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The impact of gamification on consumer loyalty, electronic word-of mouth


sharing and purchase behavior

Article  in  Journal of Public Affairs · August 2020


DOI: 10.1002/pa.2263

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Received: 13 April 2020 Revised: 30 April 2020 Accepted: 30 June 2020
DOI: 10.1002/pa.2263

ACADEMIC PAPER

The impact of gamification on consumer loyalty, electronic


word-of mouth sharing and purchase behavior

Mohammad Fahmi Al-Zyoud

Department of Marketing, Al-Ahliyya Amman


University, Amman, Jordan Firms often strive to acquire and increase the number of patronizes. Gamification - a
modern marketing and promotional tool is known activate positive emotions. Never-
Correspondence
Mohammad Fahmi Al-Zyoud, Department of theless, existing research has rarely examined how gamification shapes consumer loy-
Marketing, Al-Ahliyya Amman University,
alty and other tangible outcomes. The present research aims are twofold. First, this
Amman, Jordan.
Email: m.alzyoud@ammanu.edu.jo study examine how gamification affects consumer loyalty. Second, this study investi-
gates how consumer loyalty resulting from gamified interactions manifest purchase
and eWOM sharing behavior. Data were obtained using a simple random sampling
technique from consumers who had multiple online transactions with a gamified
eCommerce website in the last 3 months. The obtained data was analyzed using a
variance-based structural equation modeling (VB-SEM) technique. Results from VB-
SEM confirmed that gamification is a predictor for enhanced consumer loyalty. Con-
sumer loyalty did not only foster purchase intention and eWOM sharing behavior,
but also mediate the link between gamification and purchase intention, and between
gamification and eWOM sharing behavior. This article contributes to gamification
marketing literature by empirically examining its effects on important marketing vari-
ables. Implications for theory and practice are discussed alongside limitations and
future research course.

1 | I N T RO DU CT I O N The fame of social media gradually increases with strong influence


on almost every facet of human endeavor, marketing scholars are quick
The advent of technological innovation has altered and changed the to investigate its role in business marketing as it relates to advancing
way business owners' market and attracts customers. Todays' con- academic integrity and promoting profitable business ventures. For
sumer through their gadgets are more equipped and better positioned instance, social media marketing may serve as analytic tool through
to actively contribute to the co-creation processes in business opera- which organizations monitors their consumers perception and act to
tions as well as actively displaying extra-role behaviors that directly either maintain the status quo or make necessary alterations that may
impacts the business (Kennedy & Guzmán, 2016). Business can also concern the consumers dearly (Al-Zyoud, 2018a; Schweidel &
gain competitive edge through brand loyalty and committed of con- Moe, 2014). Gamification aim at creating a game-full experience
sumers toward their specific brand. To build such business-consumer (Sigala, 2015a), motivate and direct the users' behavior and to increase
relationship that will result in a win-win scenario as consumers are the users' engagement with the “play” tasks (Lee & Hammer, 2011) by
satisfied and business is gaining competitive advantage is thus hinged using game-like techniques (e.g., scoreboards, points and personalized
on the understanding of the specific marketing content that appeals fast feedback) that make people feel more ownership, flow and pur-
or suit the consumer behavior which will enhance their behavior pose when engaging with the “play” tasks (Pavlus, 2010). In consumer-
toward the business (Sen, Johnson, Bhattacharya, & Wang, 2015). oriented websites and mobile applications, firms use gamification to
Park and Bae (2014) revealed that more than 70% of Forbes Global encourage people to use the eCommerce applications to drive and
2000 companies mention that they intended to use gamification for enhance customer loyalty, brand awareness and effective marketing
the purpose of customer retention and marketing. engagement (Deterding, 2012; Sigala, 2015b).

