Does gamification effect customer brand engagement and co-creation during pandemic? A moderated-mediation analysis

Raouf Ahmad Rather*, Shakir Hussain Parrey, Rafia Gulzar, Shakeel Ul Rehman

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

22 Scopus citations

Abstract

While insight into gamification, customer brand engagement (CBE), and co-creation is rapidly increasing, little remains known about the relationship of these, and related concepts, as thus investigated in this study. Rooted in service-dominant logic and protection motivation theory-informed perspectives, this study develops and tests a model which investigates the effects of destination brand-based gamification on CBE, co-creation, loyalty and positive word-of-mouth (WOM) during pandemic. This study also investigates the potentially moderating role of protection motivation and psychological fear in affecting these associations. To explore these issues, we collected tourist-based survey data using PLS-SEM analysis. Our findings suggest that gamification positively impacts CBE, co-creation, loyalty and WOM. Second, our findings confirm the CBE’s differing effects on co-creation, loyalty and WOM. Third, results revealed the gamification’s indirect effect on co-creation, loyalty and WOM, as mediated through CBE. Further, findings verify a reciprocal relationship between loyalty and CBE, which has not been reported in existing studies. Finally, our analyses revealed a significant-positive moderating role of protection motivation and significant-negative moderating effect of psychological fear in proposed associations. This study offers key theoretical and practical implications to marketing literature with valuable suggestions for destination brand managers during pandemic.

Original languageEnglish
Pages (from-to)285-311
Number of pages27
JournalJournal of Global Scholars of Marketing Science: Bridging Asia and the World
Volume33
Issue number2
DOIs
StatePublished - 2023
Externally publishedYes

Bibliographical note

Publisher Copyright:
© 2022 Korean Scholars of Marketing Science.

Keywords

  • Gamification
  • co-creation
  • customer brand engagement
  • protection motivation
  • psychological fear

ASJC Scopus subject areas

  • Arts and Humanities (miscellaneous)
  • Social Sciences (miscellaneous)
  • Marketing

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