مقاله انگلیسی رایگان در مورد ایجاد مشارکت نام تجاری – الزویر 2019

 

مشخصات مقاله
ترجمه عنوان مقاله ایجاد مشارکت نام تجاری از طریق تجارب مشتری بازی نمایی شده درون فروشگاهی
عنوان انگلیسی مقاله Creating brand engagement through in-store gamified customer experiences
انتشار مقاله سال 2019
تعداد صفحات مقاله انگلیسی 9 صفحه
هزینه دانلود مقاله انگلیسی رایگان میباشد.
پایگاه داده نشریه الزویر
نوع نگارش مقاله
مقاله پژوهشی (Research Article)
مقاله بیس این مقاله بیس میباشد
نمایه (index) Scopus – Master Journals List – JCR
نوع مقاله ISI
فرمت مقاله انگلیسی  PDF
ایمپکت فاکتور(IF)
4.218 در سال 2018
شاخص H_index 65 در سال 2019
شاخص SJR 1.211 در سال 2018
شناسه ISSN 0969-6989
شاخص Quartile (چارک) Q1 در سال 2018
مدل مفهومی ندارد
پرسشنامه ندارد
متغیر دارد
رفرنس دارد
رشته های مرتبط مدیریت
گرایش های مرتبط بازاریابی
نوع ارائه مقاله
ژورنال
مجله / کنفرانس مجله خرده فروشی و خدمات مصرف کننده – Journal of Retailing and Consumer Services
دانشگاه  Service Research Center, Karlstad University, Universitetsgatan 2, 651 88, Karlstad, Sweden
کلمات کلیدی بازی وار سازی، خرده فروشی، تجربه ی مشتری، آزمایش میدانی، مشارکت برند
کلمات کلیدی انگلیسی Gamification، Retail، Customer experience، Field experiment، Brand engagement
شناسه دیجیتال – doi
https://doi.org/10.1016/j.jretconser.2019.05.006
کد محصول  E13450
وضعیت ترجمه مقاله  ترجمه آماده این مقاله موجود نمیباشد. میتوانید از طریق دکمه پایین سفارش دهید.
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فهرست مطالب مقاله:
Abstract
1. Introduction
2. Theory and hypotheses
3. Method
4. Results
5. Discussion
Conflicts of interest
Funding
References

 

بخشی از متن مقاله:
Abstract

The purpose of this study is to understand how gamification contributes to customers’ value creation in a retail context and how this value creation relates to brand engagement. The study builds on a field experiment using a two-group between-subjects design combined with correlational research. The experiment involved 378 participants recruited at a major European sports retailer. Participants were exposed to one of two conditions: one with a gamified activity in a store, and one in which the participants performed the same activity without being exposed to any game elements. The findings show that gamification affects the hedonic value of an activity and that this effect can be partly explained by positive affect. When this hedonic value was compared to the satisfaction with a reward, the hedonic value was found to be a better predictor of continued engagement intention. Finally, gamification through continued engagement intention is positively associated with brand engagement.

Introduction

Retailing is transforming rapidly due to digitalization (Hagberg et al., 2016), and news articles have reported that the threat of online shopping is creating a crisis among brick-and-mortar stores (e.g., Walker, 2014). Despite these negative reports, surveys highlight the continuing importance of such stores. According to one such survey (SessionM, 2015), more than 70 percent of consumers had made a nongrocery purchase in a physical store during the preceding three months, and 68 percent had bought all their clothes and footwear in such stores. Many customers enjoy shopping in physical stores since, in addition to utilitarian shopping experiences, they also pursue hedonic experiences (Hirschman and Holbrook, 1982), such as seeking the thrill of bargain hunting along with enjoying browsing and window-shopping (Arnold and Reynolds, 2003; Verhoef et al., 2009). Since customers seek value that emerges from such hedonic experiences, retailers can focus on providing such experiences – in addition to utilitarian experiences – in their physical stores when digitalizing to improve the overall customer experience. One of the more prominent facilitators of digitalization is the widespread use of smartphones (Hagberg et al., 2016). Such devices have become constant accessories for their users, which makes them suitable as supplementary channels for physical retailers (Shankar et al., 2010). This current state of smartphone use has created an opportunity for such retailers to compete by using these digital tools to take the in-store experience to higher levels (Walker, 2014).

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