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Content available
Book part
Publication date: 30 June 2021

Neil Baxter

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Running, Identity and Meaning
Type: Book
ISBN: 978-1-80043-367-0

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Book part
Publication date: 5 December 2018

Thomas Raymen

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Parkour, Deviance and Leisure in the Late-Capitalist City: An Ethnography
Type: Book
ISBN: 978-1-78743-812-5

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Article
Publication date: 1 September 1999

Robert Sparks

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International Journal of Sports Marketing and Sponsorship, vol. 1 no. 3
Type: Research Article
ISSN: 1464-6668

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Book part
Publication date: 30 July 2018

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Marketing Management in Turkey
Type: Book
ISBN: 978-1-78714-558-0

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Book part
Publication date: 15 May 2018

Neven Šerić and Jasenko Ljubica

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Market Research Methods in the Sports Industry
Type: Book
ISBN: 978-1-78754-191-7

Open Access
Article
Publication date: 27 October 2023

Salma Habachi, Jorge Matute and Ramon Palau-Saumell

This study aims to examine the impact of the gameful experience on behavioural outcomes. Drawing from stimulus–organism–response theory, it proposes and tests a new model that…

2296

Abstract

Purpose

This study aims to examine the impact of the gameful experience on behavioural outcomes. Drawing from stimulus–organism–response theory, it proposes and tests a new model that investigates the relationship between the gameful experience, brand loyalty and intention to use gamified branded applications in the sports context. In addition, it explores the mediating role of customer–brand engagement (CBE) and the moderating role of self-image congruity (SIC).

Design/methodology/approach

A sample of 436 active users of sport-related branded gamified applications was used to test the model. Data was collected from online sports forums, brands’ Facebook communities and during sporting events.

Findings

Results indicate that the gameful experience positively and directly impacts behavioural intentions but does not directly influence brand loyalty. This relationship becomes partially significant when mediated by CBE. In addition, results show that users with high levels of SIC are more likely to continue using the gamified application, whereas users with low levels are more likely to engage with the brand.

Originality/value

This study expands the gamification literature in the sports sector by revealing the importance of the gameful experience in driving loyalty, behavioural intentions and CBE. It proposes a new model that sheds light on the emotional aspect of the interaction between a user and a gamified system and the importance of exploring the effects of moderators, such as SIC, in these relationships.

Details

Journal of Product & Brand Management, vol. 33 no. 1
Type: Research Article
ISSN: 1061-0421

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Content available
Article
Publication date: 1 June 2000

Abstract

Details

International Journal of Sports Marketing and Sponsorship, vol. 2 no. 1
Type: Research Article
ISSN: 1464-6668

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Content available
Book part
Publication date: 10 December 2021

Lyndsay M.C. Hayhurst, Holly Thorpe and Megan Chawansky

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Sport, Gender and Development
Type: Book
ISBN: 978-1-83867-863-0

Content available
Book part
Publication date: 30 June 2021

Neil Baxter

Abstract

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Running, Identity and Meaning
Type: Book
ISBN: 978-1-80043-367-0

Content available
Book part
Publication date: 20 July 2022

Abstract

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The Digital Transformation of the Fitness Sector: A Global Perspective
Type: Book
ISBN: 978-1-80117-861-7

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