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Transformative gamification services for social behavior brand equity: A hierarchical model
Journal article   Open access   Peer reviewed

Transformative gamification services for social behavior brand equity: A hierarchical model

Afshin Tanouri, Rory Mulcahy and Rebekah Russell-Bennett
Journal of Service Theory and Practice, Vol.29(2), pp.122-141
2019
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Transformative gamification services for social behavior brand equity - A hierarchical model416.68 kBDownloadView
Accepted VersionCC BY-NC V4.0 Open Access
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https://doi.org/10.1108/JSTP-06-2018-0140View
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Abstract

brand equity gamification social behavior transformative services
Purpose: The first aim of this study was to test a hierarchical model with interrelationships between social support, value, and brand equity to examine the effect of a transformative gamification service on users' well-being behaviors. The second aim of the study was to demonstrate the usefulness of brand equity to measure social behavior brands encouraged via transformative gamification services. Design/Methodology/Approach: Data were collected (N=351) via users of a transformative gamification service delivered via mobile in Iran. Structural equation modeling was used to test the model. Findings: The results revealed the hierarchical model had a superior fit to the data over rival models measuring constructs at lower orders. The results also reveal value mediates the relationship between social support and brand equity for a social behavior. Originality and Value: This is the first study to hierarchically test a model for transformative gamification services. Furthermore, it begins to shed light on the antecedents of value created within transformative gamification services, which to date have not been thoroughly explored. Finally, the study demonstrates brand equity is applicable beyond commercial campaigns and services and can be used to measure social (well-being) behaviors.

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