Once upon a game: boosting brand storytelling through gamification

IF 5.2 2区 管理学 Q1 BUSINESS
Elias Vega, Carmen Camarero
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引用次数: 0

Abstract

Purpose

The purpose of this study is to explore the impact of gamifying brand storytelling on user immersion in the brand narrative, a concept referred to as “narrative transportation”. The aim is to comprehend how transportation influences users’ experience and their responses to the brand, with particular focus on brand attitude and WOM. The study also explores the role of interactivity in brand storytelling and its effects on transportation and user engagement.

Design/methodology/approach

Four experiments were conducted to sequentially test the proposed hypotheses. Each experiment involves ad hoc gamified brand stories for different product categories (wine, museum, glasses and frozen fruit).

Findings

Findings indicate that including gamification elements in brand stories heightens narrative transportation and enhances the information obtained by users as well as their entertainment. Users thus respond more positively to the brand in terms of attitude and WOM. The study also reveals that high levels of interactivity in the game may actually decrease narrative transportation in the story, although this is offset by the perception of greater entertainment.

Originality/value

This research contributes to current understanding of brand storytelling and its impact on branding. It highlights the importance of offering users a gamified experience that can provide them with information about the brand whilst also offering them entertainment. The results also hold implications for gamification literature by emphasizing the need to ensure a balance between game and story vis-à-vis enhancing the impact of gamified storytelling on brand response.

一次游戏:通过游戏化促进品牌故事的讲述
目的 本研究旨在探讨将品牌故事游戏化对用户沉浸在品牌叙事中的影响,这一概念被称为 "叙事运输"。目的是理解 "叙事运输 "如何影响用户的体验及其对品牌的反应,尤其是对品牌态度和 WOM 的影响。本研究还探讨了互动性在品牌叙事中的作用及其对运输和用户参与的影响。每个实验都涉及不同产品类别(葡萄酒、博物馆、玻璃杯和冷冻水果)的特别游戏化品牌故事。研究结果研究结果表明,在品牌故事中加入游戏化元素可以增强叙事的感染力,提高用户获得的信息量和娱乐性。因此,用户对品牌的态度和 WOM 反应更加积极。研究还显示,游戏中的高互动性实际上可能会减少故事中的叙事迁移,尽管这被更大的娱乐感所抵消。它强调了为用户提供游戏化体验的重要性,这种体验既能为用户提供品牌信息,又能为他们提供娱乐。研究结果还对游戏化文献产生了影响,强调了在增强游戏化故事对品牌反应的影响时,需要确保游戏和故事之间的平衡。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
10.90
自引率
19.60%
发文量
59
期刊介绍: Branding has evolved and organizations are facing a lot of new challenges when managing their brand reputations, an activity that has become strategic and interdisciplinary. The Journal of Product and Brand Management (JPBM) advances the theoretical and managerial knowledge of products and brands. Manuscripts may either report results based on rigorously analysed qualitative/quantitative data or be purely conceptual. All manuscripts must offer significant research findings and insights and offer meaningful implications for the real world. This journal is proudly international and inter-disciplinary. We publish manuscripts which compare international markets and encourage submissions approaching branding and product management from any discipline. We focus on all aspects of branding and product management from development to dilution. This includes areas as broad as person, place or political brands.
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