could be determined by subjective norm (Fishbein & Ajzen, 1975), which is often
defined as a person’s perception that most people who are important to him think he should or
should not perform the behavior in question (Venkatesh & Davis, 2000). Oliver et al. (1985)
proposed the concept of “critical mass” to examine subjective norm for social influence
research. This refers to the idea that some threshold of participants or actions have to be crossed
before a social movement explodes into being. That concept can explain the effect of social
assumed that people can perform a specific behavior if they believe that one or more of the
important referents think they should. Support is also provided by the IDT suggesting that user
adoption decisions are influenced by a social system beyond an individual’s decision, and by
Kelman’s (1958) study on identification (i.e., when an individual accepts influence because
or group) and internalisation (i.e., when an individual accepts influence because it is congruent
Research into the effect of social influence on behavioral intentions have produced mixed
results. For instance, Mathieson (1991) found no significant effect of subjective norm on
intention, whereas Taylor and Todd (1995) found a significant effect. So the extent to which
social influence can influence consumers’ intention of engagement remains an important issue
to be further explored.
The increased use of social media has brought about the rise of online groups or communities
with shared norms, values and interests (Laroche et al., 2012). Those virtual groups or
communities formed for sharing information may strengthen and intensify the “critical mass”
concept of Kelman (1958) in the social media environment. Given that most of the gamification
processes nowadays are based on social media, it is likely that perceived social influence has
H5. Perceived social influence will have a positive effect on customers’ intention to engage in
gamification.
Social influence is often considered an essential factor in bringing about attitude change, and
it is also an important motivation for game players. Attitude change can be seen as a pervasive
influence on judgements from the social environment. People often reinterpret messages online
with the ideology of important social groups and close people around. In Asch’s (1952) study,
the behaviors and beliefs guiding an individual are either an endorsement of his (her) group,
and therefore a bond of social community, or an expression of conflict with it. Attitudes can be
formed by reference from other people. In marketing, a number of sociocultural forces such as
parents, peers, school, shopping skills and mass media, can be major influences during the
process of customers’ socialisation (Gunter & Furnham, 1998). Kamaruddin and Moklis (2003)
maintain the importance of social influence on brand attitudes and purchasing decisions of
young people. In the gaming process, people can often compete or cooperate with people and
thus perceive social influence. In the context of gamified marketing, perceived social influence
has the potential to influence people’s attitude towards the new system and further influence
H6. Perceived social influence will have a positive effect on customers’ brand attitude.
We posit that the attitude or behavioral intention of a customer towards a technology, system
or service may result not only from functional usefulness, the effort made for usage or
perceived social influence, but also from perceived enjoyment. If users do not enjoy engaging
in the gamified marketing process, they are unlikely to get involved in it again. Perceived
enjoyment may explain people’s intentions or attitudes (Childers et al., 2001; Yannakakis &
Hallam, 2007). Moreover, it has been found that one important motive for playing games is to
seek pleasure; players who perceive enjoyment in games (gamification) are more likely to be
motivated to play more (Huang & Cappel, 2005; Kim et al., 2002). Thus, we argue that the user
Prior research also suggests that enjoyment can indirectly impact behavioral intention through
other variables. For example, Venkatesh (2000) found that enjoyment significantly impacts
behavioral intention to use information technology through perceived ease of use. Lee et al.
(2005) also found that enjoyment not only directly impacts behavioral intention, but also
indirectly influences it through attitude. Moreover, scholars have argued that hedonic feelings
play a role in consumption decisions (Hartman et al., 2006). Some studies also support the
claims that perceived enjoyment has no direct influence on intention to use (Venkatesh et al.,
2003; Yi & Hwang, 2003). The authors aim to add to this debate and hypothesize the following:
H7. Perceived enjoyment will have a positive effect on customers’ intention to engage in
gamification.
Enjoyment is an important source of value for gamers, and thus they are more willing to persist
in a behavior with enjoyment aspects (Deci et al., 1999). However, the impact of enjoyment on
brand attitude has not been examined yet in the context of gamification to the best knowledge
of the authors. Research in electronic commerce have so far explored the role of enjoyment in
instant messaging (Li et al., 2005) and online shopping (Koufaris, 2002). Ducoffe (1996) found
media and in web advertising. A study by Taylor et al. (2011) proposed that SNS users’
perceptions from entertaining advertisements would positively influence their attitudes towards
advertising appearing on these SNSs. This was also supported by Gao and Koufaris (2006) and
Brackett and Carr (2001), who argue that perceived entertainment has been identified as one
Lee et al. (2005) found that enjoyment not only directly impacts behavioral intention, but also
Norris and Colman (1993), Gullen (1993) and Lloyd and Clandy (1991) proposed that
that advertisement. Compared with other activities such as online shopping and information
system uses, gamification processes (like games) will be more experience oriented. Thus the
online games. Perceived enjoyment from a new marketing system is closely related to the
attitude towards that system, and people’s attitude towards that system is also possibly related
to their attitude towards the brand embedded in that system. We therefore hypothesise that:
H8. Perceived enjoyment will have a positive effect on customers’ brand attitude.
