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ORIGINAL RESEARCH article

Front. Commun.

Sec. Advertising and Marketing Communication

Volume 10 - 2025 | doi: 10.3389/fcomm.2025.1388020

This article is part of the Research Topic Including the Audience in Integrated Marketing Communication and Branding: Social Media, Gaming, and Beyond View all 5 articles

Consumer Experience and Perception in Gamification Marketing: Evidence From the User Survey of POPMART

Provisionally accepted
  • 1 Peking University, Beijing, China
  • 2 School of Art, Faculty of Humanities, Peking University, Beijing, Beijing Municipality, China
  • 3 Renmin Business School, Renmin University of China, Beijing, China
  • 4 Institute for Cultural Industries, Peking University, Beijing, China

The final, formatted version of the article will be published soon.

    Background: Brand loyalty is crucial for brand marketing effectiveness. Typically, companies may struggle with user feedback and advertising impact, making it challenging to establish consumer habits and receive positive feedback. Gamification marketing engages consumers actively in brand advertising as players. However, the underlying mechanisms of gamification and its impact on advertising effectiveness remain unclear, especially in new consumer domains lacking targeted experiences.Methods: By introducing the USE model that incorporates utilitarian, social, and experiential purposes, we critically elevate the marketing domain’s game evaluation model. Using a survey component of a new online applet, we survey consumers to examine their perceptions and experiences with gamified marketing, exploring data models related to consumer usage motivations and influence levels. The impact of user habits, membership, recommendations, and usage intentions on brand loyalty is analyzed.Results: Our empirical results demonstrate that gamification marketing can effectively increase consumers’ brand loyalty by satisfying utilitarian, social, and experiential purposes, with utilitarian motives showing the strongest significance.Discussion: This study contributes to enhancing the consumer perception in gamified marketing design, enabling targeted improvements in the experiential effects of gamified marketing for businesses.

    Keywords: Gamification marketing, Brand loyalty, POPMART, consumer experience, use model

    Received: 19 Feb 2024; Accepted: 13 Feb 2025.

    Copyright: © 2025 Zhang, Zou, Wang and Xiang. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

    * Correspondence: Yong Xiang, School of Art, Faculty of Humanities, Peking University, Beijing, 100871, Beijing Municipality, China

    Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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