J Public Affairs. 2020;e2263. wileyonlinelibrary.com/journal/pa © 2020 John Wiley & Sons Ltd 1 of 9
https://doi.org/10.1002/pa.2263
2 of 9 AL-ZYOUD

In essence, marketing practices can be gamified to influence con- and favorable treatment of object of loyalty). According to Oli-
sumer behavior. Despite the great potential of gamification in market- ver (1999, p. 34), consumer loyalty denotes “a deeply held commit-
ing (Cramer, Ahmet, Rost, & Holmquist, 2011), studies examining the ment to re-buy or re-patronize a preferred product/service
gamification's effectiveness in marketing are also scant (Xu, Tian, consistently in the future, thereby causing repetitive same-brand or
Buhalis, Weber, & Zhang, 2016), especially in the Arabian context. In same brand-set purchasing, despite situational influences and market-
fact, there is a dearth of evidence on the effectiveness of gamification ing efforts having the potential to cause switching behavior”. Aksoy
in persuading consumers to succumb to marketing and promotional et al. (2015) suggested that consumer loyalty is driven by the interac-
messages (Xi & Hamari, 2020). Absence of evidence on how con- tions and relationships which consumers create and develop with a
sumers will react limits the ability of marketing managers in the Arab business, product, service or brand. In particular, firms that communi-
world to effectively implement gamified services nor leverage its ben- cate via social media are more likely to have positive brand image and
efit. Amalgam Insights (2018) reported that after considerable invest- higher perceived service quality which can boost consumer loyalty
ments in gamification, several gamified business projects have failed. (Al-Zyoud, 2018b; Kaya, Behravesh, Abubakar, Kaya, & Orús 2019;
More to do this, only a handful of scholarly work have examined the Mainardes & Cardoso, 2019).
fruitful outcomes of gamification in the western world such as Recent empirical evidence denotes that firms adopt gamification
increased brand connections (Berger, Schlager, Sprott, & primarily to improve consumer loyalty, positive word-of-mouth, and
Herrmann, 2018), brand engagement (Xi & Hamari, 2020), digital sales engagement (Leclercq, Poncin, & Hammedi, 2017). Playful-
(Eisingerich, Marchand, Fritze, & Dong, 2019) hedonic value and utili- consumption experiences were found to be strong determinants for
tarian value (Hsu & Chen, 2018) and product adoption (Müller- consumers cognitive, affective and behavioral engagement (Abbasi,
Stewens, Schlager, Häubl, & Herrmann, 2017). Ting, Hlavacs, Costa, & Veloso, 2019). Informational, entertaining,
Therefore, it has become imperative to examine how gamification remunerative and relational content was revealed to activate engage-
platforms and apps may foster consumer loyalty, which in turn may ment behavior of social media users (Dolan, Conduit, Frethey-Ben-
trigger purchase intentions and the intentions to share positive elec- tham, Fahy, & Goodman, 2019). Trust and usable of system and its
tronic word-of mouth (eWOM) - a cost-effective advertising strategy application appears to increase consumer loyalty (Casaló, Flavián, &
in the Arabian context. The present study strives to fill the void in the Guinalíu, 2008) and entertaining, fun and gamified applications
literature and its aim are in three-fold. To examine the impact of appears to enhance positive emotions which in turn increases motiva-
(i) gamification on consumer loyalty; (ii) consumer loyalty on eWOM tion, interaction and engagement (Alsawaier, 2018; Casaló, Flavián, &
sharing behavior and purchase intentions; and (iii) the mechanism by Ibáñez-Sánchez, 2018). In this sense, highly gamified interactions can
which consumer loyalty mediate the link between gamification and facilitate self–brand connections, because such games are prone to
two important marketing outcomes (i.e., eWOM sharing behavior and boost emotional and cognitive attachment (Berger et al., 2018). This
purchase intentions). In sum, this paper will shed new light on how paper theorizes that gamification will function as a mechanism for
companies can use gamified experience to boost customer loyalty and increased loyalty, past work found that Gamified loyalty programs
also facilitates consumer interactions drive sales and positive eWOM. increased consumer loyalty which in turn enhanced consumers' partic-
ipation intention and app download intention more than the conven-
tional loyalty programs (Hwang & Choi, 2019).
2 | THEORETICAL FRAMEWORK AND Thus, we propose the following hypothesis:
HYPOTHESES H1. Gamification will have a positive effect on consumer loyalty.
Purchase intention and eWOM sharing behavior are complex and
Gamification illustrates the different systems, processes and design rich actions that requires both ability and motivation. According to
principles that are used to motivate, engage and influence communi- Macintosh and Lockshin (1997), consumer loyalty is a key marketing
ties, groups and individuals to drive intentions (behaviors) or produce indicator that can be assessed based on and attitudes and behaviors.
desired outcome (Glover, 2013; Nicholson, 2015). In marketing activi- In essence, attitudinal loyalty encompasses some sorts of psychologi-
ties, there has been an increase in the popularity and rise of games cal disposition toward a firm, its product or services where consumers
which has become appealing to marketers because of gamification's exhibit desires to recommend and encourage others to use a firm's
new trend. Gamification is gradually being in the marketing execu- products and services (Evanschitzky, Iyer, Plassmann, Niessing, &
tive's mind. Xu (2011) posited that gamification also gives the oppor- Meffert, 2006; Kaya et al., 2019; Oliver, 1999). Behavioral loyalty
tunity for customers to accept branding messages in an enjoyable deals with behavioral elements exhibited by consumers such as num-
manner. It also gives room for repeating branding messages. Hence- ber of visits, purchase reoccurrence, purchase intentions etc.
forth, the intense interaction in gamification can improve individual's (Evanschitzky et al., 2006; Oliver, 1999). According to Srivastava and
sense of identification, loyalty and belongingness to a business, prod- Kaul (2016), consumer loyalty signifies a repeated purchase of a ser-
uct, service or brand. vice/product/specific brand over a period of time. Ngobo (2017)
To be loyal is more than just having a desire to sustain a relation- argued that consumer loyalty is a three-phase framework namely: no
ship; loyalty involves demonstrating behaviors intended to maintain loyalty, latent loyalty, and true loyalty. Consumer's advocacy, positive
the relationship (such as reinforcement, defense of the relationship word-of-mouth promotion (Bennett, Graham, & Clemente, 2017),
AL-ZYOUD 3 of 9

