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

Transformative gamification services for social behavior brand equity: a hierarchical model The purpose of this paper is twofold: first, 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; and second, to demonstrate the usefulness of brand equity to measure social behavior brands encouraged via transformative gamification services.Design/methodology/approachData 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.FindingsThe results revealed that the hierarchical model had a superior fit to the data over rival models measuring constructs at lower orders. The results also reveal that value mediates the relationship between social support and brand equity for social behavior.Originality/valueThis 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. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Journal of Service Theory and Practice Emerald Publishing

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

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Publisher
Emerald Publishing
Copyright
© Emerald Publishing Limited
ISSN
2055-6225
DOI
10.1108/jstp-06-2018-0140
Publisher site
See Article on Publisher Site

Abstract

The purpose of this paper is twofold: first, 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; and second, to demonstrate the usefulness of brand equity to measure social behavior brands encouraged via transformative gamification services.Design/methodology/approachData 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.FindingsThe results revealed that the hierarchical model had a superior fit to the data over rival models measuring constructs at lower orders. The results also reveal that value mediates the relationship between social support and brand equity for social behavior.Originality/valueThis 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.

Journal

Journal of Service Theory and PracticeEmerald Publishing

Published: Aug 21, 2019

Keywords: Brand equity; Gamification; Transformative services; Social behaviour

References