Can Indian Millennials be Engaged Through Online Customer Gamified Experience?

Authors

  •   Mallika Srivastava Associate Professor, SVKM's Narsee Monjee Institute of Management Studies, Bangalore, Bannerghatta Main Rd, Bengaluru - 560 083, Karnataka
  •   Semila Fernandes Associate Professor, Symbiosis Institute of Business Management, Bengaluru (Symbiosis International (Deemed University) Pune), #95/1, 95/2, Electronics City, Phase - 1, Hosur Road, Bengaluru - 560 100, Karnataka

DOI:

https://doi.org/10.17010/ijom/2022/v52/i6/169834

Keywords:

Gameful Experience

, Customer Brand Engagement, Continued Engagement Intention, Brand Loyalty.

Paper Submission Date

, April 20, 2021, Paper sent back for Revision, December 8, Paper Acceptance Date, March 15, 2022, Paper Published Online, June 15, 2022.

Abstract

Purpose: Extant literature has indicated that millennials in emerging markets could not trust the brand. Hence, companies should be able to build the correct type of trust and experiences to create a gamified experience, resulting in brand loyalty. This paper attempted to establish the relationships among online gamification experience, customer brand engagement, online engagement intention, and brand loyalty in India's developing economy.

Methodology: We conducted a self-administered web-based questionnaire-based study among Indian millennials between February and April 2020. The study applied SEM to explore the proposed association in the structural equation path model.

Findings: The current study confirmed that the gamification experience among the Indian millennials had a significant favorable influence on millennials' continued engagement intention, which positively impacted customer brand engagement and brand loyalty. The gameful experience was positively related to continued engagement intention. Continued engagement intention and customer brand engagement were also positively correlated. Moreover, customer brand engagement was positively associated with brand loyalty. However, the gamified experience had a negative association with customer brand engagement.

Originality: The study positioned the role of online-gamified experience amongst Indian millennials towards brand engagement.

Downloads

Download data is not yet available.

Author Biographies

Mallika Srivastava, Associate Professor, SVKM's Narsee Monjee Institute of Management Studies, Bangalore, Bannerghatta Main Rd, Bengaluru - 560 083, Karnataka

ORCID iD : https://orcid.org/0000-0003-3779-2948

Semila Fernandes, Associate Professor, Symbiosis Institute of Business Management, Bengaluru (Symbiosis International (Deemed University) Pune), #95/1, 95/2, Electronics City, Phase - 1, Hosur Road, Bengaluru - 560 100, Karnataka

ORCID iD : https://orcid.org/0000-0003-1626-9744

Downloads

Published

2022-06-01

How to Cite

Srivastava, M., & Fernandes, S. (2022). Can Indian Millennials be Engaged Through Online Customer Gamified Experience?. Indian Journal of Marketing, 52(6), 24–40. https://doi.org/10.17010/ijom/2022/v52/i6/169834

Issue

Section

Articles

References

Anderson, J. C., & Gerbing, D. W. (1988). Structural equation modeling in practice: A review and recommended two-step approach. Psychological Bulletin, 103(3), 411–23. https://doi.org/10.1037/0033-2909.103.3.411

Berger, A., Schlager, T., Sprott, D. E., & Herrmann, A. (2018). Gamified interactions: Whether, when, and how games facilitate self–brand connections. Journal of the Academy of Marketing Science, 46, 652–673. https://doi.org/10.1007/s11747-017-0530-0

Cheung, M. L., Pires, G. D., Rosenberger III, P. J., Leung, W. K., & Ting, H. (2021). Investigating the role of social media marketing on value co-creation and engagement: An empirical study in China and Hong Kong. Australasian Marketing Journal, 29(2), 118–131. https://doi.org/10.1016/j.ausmj.2020.03.006

Chien, W.- J., & Wu, Y.- L. (2015). The effect of mobile gamification on brand loyalty. In, AMCIS 2015 Proceedings. https://aisel.aisnet.org/amcis2015/Caribbean/GeneralPresentations/2

Ellen, S. (2012). Slovin's formula sampling techniques. Dryden Press.

Evans, E. J. (2020). Assessment of the high-performance cycle to understand work motivation among US workers. (Doctoral dissertation). Walden University. https://scholarworks.waldenu.edu/dissertations/8884

Fornell, C., & Larcker, D. F. (1981). Structural equation models with unobservable variables and measurement error: Algebra and statistics. Journal of Marketing Research, 18(3), 382–388. https://doi.org/10.2307/3150980

García-Jurado, A., Castro-González, P., Torres-Jiménez, M., & Leal-Rodríguez, A. L. (2019). Evaluating the role of gamification and flow in e-consumers: Millennials versus generation X. Kybernetes, 48(6), 1278–1300. https://doi.org/10.1108/K-07-2018-0350

Hammedi, W., Leclerq, T., & Van Riel, A. C. (2017). The use of gamification mechanics to increase employee and user engagement in participative healthcare services: A study of two cases. Journal of Service Management, 28(4), 640–661. https://doi.org/10.1108/JOSM-04-2016-0116

Högberg, J., Ramberg, M. O., Gustafsson, A., & Wästlund, E. (2019). Creating brand engagement through in-store gamified customer experiences. Journal of Retailing and Consumer Services, 50, 122–130. https://doi.org/10.1016/j.jretconser.2019.05.006

