مقاله انگلیسی رایگان در مورد بازاریابی موبایلی درون فروشگاهی – الزویر 2019

 

مشخصات مقاله
ترجمه عنوان مقاله بازاریابی موبایلی درون فروشگاهی بازی نمایی شده: اثر ترکیبی تبلیغات نقطه خرید بازی نمایی شده
عنوان انگلیسی مقاله Gamified in-store mobile marketing: The mixed effect of gamified point-of-purchase advertising
انتشار مقاله سال 2019
تعداد صفحات مقاله انگلیسی 7 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، بازاریابی موبایلی درون فروشگاهی، مشارکت
کلمات کلیدی انگلیسی Gamification، Mobile in-store marketing، Engagement
شناسه دیجیتال – doi
https://doi.org/10.1016/j.jretconser.2018.07.004
کد محصول  E13466
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 development
3. Method
4. Results
5. Discussion
Conflicts of interest
Funding
References

 

بخشی از متن مقاله:
Abstract

This study investigates the effect of gamification on in-store mobile advertisement. More specifically, it investigates the effect of gamification on the inclination to act on offers gained at point of purchase. For this purpose, a field experiment was conducted at a supermarket, where real customers were recruited. Eye tracking, smartphone activity logging and choice were used to investigate the customers’ behaviour. The results reveal that gamification is not always useful for increasing the tendency to act on offers. In fact, engagement in a gamified shopping task is needed; otherwise, the tendency to act on offers might even decrease when gamifying.

Introduction

Surveys have shown that as many as 90 per cent of customers use smartphones while visiting stores (SeessionM, 2015). This ubiquity of Internet-connected mobile devices is an important facilitator for the transformation of retailing due to digitalisation (Hagberg et al., 2016), and their constant companionship with their owners make them a fitting supplementary channel for physical retailers (Shankar et al., 2010). These devices open up new possibilities for these retailers to integrate online and physical store offerings, thus creating competitive advantages through multichannel or omnichannel customer experiences (Lemon and Verhoef, 2016; Verhoef et al., 2015). In fact, such devices have the potential to change the retailing paradigm from one based on customers who enter the retailing environment to one in which retailers enter the customers’ environment anytime and anywhere (Shankar et al., 2010). To do this, the location sensitivity of smartphones can be used to develop location-based services that provide functions based on where the service is engaged (Shankar and Balasubramanian, 2009; Wilson, 2012). Such functions enable retailers to use smartphones as a means to enter the customers’ environment in stores at the point of purchase for marketing purposes. Another recent development that has taken advantage of the widespread presence of mobile phones is gamification. Using a gamified service triggers psychological outcomes – that is, gameful experiences – that motivate specific behavioural outcomes (Huotari and Hamari, 2017). From a marketing perspective, such outcomes might include attitude, purchase/repurchase, retention and engagement (Hofacker et al., 2016). With these kinds of outcomes, it is unsurprising that gamification has attracted the attention of retailers. For example, one survey found that 87 per cent of the responding retailers expected to have integrated gamification features into their loyalty programmes by 2020 (Boston Retail Partners, 2015).

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