Past studies have indicated that there is a link between attitude and behavioral intention,
although the nature of the link is not always clear (Spears & Singh, 2004). Generally,
researchers have focused on the influence of attitude on behavioral intention, and not the other
way round. Sukpanich and Chen (1999) found that intention was one of the three constructs to
affect web advertising attitudes, the other two being awareness and preference. Similarly,
Kotler (2004) showed the close relationship between behavioral intention and attitude in his
emotional feelings and action inclination toward some idea or object”. The strong emotional
ties that gamification creates between the customers and the brand during marketing activities
have also been recognised (Norris & Colman, 1993). Therefore we posit that in a gamified
marketing context, the intention to engage with the game is likely to drive more favourable
attitude towards the gamified brand. Hence, the following hypothesis is proposed:
H9. Customers’ intention to engage in gamification will have a positive influence on their
Methods
Research context
We tested the hypotheses in the context of a gamified brand. This study adopted a largely
identified numerous scales that had been developed, tested and validated to measure the
constructs that form the focal points for this research – perceived usefulness, perceived ease of
use, perceived social influence, perceived enjoyment, intention of engagement and brand
attitude. While it is documented that a phenomenological approach could have revealed deeper
insights linking these phenomena, the problem of necessarily small sample sizes would have
limited the generalisability of such an approach. The authors believe that our approach has
validity because scales to measure the focal constructs have been previously validated. This
brand.
Given the novelty of investigating gamification in the marketing context, an initial exploratory
qualitative study using two separate focus groups was undertaken. Using a purposive sampling
method, the focus groups’ discussions on the motivations and effects of playing games were
analysed using NVIVO software. The analysis followed standard interpretive practice. We
started the analysis by identifying open codes followed by axial codes that helped us elaborate
some of the key themes (Strauss & Corbin, 2008). From this exploratory analysis, it was clear
that perceived enjoyment was recognised as a key motivation of engaging with brand games.
The results of the qualitative study combined with existing literature were used to advance the
conceptual development and hypotheses. In addition, the results of the qualitative study helped
University students in the UK and China have been chosen as the main sampling participants.
College students are often considered a bellwether of internet use, but the internet is not the
only technology they have incorporated into everyday life. Thanks to a plethora of technologies
(video game consoles, computers, handheld devices, and the internet), a range of entertainment
options is at their disposal – a range that is much wider than was available to their predecessors.
Furthermore, today’s college students are using technologies like mobile phones, MP3 players
and other devices to entertain themselves wherever they may be. Hence, college students are a
A sample of students was drawn from one British university and one Chinese University
through email invitation from December 2014 to March 2015. During that period, about 1500
students with a valid e-mail address were invited to participate in a gamification activity which
included playing a game (Oreo: Twist, Lick, Dunk) and completing a survey relating to the
Oreo: Twist, Lick, Dunk is the official game of the popular chocolate cookie brand. As
suggested in the title, the game makes you twist, lick and dunk virtual Oreo cookies. First,
swipe through the cookies to “twist” them. Second, swipe through them again to “lick” them
and combine them into one big cookie. And then, drag the big cookie into the glass of milk to
“dunk” it. Finally, the players can see the score and ranking on the leader board. Players can
download and play the ordinary version for free, and it is available for iOS and Android devices,
which made it the best performing branded game ever launched, ranking number one overall
in 12 countries and top 10 overall in 36 countries. This game is popular and easy to pick up.
Also, it enables players to unlock the Oreo cookie varieties featured in the game.
Research Procedure
The research mimicked a gamification marketing activity and was made as easy as possible to
conduct for the researcher. During the research part, the participants were in pairs. Both of the
subjects in each pair first watched a guide video about how to play the game Oreo: Twist, Lick,
Dunk. Then, all the participants downloaded the game from the app store to the mobile devices.
They had five minutes to learn and practice playing the game. The participants then played the
game and got a score in the local and/or worldwide ranking leader board. After comparing their
scores in pairs, the winner of each pair got a free pack of Oreo cookie. After playing the game
and getting the result, the participants filled up the questionnaire. The time for each research
During data collection period, 323 responses were collected (a response rate of 21.5%). Among
all the collected data, 320 were fully completed responses and 3 were incomplete with 1 answer
missing respectively. The missing data have been calculated by SPSS regress substitution. At
last, all the collected data (323) were included in the analysis. All the participants are chosen
from university students, so 300 out of 323 were ranging from 19 to 39 years old, 14 were
under 19 years old and 9 were above 39 years old. Since the data were collected from Britain
and China, the participants were mainly from Europe (132) and Asia (185). The participants
were chosen at random when invited, so there were several international students have been
included in the research (America: 1, Arica: 5).The other demographic profile are shown in
table 1.
