Cited by 443Educational Games and GamificationTechnology Adoption and User BehaviourDigital Marketing and Social Media

Enhancing user engagement: The role of gamification in mobile apps

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Bitrián, Paula, Buil, Isabel, Catalán, Sara·2021·Journal of Business Research

Abstract

Organizations are increasingly making use of gamification to enhance users’ engagement with their mobile apps. However, more research into the mechanisms that facilitate user engagement and its consequences is needed. Drawing on the self-system model of motivational development, this study investigates how gamification might foster user engagement and positive marketing outcomes. Data from 276 users of a mobile gamified app were analyzed using partial least squares regression. The results showed that gamification increases user engagement through satisfaction of the needs for competence, autonomy and relatedness. User engagement, in turn, leads to greater intention to use, disseminate WOM about, and to positively rate, the app. Finally, this study provides a number of theoretical and practical implications that can help developers design more effective gamified mobile apps.

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Crossref · 10.1016/j.jbusres.2021.04.028

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  • A single, relatively simple mechanic can generate substantial behavioural and commercial effects.

    “Second, the findings demonstrate that a single, relatively simple mechanic can generate substantial behavioural and commercial effects, challenging assumptions that complex multi-element gamification systems are necessary for success.”

    From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Bitrian et al., 2021

    The post-hoc analysis (Section 5.3) links achievement-and-progression elements to continued-use intention, word-of-mouth intention, and app ratings. But the research context (Section 4.1) identifies 12 game elements in the app, grouped into three categories. The paper does not show that a single simple mechanic produces these effects or test whether multi-element systems are necessary. (LLM, conf=0.86)

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2 of the 130 references couldn’t be matched to a known paper.

Research works printed but not linked: 6

  1. de Charms, R. (1968). Personal causation. New York, NY: Academic Press.
  2. O'Brien, H. L., & Cairns, P. (2016). Why engagement matters: Cross-disciplinary perspectives of user engagement in digital media. Springer.
  3. Shmueli, G., Ray, S., Estrada, J. M. V., & Chatla, S. B. (2016). The elephant in the room: Predictive performance of PLS models. Journal of Business Research, 69(10), 4552-4564.
  4. Paula Bitrián is a novice researcher at the Research Group Generés recognised by the Government of Aragón, Spain, and a PhD candidate in the Department of Marketing Management at the University of Zaragoza, Spain. Her research concentrates on the issue of gamification. Her work has been published in journals such as The International Journal of Management Education and European Journal of Management and Business Economics.
  5. Dr Isabel Buil is a Senior Lecturer in the Department of Marketing Management at the University of Zaragoza, Spain. She holds a PhD in Business Administration. Her research focuses on brand management, consumer behaviour and gamification strategies. Her work has been published in journals such as Journal of Business Research, Journal of Advertising Research, Tourism Management, and Journal of Business Ethics. Isabel is a member of the research group Generés recognised by the Government of Aragón.
  6. Dr Sara Catalán is Assistant Professor in the Department of Marketing Management at the University of Zaragoza, Spain. She holds a PhD in Business Administration. Her research interests include gamification strategies and consumer behaviour. Her work has been published in journals such as Journal of Business Research, Online Information Review, Computers & Education, British Journal of Educational Technology and Journal of Product and Brand Management. Sara is a member of the research group Generés.

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Authors
Bitrián, P., Buil, I., & Catalán, S.
Affiliations
Universidad de Zaragoza (ES)
Corresponding author
Bitrián, Paula
Venue
Journal of Business Research
Publisher
Elsevier BV
Published
2021-08
Volume
132
Pages
170-185
ISSN
0148-2963 (ISSN-L)
OpenAlex
W3159451509
Cited by
442
References
130
Citations by year
2026: 81 · 2025: 126 · 2024: 97 · 2023: 77 · 2022: 50 · 2021: 9 · 2019: 1 · 2017: 1
FWCI
85.37
Type
journal article
Language
en
Open access
Locations
  • Journal of Business Research (publishedVersion, cc-by)
  • Zaguan (Universidad de Zaragoza) (publishedVersion, other-oa)
  • RePEc: Research Papers in Economics (submittedVersion)
Funders
  • European Regional Development Fund
  • Government of Spain Ministry of Science, Innovation and Universities
  • Government of Aragon
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Social Sciences › Decision Sciences › Information Systems and Management › Technology Adoption and User Behaviour
  • Social Sciences › Sociology and Political Science › Digital Marketing and Social Media
Keywords
gamification, mobile application, user engagement, self-determination theory, autonomy, competence, relatedness, satisfaction, intention to use, word of mouth, app ratings

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