consumers' willingness to recommend and encourage patronage are MacKenzie, Lee, & Podsakoff, 2003). In addition, Harman single factor
all forms of loyalty exhibitions (Panda & Kapoor, 2016). Loyal con- test show that the explained variance for all the scale items is 44.4%
sumers have high revisit and repurchase frequency despite having or which is less than the cutoff point of 50% (Podsakoff et al., 2003). A
knowing alternatives brands, products and services and/or having filter question was used to allow the researcher to select the suitable
switching opportunities. Loyal consumers are less likely to engage in subjects., the participants were asked about prior online transactions
search and/or evaluations of a firm's product and services due to past (i.e., eCommerce website) within the last 3 months. The point is that
transactions and the established trust. Thus, we propose the following the focal eCommerce website provides gamified experiences. Those
hypotheses: with “Yes” responses, were asked to voluntary participate in the study
H2. Consumer loyalty will have a positive effect on purchase and participants with “No” responses were excluded from the study.
intentions. This approach has been utilized in prior work (Jeon, Son, Chung, &
H3. Consumer loyalty will have a positive effect on e-WOM Sharing Drumwright, 2019). A total of 300 questionnaires were distributed,
behavior. 232 were completed and only 221 valid responses were used for data
The use of gamification marketing strategy reinforces and moti- analysis.
vates consumers to participate and engage in the business as well as
build necessities in them that often results in purchase intentions
(Wen, Chang, Lin, Liang, & Yang, 2014). High-quality business- 3.2 | Measurement instruments
consumer relationship can result in greater level of referral in the vir-
tual platform (Abubakar, Ilkan, & Sahin, 2016). In this view, loyalty can Gamification was operationalized with 24 scale items adopted from
be of substantial value to both customers and companies. For con- (Eppmann, Bekk, & Klein, 2018; Kuo & Chuang, 2016; Quan-Haase &
sumers, loyalty reduces the amount of time, energy and efforts spent Young, 2010). Sample item include “I use this website and its applica-
on searching and evaluating alternative products and services, tions because it is entertaining”.
whereas, for firms' loyal consumers is key success factor that gener- Consumer loyalty was operationalized with three-scale items
ates substantial revenue (Chang & Chen, 2009). Research demon- adopted from (Noble, Griffith, & Adjei, 2006). The present investiga-
strated that flow and interaction can increase the loyalty of game tion focuses on consumers' perceptions of their loyalty to the
users (Khang, Kim, & Kim, 2013). Consumer loyalty has been used as a website they buy items from. Sample item include “As a customer, I
predictor variable for referring behavior and intention to visit among am strongly loyal to the website where I do business.”
tourists (Al-Htibat & Garanti, 2019). Others addressed consumer loy- eWOM sharing behavior was operationalized with three-scale
alty as a response variables and behavior (Gu, Oh, & Wang, 2016; Su, items adopted from (Maxham III & Netemeyer, 2003). Sample item
Chiang, Lee, & Chang, 2016), and as a mediating variable that links include “I would recommend my family members, friends, or other
important functions to purchase behavior and eWOM communication acquaintances to read the message about a product and service.”
(Hsiao & Chen, 2016; Oliver, 1999). Thus, we propose the following Purchase intention was operationalized with three-scale items
hypotheses: adopted from (Hu, Huang, Zhong, Davison, & Zhao, 2016; Pavlou &
H4. Consumer loyalty will mediate the relationship between Fygenson, 2006). Sample item include “If there are shopping needs, I
gamification and eWOM sharing behavior. plan to purchase from this website.” The responses for variables under
H5. Consumer loyalty will mediate the relationship between investigation were collected on a five-point Likert scale ranging from
gamification and purchase intention. 1 (totally disagree) to 5 (totally agree).