Previously developed and validated measurement scales were adapted to the context of
gamification. All constructs used 5-point Likert-type scales anchored at “Strongly disagree”
Perceived usefulness was measured with four items adapted from Hsu and Lu (2004), e.g. ‘It
effectively made me think about the brand’, ‘I found it is useful in the branding of brand X’.
Perceived ease of use was measure with five items also adapted from Hsu and Lu (2004), e.g.
‘It was easy for me to learn how to play that game and compete with another person’, ‘My
interaction with playing the game and the competition was clear and understandable’.
Perceived social influence was measured with six items adapted from Hsu and Lu (2004), e.g.
‘If my friends like to join the game competition, I will do it as well.’, ‘If people I know think
it is fun to win the game competition and get the prize, I will do it.’ Perceived enjoyment was
Intention of engagement was conceptualised as the degree to which a person has formulated
conscious plans to perform or not perform some specified future behavior relating to the game.
The intention of engagement was measured with three items based on Park (2009) and Ahn,
Ryu and Han (2007), e.g. ‘I intend to join this activity again’ and ‘I intend to play that game
e.g. ‘It makes me feel more personally connected to the Oreo brand’ and ‘It makes me have the
Results
The hypothesized effects were tested using the two-step approach of structural equation
modelling (SEM) using AMOS (21.0). In a first step, confirmatory factor analysis (CFA) was
employed to examine the reliability and validity of the scales employed in this study (Gerbing
& Hamilton, 1996), followed in the 2nd step by evaluation of the structural model.
The measurement model was assessed by a range of commonly used indicators. The overall fit
of the final model was good by conventional standards (Chi-Square is 459.2 with 287 degrees
index (TLI) =.95, and root mean square error approximation (RMSEA) =.043. Convergent and
discriminant validity was assessed for the final multi-item constructs. All factor loading
estimates measuring the same constructs for the final CFA model are highly significant (p≤.001)
showing that all indicators effectively measure their corresponding construct and support
convergent validity.
Table 2: Means, standard deviations, composite reliabilities, average variance extracted
influence
4. Perceived enjoyment 4 3.44 1.02 .80 .67 .62 .30 .41 .82
5. Intention of engagement 3 3.64 1.25 .86 .60 .48 .17 .23 .64 .77
6. Brand attitude 8 3.54 1.04 .87 .76 .47 .18 .33 .55 .69 .87
Note: SD=Standard Deviation, CR = Composite reliability, Values in the diagonal represent the square root
average variance extracted
Furthermore, the standardized loadings are all above .5 with the majority being above .7. The
reliability of the constructs was assessed using the measure of construct reliability (CR), which
is computed from the squared sum of factor loadings and the sum of error variance terms (Hair
Discriminant validity was examined by comparing the square root of the variance extracted
measures with the inter-construct correlations associated with that factor. All square root
estimates, thus confirming discriminant validity. Table 2 shows the mean, standard deviations,
reliability estimates, average variance extracted and the correlation coefficients for the latent
df=283, CFI=.95, TLI=.95, RMSEA=.045). The model explains 41.2% of variation in intention
The results show that perceived usefulness had a positive significant influence on both
customers’ intention to engage in gamification and their brand attitude (β=.148, p<.000 and
β=.102, p<.000), hence supporting H1 and H2. H3 and H4 were not confirmed as perceived
ease of use was not found to be a predictor to intention of engagement or brand attitude. While
no support was found to the proposed effect of perceived social influence on intention of
engagement H5, higher levels of perceived social influence were associated with more positive
brand attitude (β=.159, p<.005), thus confirming H6. Perceived enjoyment had a positive
significant effect on both intention of engagement (β=.571, p<.000) and brand attitude (β=.100,
p<.000), demonstrating support for H7 and H8. Intention of engagement led to more positive
brand attitude (β=.624, p<.000), confirming H9. Table 3 provides an overview of the structural
Harman’s single test factor has been used to check for potential common method bias (Chang,
Witteloostuijn, & Eden, 2010). The constructs were loaded into the exploratory factor analysis.
The test result shows that there is no single factor explaining a disproportionately large portion
of variance. Thus, no “general” factor is apparent in the data. The correlation matrix is also
examined. The matrix revealed the absence of highly correlated variables and therefore
common method bias is unlikely to be a concern with this data (Podsakoff et al., 2003).
