JANUARY 29, 2019
Gamified
branded apps:
the next level
loyalty program?
Master Thesis Defense | By Aniek Groenwold
INTRO
CONSUMERS STAY ATTACHED TO THEIR DEVICES MORE THAN EVER
Today’s proliferation in mobile technology and devices are
expected to continue to rise and future mobile marketing will create endless possibilities (Fritz, Sohn & Seegebarth, 2017).
Hence, creating a deeper understanding of mobile shopper
marketing is highly important.
Relevance
ACADEMIC MANAGERIAL
Limited empirical evidence for effects of gamification on loyalty, customer
engagement and motivation (hamari, koivisto & sarsa, 2014).
Do findings regarding traditional loyalty programs also apply within a branded app context? (li, 2018)
Since gamification elements are
increasingly used in mobile marketing to drive customer engagement (robson et al., 2015), the results of this research will also be highly relevant for
managers.
Need to assess how the mix of intrinsic and extrinsic rewards affects the
marketing effectiveness of mobile gamification! (hofacker et al., 2016; li,
2018; blom & leimeister, 2013).
Intrinsic rewards
H1A) LEARNING
BENEFITS H1B) SOCIAL
EXCHANGE H1C) SOCIAL
RECOGNITION
Conceptual model
RESEARCH METHOD
D A T A
G A T H E R I N G
Online survey(qualtrics)
S C A L E S
Literature research, matching
constructs with validated scales
M O D E L S P E C I F I E D
PLS-SEM analysisby the use of SmartPLS 3.2.7.
M E A S U R E - M E N T
M O D E L
A S S E S S M E N T
Reliability andvalidity testing --> Post-hoc
analysis!
S T R U C T U R A L M O D E L
A S S E S S M E N T
Multicollinearity check and path coefficients bymeans of bootstrapping
Measurement model assessment
‘On the basis of composite reliability alone, researchers may conclude that the convergent validity of the construct is adequate, even though more than 50% of the variance is due to error’
(Malhotra & Dash, 2011).
Post-hoc analysis
When item Eff1 is excluded, increased loadings for Eff2 and Eff3 were found and the initial AVE value of 0.437 changed into 0.727, which
meets the threshold of .5. Hence, the validity of the measurement
construct Effort increases.
Conclusion
An increase in learning benefits
created through gamification
elements positively affect user
engagement intentions
L E A R N I N G
B E N E F I T S S O C I A L E X C H A N G E
Social exchange created through
gamification
elements positively affect user
engagement intentions
A P P U S E R S A V V I N E S S
An increase in app user savviness
reduces the
perceived effort of engaging with a
gamified loyalty program within a
branded app*
O T H E R
H Y P O T H E S E S
H1c, H2, H3a, H4a and H4b were
rejected.
*But no significant effect was found for perceived effort on user engagement intentions