3 | METHODS A ND MATERI ALS 4 | DATA ANALYSIS AND RESULTS

3.1 | Sampling and data collection 4.1 | Demographic information

The survey items were obtained in English and back translated to Ara- The sample in this study has the following demographic features.
bic by professional translators. To ascertain the validity and accuracy Females make up 51.6% of the sample and the rest are male. About
of the survey items, a pre-test was carried with 15 individuals. Pre- 2.7% of the participants are less than 20 years old; 59.7% are
test has been shown to overcome problems associated with item between 21 and 30 years old; 24.9% are between 31 and 40 years
ambiguity and ability to respond. The main research subjects were old; 6.3% are between 41 and 50 years old and the rest are above
selected randomly in the capital city Hashemite Kingdom of Jordan, 50 years old. About 34.4% of the participants in the current sample
Amman. Simple random sampling was chosen because of its ability to earn less than 490 Dinar a month; 23.1% earn between 500 and
reduce sampling bias, mitigate classification error and increase repre- 999 Dinar a month' 18.1% earn between 1,000 and 1,449 Dinar a
sentativeness (Jahmani, Fadiya, Abubakar, & Elrehail, 2018). In addi- month; 14.5% earn between 1,500 and 1,999 a month and the rest
tion, anonymity and confidentiality of the participants were assured have over 2,000 Dinar as monthly income. As for education, 4.5%
to diminish social desirability and common method bias (Podsakoff,
4 of 9 AL-ZYOUD

have high school certificates; 59.7% have some college degrees; approaches were employed to establish discriminant validity namely:
19.0% have bachelor's degree and the rest have higher degree. traditional Fornell and Larcker and contemporary heterotrait–
monotrait ratio of correlations (HTMT) approach. In Table 2, the
squared inter-construct correlations were all below the AVE values
4.2 | Measurement instruments reliability and for the variables (Fornell & Larcker, 1981) and in Table 3, the HTMT
validity test ratios were also lower than the .900 threshold (Henseler, Ringle, &
Sarstedt, 2015). The extant findings suggest that discriminant validity
Variance-based structural equation modeling (VB-SEM) was applied has been established.
on the obtained data using ADANCO software. The measurement
model variables reliability, construct validity and discriminant validity
coefficients for example, standardized factor loadings, t-statistics, 4.3 | Hypotheses testing
Cronbach's alpha (α), Dijkstra-Henseler's rho (ρA), Jöreskog's rho (ρc),
average variance extracted (AVE), heterotrait–monotrait ratio of cor- PLS algorithm using a bootstrapping approach with a resample of
relations (HTMT) and Fornell Criteria were assessed. The standardized (n = 4,999) was applied to assess the proposed structural model. Boo-
factor loadings were all above .500 and statistically significant ±1.960. tstrapping modus operandi has been shown to exert superiority over
See Figure 1 for the item loadings. The alpha, ρA and ρc values of the traditional approaches such as SOBEL in testing for indirect effects
variables were above the cut-off point of 0.700; and AVE values were primarily because of its simulative ability to resample data and gener-
all above the cut-off point of 0.500 (Bagozzi & Yi, 1988; Hair Jr., ate a confidence interval (Behravesh, Tanova, & Abubakar, 2019;
Black, Babin, & Anderson, 2010), except for gamification that stood at Sarstedt, Ringle, & Hair, 2017). Table 4 and Figure 1 demonstrate that
(0.497). See Table 1. gamification exerted a positive and significant impact on consumer
Despite this shortcoming we still assumed convergent validity, as loyalty (β = .667, p < .001). Consumer loyalty exerted a positive and
expert guidelines posited that if ρA and ρc are above 0.700 and AVE significant impact on purchase intention and eWOM sharing behavior
is below 0.500, convergent validity can still be assumed (Fornell & respectively (β = .612, p < .001), and (β = .697, p < .001). Subse-
Larcker, 1981). Moreover, 0.497 is not too far from the 0.500 thresh- quently, consumer loyalty mediated the link between gamification and
old. The extant findings suggest that internal consistency and reliabil- purchase intention (β = .408, p < .001) with the following percentile
ity as well as convergent validity has been established. Two bootstrap quantiles (0.5% = 0.274, 2.5% = 0.312, 97.5% = 0.516 and

