PROMOTING GAMIFICATION-BASED MARKETING COMMUNICATION STRATEGIES TO ENHANCE CONSUMERS’ IMMERSIVE EXPERIENCE THROUGH HYBRID DIGITAL MEDIA INTEGRATING AUGMENTED REALITY AND 3D ANIMATION
DOI:
https://doi.org/10.55003/JIE.24304Keywords:
Gamification, Hybrid digital media, Augmented reality, 3D Animation, Immersive experienceAbstract
The develop hybrid digital media integrating augmented reality (AR) and three-dimensional (3D) animation to support gamification-based marketing communication strategies that enhance consumers’ immersive experience. A four-phase research design was employed: Phase 1 investigated the process for promoting gamification-based marketing communication to strengthen immersive consumer experience using AR- and 3D-enabled hybrid media; Phase 2 developed the hybrid digital media; Phase 3 evaluated consumers’ immersive experience when using the media; and Phase 4 derived practical guidelines for strategy promotion. The sample comprised 400 consumers with experience using digital media, selected via multistage sampling from five regions of Thailand. Research instruments included the AR- and 3D-based hybrid digital media and an immersive experience assessment scale. Data were analyzed using the mean and standard deviation. Results indicate that the promotion process consists of six steps: (1) defining marketing and consumer experience objectives; (2) analyzing the target audience and user context; (3) designing gamification mechanics; (4) developing hybrid digital media (AR & 3D); (5) implementing communication and experience; and (6) monitoring, evaluation, and improvement. The developed process was rated as highly appropriate (M=4.60, SD=0.59). The hybrid media achieved very high content quality (M=4.75, SD=0.44) and very high technical presentation quality (M=4.80, SD=0.40). Consumers’ overall immersive experience while using the media was at a very high level (M=4.67, SD=0.65), consistent with the study hypothesis. The resulting guidelines comprise four dimensions: (1) consumer and market context analysis; (2) gamification strategy design; (3) hybrid digital media production; and (4) optimization and strategic scaling.
References
Ciuchita, R., Heller, J., Köcher, S., Köcher, S., Leclercq, T., Sidaoui, K., & Stead, S. (2022). It is Really Not a Game: An Integrative Review of Gamification for Service Research. Journal of Service Research, 26(1), 3-20. https://doi.org/10.1177/10946705221076272.
Sailer, M., & Homner, L. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w.
Xi, N., & Hamari, J. (2020). Does gamification affect brand engagement and equity? A study in online brand communities. Journal of Business Research, 109(2020). 449-460. https://doi.org/10.1016/j.jbusres.2019.11.058.
Davis, L., & Aslam, U. (2024). Analyzing consumer expectations and experiences of Augmented Reality (AR) apps in the fashion retail sector. Journal of Retailing and Consumer Services, 76(2024). 103577-103577. https://doi.org/10.1016/j.jretconser.2023.103577.
Gupta, D. G., Shin, H., & Jain, V. (2023). Luxury experience and consumer behavior: a literature review. In Marketing Intelligence and Planning, 41(2). 199–213. https://doi.org/10.1108/MIP-12-2021-0438.
Han, D. I. D., Bergs, Y., & Moorhouse, N. (2022). Virtual reality consumer experience escapes: preparing for the metaverse. Virtual Reality, 26(4). 1443–1458. https://doi.org/10.1007/s10055-022-00641-7.
Pfeifer, P., Hilken, T., Heller, J., Alimamy, S., & Di Palma, R. (2023). More than meets the eye: In-store retail experiences with augmented reality smart glasses. Computers in Human Behavior, 146(2023). 1-12. https://doi.org/10.1016/j.chb.2023.107816.
Riar, M., Xi, N., Korbel, J. J., Zarnekow, R., & Hamari, J. (2023). Using augmented reality for shopping: a framework for AR induced consumer behavior, literature review and future agenda. Internet Research, 33(1). 242–279.https://doi.org/10.1108/INTR-08-2021-0611.
