Huang Miao, Mohamad Saleh Mohamad Saifudin, Zolkepli Izzal Asnira
School of Communication, Universiti Sains Malaysia, Pulau Pinang 11800, Malaysia.
School of Animation and Digital Arts, Communication University of China, Nanjing, Jiangning University City, Nanjing, China.
Heliyon. 2024 Feb 10;10(4):e25948. doi: 10.1016/j.heliyon.2024.e25948. eCollection 2024 Feb 29.
Social media marketing plays a relevant role in the brand promotion of enterprises owing to its advantages of rapid and diversified communication with consumers. The Chinese Internet enterprise Alipay launched Ant Forest as a mobile application with gamified social functions, bringing consumer-brand engagement. Ant Forest provides a variety of gamification functions (e.g. point, leaderboard, badge, task and teamwork) to encourage users to participate in environmental protection and public welfare activities. These gamification mechanisms, combined with the spread of social media, have realised the co-creation of user brand value. In the current study, 305 Gen Z users of Ant Forest were surveyed through an online questionnaire, and the data analysis was conducted using the partial least squares structural equation modelling (PLS-SEM) method. This study indicates that the four elements of entertainment, trendiness, customisation and word-of-mouth in social media marketing have statistically significant direct effects on the consumer-brand engagement in Ant Forest. In addition, gamification shows a significant positive moderating effect on the relationship between customisation and consumer-brand engagement and a significant negative moderating effect on the relationship between trendiness and consumer-brand engagement in Ant Forest. This study adds gamification to the conceptual system of social media marketing and provides suggestions for the development of gamified social media marketing applications.
由于社交媒体营销具有与消费者进行快速且多样化沟通的优势,它在企业品牌推广中发挥着重要作用。中国互联网企业支付宝推出了具有社交游戏化功能的移动应用程序蚂蚁森林,增强了消费者与品牌的互动。蚂蚁森林提供了多种游戏化功能(如积分、排行榜、徽章、任务和团队合作),鼓励用户参与环保和公益活动。这些游戏化机制与社交媒体的传播相结合,实现了用户品牌价值的共创。在本研究中,通过在线问卷对305名蚂蚁森林的Z世代用户进行了调查,并使用偏最小二乘结构方程模型(PLS-SEM)方法进行数据分析。研究表明,社交媒体营销中的娱乐性、潮流性、定制性和口碑这四个要素对蚂蚁森林中的消费者-品牌互动具有统计学上的显著直接影响。此外,游戏化在蚂蚁森林中对定制性与消费者-品牌互动之间的关系具有显著的正向调节作用,对潮流性与消费者-品牌互动之间的关系具有显著的负向调节作用。本研究将游戏化纳入社交媒体营销的概念体系,并为游戏化社交媒体营销应用的发展提供了建议。