FIGURE 1 Structural model


AL-ZYOUD 5 of 9

99.5% = 0.545). Two, consumer loyalty mediated the link between and Chen (2010), which appears to be complementary mediation
gamification and eWOM sharing behavior (β = .470, p < .001) with the effect.
following percentile bootstrap quantiles (0.5% = 0.335, 2.5% = 0.369, The coefficient of determination also known as R-squared is used
97.5% = 0.568 and 99.5% = 0.595). To interpret the mediation out- to scrutinize how changes in the dependent variable can be predicted
comes, the present study followed the guidelines of Zhao, Lynch Jr, and explained by changes in the independent variable. Simply, R-
squared (or R2) assesses how strong the linear relationship is between
two variables and gives the percentage variation in dependent vari-
TABLE 1 Construct reliability and convergent validity able explained by an independent variable. Further, Cohen's f2 also
Constructs α ρA ρc AVE known as effect size is a measure that shows size of the effects of an
1. Gamification 0.927 0.927 0.936 0.497 independent variable on dependent. Table 5 demonstrate that

2. Consumer loyalty 0.768 0.768 0.866 0.683 gamification explains 44.5% of the variance in consumer loyalty and
the effect size is large (0.800). Consumer loyalty explains 37.5% of the
3. Purchase intention 0.854 0.858 0.901 0.696
variance in purchase intention and the effect size is large (0.599). Con-
4. eWOM sharing behavior 0.814 0.820 0.889 0.729
sumer loyalty explains 48.6% of the variance in eWOM sharing behav-
Abbreviations: α, Cronbach's alpha; ρA, Dijkstra–Henseler's rho; ρc, ior and the effect size is large (0.946). Thus, hypotheses 1, 2, 3, 4 and
Jöreskog's rho; AVE, average variance extracted.
5 received empirical support.

TABLE 2 Discriminant validity using Fornell–Larcker criterion


4.4 | Discussion
Measures 1 2 3 4
1. Gamification .497 This paper presents a comprehensive examination of gamification and
2. Consumer loyalty .445 .683 its behavioral consequences. Although past research has confirmed
3. Purchase intention .366 .375 .696 that gamification relate to desirable consumers outcome such as
4. eWOM sharing behavior .384 .486 .514 .729 increased consumption, loyalty, positive emotions and experience
(Hofacker, De Ruyter, Lurie, Manchanda, & Donaldson, 2016;
Note: Values below the diagonal are squared inter-construct correlations
Hwang & Choi, 2019). The present paper suggests more and explains
for the Fornell–Larcker criterion. Values in bold are constructs specific
average variance extracted. the step by which consumption, for example, purchase intention and
Abbreviation: eWOM, electronic word-of mouth. information sharing behavior happens. Additionally, the paper

TABLE 3 Discriminant validity using heterotrait-monotrait ratios TABLE 5 Effect sizes

Measures 1 2 3 4 Measures R2 f2
1. Gamification — 1. Gamification — —
2. Consumer loyalty 0.785 — 2. Consumer loyalty .445 0.800
3. Purchase intention 0.709 0.880 — 3. Purchase intention .375 0.599
4. eWOM sharing behavior 0.681 0.754 0.863 — 4. eWOM sharing behavior .486 0.946
2 2
Note: Values below the diagonal are heterotrait-monotrait ratios. Note: R , coefficient of determination; f , Cohen's effect size.
Abbreviation: eWOM, electronic word-of mouth. Abbreviation: eWOM, electronic word-of mouth.