Saleem, M., Kamarudin, S., Shoaib, H. M., & Nasar, A. (2022). Retail Consumers’ Behavioral Intention to Use Augmented Reality Mobile Apps in Pakistan. Journal of Internet Commerce, 21(4). 497-525. https://doi.org/10.1080/15332861.2021.1975427.
Scholz, J., & Smith, A. N. (2016). Augmented reality: Designing immersive experiences that maximize consumer engagement. Business Horizons, 59(2). 149-161. https://doi.org/10.1016/j.bushor.2015.10.003.
Voicu, M. C., Sîrghi, N., & Toth, D. M. M. (2023). Consumers’ Experience and Satisfaction Using Augmented Reality Apps in E-Shopping: New Empirical Evidence. Applied Sciences, 13(17). 9596-9606. https://doi.org/10.3390/app13179596.
Zeng, J. Y., & Jin, C. H. (2023). The Impact of VR/AR-Based Consumers’ Brand Experience on Consumer– Brand Relationships. Sustainability, 15(9), 1-16. https://doi.org/10.3390/su15097278.
Doo, K. (2020). Case Study on Using Gamification as an Effective Marketing Strategy. Journal of Digital Convergence, 18(2), 395–401. https://doi.org/10.14400/JDC.2020.18.2.395.
Huang, T. L., & Chung, H. F. L. (2024). Impact of delightful somatosensory augmented reality experience on online consumer stickiness intention. Journal of Research in Interactive Marketing, 18(1). 6–30. https://doi.org/10.1108/JRIM-07-2022-0213.
Wedel, M., Bigné, E., & Zhang, J. (2020). Virtual and augmented reality: Advancing research in consumer marketing. International Journal of Research in Marketing, 37(3). 443-465. https://doi.org/10.1016/j.ijresmar.2020.04.004.
Kazmi, S. H. A., Ahmed, R. R., Soomro, K. A., Hashem E, A. R., Akhtar, H., & Parmar, V. (2021). Role of augmented reality in changing consumer behavior and decision making: Case of Pakistan. Sustainability Switzerland), 13(24). 14064-14074. https://doi.org/10.3390/su132414064.
Zeng, J. Y., Xing, Y., & Jin, C. H. (2023). The Impact of VR/AR-Based Consumers’ Brand Experience on Consumer–Brand Relationships. Sustainability (Switzerland), 15(9). 7278- 7288. https://doi.org/10.3390/su15097278.
Krath, J., Schürmann, L., & von Korflesch, H. F. O. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125(2021). 1-33. https://doi.org/10.1016/j.chb.2021.106963.
Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: a systematic literature review. In Smart Learning Environments, 10(1). 1-31. https://doi.org/10.1186/s40561-023-00227-z.
Zarantonello, L., Grappi, S., & Formisano, M. (2024). How technological and natural consumption experiences impact consumer well-being: The role of consumer mindfulness and fatigue. Psychology and Marketing, 41(3). 465-491. https://doi.org/10.1002/mar.21925.
Mishra, S., Malhotra, G., Chatterjee, R., & Shukla, Y. (2023). Consumer retention through phygital experience in omnichannel retailing: role of consumer empowerment and satisfaction. Journal of Strategic Marketing, 31(4). 749-766. https://doi.org/10.1080/0965254X.2021.1985594.
Huang, M., Mohamad Saleh, M. S., & Zolkepli, I. A. (2024). The moderating effect of environmental gamification on the relationship between social media marketing and consumer-brand engagement: A case study of Ant Forest Gen Z users. Heliyon, 10(4). 1-15.
https://doi.org/10.1016/j.heliyon.2024.e25948.
Srisaard, B. (2017). Basic research (10th ed.). Suweeriya Sarn. (in Thai)
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Journal of Industrial Education

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
"The opinions and contents including the words in papers are responsibility by the authors."
"ข้อคิดเห็น เนื้อหา รวมทั้งการใช้ภาษาในบทความถือเป็นความรับผิดชอบของผู้เขียน"