Gamification: A Practitioner’s Case in Building Brands

Authors

  • Vane-Ing Tian Hong Kong Metropolitan University
  • Oi Yee Katherine Wong Hong Kong Metropolitan University
  • Tak Hung Barry Hung Hong Kong Baptist University

DOI:

https://doi.org/10.33423/jmdc.v17i3.6482

Keywords:

marketing, development, gamification, brand recognition, brand recall, product sales

Abstract

Technological advancement and the increasing need for consumer engagement have brought a new trend in advertising and marketing – gamification. The stimulating and interactive nature of mobile games and possible game-style rewards allow marketers to promote their brands innovatively.

This paper aims to contribute to the research on gamification in marketing, focusing on how the in-game presence of branding affects brand recall, brand recognition, and product sales. The data are collected from a practitioner and a real mobile game developed specifically for a grocery retail chain with around 2,000 stores in Thailand. The paired t-test results show that advergame product placement significantly increases brand recognition and recall.

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Published

2023-10-24

How to Cite

Tian, V.-I., Wong, O. Y. K., & Hung, T. H. B. (2023). Gamification: A Practitioner’s Case in Building Brands. Journal of Marketing Development and Competitiveness, 17(3). https://doi.org/10.33423/jmdc.v17i3.6482

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Section

Articles