Hollebeek, L. D., Clark, M. K., Andreassen, T. W., Sigurdsson, V., & Smith, D. (2020). Virtual reality through the customer journey: Framework and propositions. Journal of Retailing and Consumer Services, 55, Article 102056. https://doi.org/10.1016/j.jretconser.2020.102056

Huotari, K., & Hamari, J. (2017). A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets, 27, 21–31. https://doi.org/10.1007/s12525-015-0212-z

Joshi, A., Sunny, N., & Vashisht, S. (2017). Recent trends in HRM : A qualitative analysis using AHP. Prabandhan: Indian Journal of Management, 10(10), 41–52. https://doi.org/10.17010/pijom/2017/v10i10/118814

Kashive, N., Khanna, V. T., Kashive, K., & Barve, A. (2022). Gamifying employer branding: Attracting critical talent in crisis situations like COVID-19. Journal of Promotion Management, 28(4), 487–514. https://doi.org/10.1080/10496491.2021.2008575

Khan, I., Hollebeek, L. D., Fatma, M., Islam, J. U., & Rahman, Z. (2020). Brand engagement and experience in online services. Journal of Services Marketing, 34(2), 163–175. https://doi.org/10.1108/JSM-03-2019-0106

Kim, K., & Ahn, S. J. G. (2017). RETRACTED: The role of gamification in enhancing intrinsic motivation to use a loyalty program. Journal of Interactive Marketing, 40, 41–51. https://doi.org/10.1016/j.intmar.2017.07.001

Kunkel, T., Lock, D., & Doyle, J. P. (2021). Gamification via mobile applications: A longitudinal examination of its impact on attitudinal loyalty and behavior toward a core service. Psychology & Marketing, 38(6), 948–964. https://doi.org/10.1002/mar.21467

Lacka, E. (2020). Assessing the impact of full-fledged location-based augmented reality games on tourism destination visits. Current Issues in Tourism, 23(3), 345–357. https://doi.org/10.1080/13683500.2018.1514370

Landers, R. N., Bauer, K. N., & Callan, R. C. (2017). Gamification of task performance with leaderboards: A goal setting experiment. Computers in Human Behavior, 71, 508–515. https://doi.org/10.1016/j.chb.2015.08.008

Mattke, J., & Maier, C. (2021). Gamification: Explaining brand loyalty in mobile applications. AIS Transactions on Human-Computer Interaction, 13(1), 62–81. https://doi.org/10.17705/1thci.00142

Nobre, H., & Ferreira, A. (2017). A gamification as a platform for brand co-creation experiences. Journal of Brand Management, 24(4), 349–361. https://doi.org/10.1057/s41262-017-0055-3

Norman, K. L. (2013). Get (game engagement/experience questionnaire): A review of two papers. Interacting with Computers, 25(4), 278–283. https://doi.org/10.1093/iwc/iwt00

Nunnally, J. C. (1994). Psychometric theory (3E). Tata McGraw-Hill Education.

Parasuraman, A., Zeithaml, V. A., & Malhotra, A. (2005). E-S-QUAL: A multiple-item scale for assessing electronic service quality. Journal of Service Research, 7(3), 213–233. https://doi.org/10.1177/1094670504271156

Patra, G., Mukhopadhyay, I., & Dash, C. K. (2019). Digital employer branding for enabling Gen Y in the ITeS sector in Eastern India. Prabandhan: Indian Journal of Management, 12(3), 38–49. https://doi.org/10.17010/pijom/2019/v12i3/142339

Podsakoff, P. M., Mackenzie, S. B., Lee, J. - Y., & Podsakoff, N. P. (2003). Common method biases in behavioral research : A critical review of the literature and recommended remedies. Journal of Applied Psychology, 88(5), 879 – 903. doi: 10.1037/0021-9010.88.5.879

Rashid, A., & Rokade, V. (2019). Impact of CSR criteria and sub-criteria on retailer personality: A study using AHP. Prabandhan: Indian Journal of Management, 12(1), 52–63. https://doi.org/10.17010/pijom/2019/v12i1/141428

VitkauskaitÄ—, E., & Gatautis, R. (2018). Points for posts and badges to brand advocates : The role of gamification in consumer brand engagement. In, Proceedings of the 51st Hawaii International Conference on System Sciences. https://doi.org/10.24251/HICSS.2018.143

Werbach, K. (2014). (Re) defining gamification: A process approach. In, A. Spagnolli, L. Chittaro, & L. Gamberini (eds.), Persuasive technology. PERSUASIVE 2014. Lecture notes in computer science (Vol. 8462). Springer, Cham. https://doi.org/10.1007/978-3-319-07127-5_23

Wolf, T., Weiger, W. H., & Hammerschmidt, M. (2020). Experiences that matter? The motivational experiences and business outcomes of gamified services. Journal of Business Research, 106, 353–364. https://doi.org/10.1016/j.jbusres.2018.12.058

Xi, N., & Hamari, J. (2020). Does gamification affect brand engagement and equity? A study in online brand communities. Journal of Business Research, 109, 449–460. https://doi.org/10.1016/j.jbusres.2019.11.058

Yoo, B., & Donthu, N. (2001). Developing and validating a multidimensional consumer-based brand equity scale. Journal of Business Research, 52(1), 1–14. https://doi.org/10.1016/S0148-2963(99)00098-3