TABLE 4 Direct and indirect effects

Beta t value p value Decision


Direct effects
H1. Gamification!consumer loyalty .667 15.177 .001 Supported
H2. Consumer loyalty!purchase intention .612 12.399 .001 Supported
H3. Consumer loyalty!eWOM sharing behavior .697 16.339 .001 Supported
Indirect effects
H4. Gamification!consumer loyalty!purchase intention .408 7.762 .001 Supported
H5. Gamification!consumer loyalty!eWOM sharing .470 9.112 .001 Supported
behavior

Abbreviation: eWOM, electronic word-of mouth.


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contends that purchase intention and information sharing behavior consumer loyalty is an antecedent for consumer purchase intention.
emerges because of gamification through consumer loyalty. Five This finding implies that consumers tend to make purchase decisions
important findings that worth mentioning emerged from the data based on the cognitive and emotional affect held toward a firm, its
analysis as follows: products and services. Thus, with the perception of positive image,
One, result showed that gamification exerted a positive effect on loyal consumers can infer that a business is worthy of their
consumer loyalty. This finding corroborates with the extant literature transactions.
on consumer behavior, that consumer's perceptions and attitudes Five, consumer loyalty mediated the relationship between
toward online purchases and involvement are improving through gamification between and eWOM sharing behavior. The result of this
friendly interactions (Kanchanatanee, Suwanno, & Jarernvongrayab, study mirrors Yeh and Choi's (2011) findings which concluded that
2014). Games are known to have emotional and motivational involve- highly motivated consumers will engage in eWOM sharing. Simply,
ment that may result in intense attachment to the former games and gamification functions as a motivational tool for consumer to engage
the latter the environment, for example, eCommerce sites. Past study and interact with a firm, its products and services. Repetitive usage,
denoted that gaming features in online marketing will increase visits and revisits enhances the bond between consumers and firms,
consumer's intention to engage and interact (Yang, Asaad, & which results to greater loyalty. Furthermore, researchers confirmed
Dwivedi, 2017). Subsequently, Xu, Buhalis, and Weber (2017) argued that loyalty results in positive behavioral actions toward the organiza-
that gamification can help consumers recall and have desire to inter- tion (Govind, Singh, Garg, & D'Silva, 2017; Markovic, Iglesias, Singh, &
act with the service provider or product. In essence, gamification Sierra, 2015). This is because loyalty motivates consumers to feel
emerged as a predictor for consumer loyalty and this result responsible for the firm thereby taking actions that promotes the
supported several other assertions in the literature (e.g., Cheung & interest of the firm and its products or services. Thus, the article con-
To, 2017; Haq & Ghouri, 2017). This finding implies that application tends that such actions subsume eWOM sharing behavior. The find-
of gaming features in eCommerce website does not only ensure con- ings acknowledge that consumer loyalty mediated the relationship
sumers engagement and interaction but also keep them with the between gamification and eWOM sharing behavior.
business.
Two, result showed that consumer loyalty exerted a positive
effect on purchase intention. This implies that consumers are most 4.5 | Implications for theory and practice
likely to make purchases when they exhibit positive attitudes toward
a firm, products or services. Yusuf, Che Hussin, and Busalim (2018) Although firm's spending in gamification is increasing (i.e., more than
provides explanation on how this mechanics work, by arguing that 50% of the firms will gamify some aspects of their business by 2020
attitude holds control in influencing consumer's behavioral intention. (Gartner, 2012). Prior work of Tata, Prashar, and Parsad (2019) and
In essence, consumer trust that arise due to loyalty is likely to influ- Kaya et al. (2019) delineated that shoppers perceived usefulness of
ence the consumers' evaluation concerning a firm's product and ser- eCommerce sites and products are predictors of satisfaction, and
vice quality, which then installs purchase intention. Therefore, intention to write positive reviews. To build this line of argument, this
positive attitudes toward a firm, its products or services could be paper highlighted that managers can gamified their business platforms
translated into a desire to deal with the firm and subsequently pur- to boost consumer loyalty. For example, Belanche, Flavián, and Pérez-
chase behavior and intentions. Rueda (2020) argued that interactive features of social media allow
Three, result showed that consumer loyalty exerted a positive consumers interested in spreading adverts message directly and
effect on eWOM sharing behavior. This implies that consumers are immediately. In similar vein, gamified apps can be designed to allow
more likely to share positive experience when they have strong sense users to share and forward firm's product/service or brand related
of interaction and loyalty with a firm. Prior findings made similar marketing messages.
claims, Kabadayi and Price (2014) claimed that intense consumer Consumer loyalty is profitable for both consumers and firms.
interaction with a firm, its products and services is an antecedent for Reduces uncertainty and search efforts for former and increases sales
higher levels of liking, commenting and sharing behavior on Facebook. volume, functions as a cost-effective advertisements and promotions
In other words, positive attitudes toward a firm can serve as a cause medium. Practically, game-mediated objects can evoke cognitive
for information sharing with friends, colleagues and social circles (Al- engagement through involvement, presence, arousal, memories and
Htibat & Garanti, 2019). Thus, this paper acknowledges presence of a accomplishment (Abbasi et al., 2019). These kinds of pleasure often
causal association between consumer loyalty and eWOM sharing evoke repetitive actions (i.e., purchase behavior) and/or story telling
behavior, in that intense loyalty can result to liking, sharing and pro- behavior (i.e., eWOM sharing behavior). Therefore, managers need to
moting an eCommerce website contents. scrutinize their gamification and consumer loyalty programs to adapt
Four, result showed that consumer loyalty mediated the relation- and adopt the successful approaches to lock-in consumers for culti-
ship between gamification between and purchase intention. This is in vating consumers' deliberate inertia and lock-in effects. This study
line with past research which asserts that purchase behavior is an highlighted that actual purchase, purchase intentions and even rep-
affirmation of consent that a firm is worth dealing with urchase are assumed to be natural behavioral actions of highly loyal
(Anderson, 2014). Mainardes and Cardoso (2019) also found that and engaged consumers as a result of gamified platform.
AL-ZYOUD 7 of 9