Table 3: Structural model estimates
Hypo- t-
Hypothesized paths Std. path coeff. p-value Result
theses value
Discussion
While perceived usefulness was found to positively influence people’s intention of engagement
in the gamified branding process, perceived ease of use is not significantly relation to the
intention of engagement. Although this result failed to support H3, it was not totally unexpected
because most prior TAM research has found that perceived usefulness has a greater influence
on the intention of engagement when compared to perceived ease of use (e.g. Smith, 2008;
Savitskie et al., 2007; Davis et al., 1989). Similarly, this study’s findings suggest that perceived
usefulness and not ease of use positively influences brand attitudes which is consistent with
other studies (Koury & Yang, 2010; Hosseini et al., 2011). It can be inferred that although
perceived ease of use has the potential to influence people’s attitude or behavior towards a new
system or technology in the beginning, it may not influence their attitude or behavior for a long
time (engagement). It is also possible that because of the advances in information technology,
perceived ease of use (i.e. the degree to which a person believes that using a particular system
will be free of effort) is not a concern for most people, especially for young people (the target
Consistent with Mathieson (1991), perceived social influence was not found to positively
influence people’s intention of engagement in the gamified marketing process. This finding
adds to the debate in the literature characterised by conflicting results as to the impact of social
influence on behavioral intentions. This study has found that perceived social influence is
closely related to brand attitude in the context of gamified marketing. This is in line with
Hamari and Koivisto (2013) who pointed out that social aspects play an important role in
gamification such as game playing, and found that social factors such as social influence
Perceived enjoyment was found to be the strongest predictor of intention to engage in the
gamification process which is not surprising given the gamification context. This is consistent
with Huang & Cappel (2005) and Kim et al. (2002) who argue that fun or entertainment is the
most important motivation for game players, and most people aim to seek pleasure through
playing games. In addition, this study found perceived enjoyment to significantly influence
brand attitude in the gamification process for marketing purposes. This is consistent with Wise
et al. (2008) who studied advergames and found that brand attitude was significantly affected
by game enjoyment.
While behavioral intention was maintained to be determined by attitude in past research, our
study results found positive effect of the intention of engagement on brand attitude in the
This study contributes to the marketing literature by providing an extension to the TAM model
in the context of gamification used by marketers. In line with past research, the results
confirmed that TAM is a valid theory not only in the context of information system adoption,
but also in the evaluation of a marketing system. In addition, based on the extended model,
some positive effects of gamification have been found for marketing purposes in this research.
In particular, the intention to engage with a gamified brand is likely to lead to positive attitudes
towards that brand. In addition, the study contributes to the TAM literature by shedding the
game designers should pay more attention to the elements that can bring about enjoyable
perception or experience when playing a game. For example, as in game design, the enjoyable
elements of the gamification process can be competition with other participants, interesting
The results of this study provide evidence about the effects of gamification in practice as a
foundation for further application of gamification in different areas. Also, it may serve as a
guide for gamification planners or designers regarding what factors are important for
academic research on the extensions of the original technology acceptance model and testify
to the application of TAM in different areas. Finally, examining the relationship between
intention of engagement with the gamification marketing process and the attitude towards the
particular brand in that process may potentially enable marketers to increase participants’
intention when they carry out marketing activities and also theoretically fill the knowledge gap
can be further studied. The established model in this research might be used in future as a basic
model that can be extended. Future research may focus on the element of design of games and
what design elements may make a game more enjoyable and/or more useful in the gamification
process. This will have considerable managerial implications for companies that wish to
achieve marketing benefits from gamification. Some external factors could be included in the
model. For example, technology elements may influence the prediction of people’s intention
of engagement and brand attitude based on existing perceptions, especially for the gamification
use with internet. Also, researchers can further explore potential moderating effects of previous
relationships in this study. In addition, the applications of gamification to different areas apart
from marketing area can also be studied in more depth. Overall, the practical use of
gamification for many different purposes and in different ways in future should be encouraged,
especially in marketing area, given the impact gamification can have on consumers’ attitudes
and behaviors.
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Appendix: Measurement items
Perceived Usefulness
It was easy for me to learn how to play that game and compete with another person.
It was flexible for me to play that game and compete with other people.
It was easy to access the game and get another person to compete.
If my friends think it is fun to win the game competition and get the prize, I will do it.
If my classmates think it is fun to win the game competition and get the prize, I will do it.
If my classmates like to join the game competition, I will do it as well.
If people I know think it is fun to win the game competition and get the prize, I will do it.
If people I know like to join the game competition, I will do it as well.
Perceived Enjoyment
Brand Attitude
This activity makes me feel more emotionally bonded with Oreo brand now.
This activity evoked positive feelings about Oreo brand.
I shall be more inclined to buy Oreo brand from now on.
This activity makes me to derive pleasure from choosing Oreo.
This activity makes me delighted to choose Oreo.
This activity makes me have intention to use other Oreo’s service or products.
I like the experience of that activity about playing Oreo’s game and win the prize of the
competition.
I may recommend Oreo to other people.