Gamification: A Practitioner’s Case in Building Brands
DOI:
https://doi.org/10.33423/jmdc.v17i3.6482Keywords:
marketing, development, gamification, brand recognition, brand recall, product salesAbstract
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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