4.6 | Limitations and future research course relationship between consumer loyalty, other loyalties and happiness.
Journal of Business Research, 68(12), 2464–2476.
Bagozzi, R. P., & Yi, Y. (1988). On the evaluation of structural equation
Taking account of research's limitations helps to put its results into
models. Journal of the Academy of Marketing Science, 16(1), 74–94.
context. The first limitation is that data were self-reported by the par- Behravesh, E., Tanova, C., & Abubakar, A. M. (2019). Do high-performance
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between the variables. The second limitation is the cross-sectional The Service Industries Journal, 1–21.
Belanche, D., Flavián, C., & Pérez-Rueda, A. (2020). Consumer empower-
design which precludes us from drawing conclusions as to the causal
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Casaló, L., Flavián, C., & Guinalíu, M. (2008). The role of perceived usabil-
Arabs characterized by oriental culture, thus, expanding the purview
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HCI in business (pp. 440–448).
Wipulanusat, W., Panuwatwanich, K., Stewart, R. A., Arnold, S. L., &
Wang, J. (2020). Bayesian network revealing pathways to workplace Mohammad Fahmi Al-Zyoud an Associate Professor in Business
innovation and career satisfaction in the public service. Journal of Man- School at Al-Ahlyyia Amman University in Jordan. He received his
agement Analytics, 7(2), 253–280. PhD from the Department of Marketing at Girne American Uni-
Xi, N., & Hamari, J. (2020). Does gamification affect brand engagement
versity, Northern Cyprus. His research interests includes market-
and equity? A study in online brand communities. Journal of Business
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Xu, F., Tian, F., Buhalis, D., Weber, J., & Zhang, H. (2016). Tourists as How to cite this article: Al-Zyoud MF. The impact of
mobile gamers: Gamification for tourism marketing. Journal of Travel & gamification on consumer loyalty, electronic word-of mouth
Tourism Marketing, 33(8), 1124–1142. sharing and purchase behavior. J Public Affairs. 2020;e2263.
Yang, Y., Asaad, Y., & Dwivedi, Y. (2017). Examining the impact of
https://doi.org/10.1002/pa.2263
gamification on intention of engagement and brand attitude in the
marketing context. Computers in Human Behavior, 73, 459–469.

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