Laiba Khurrum
FAST
· 2025
·
i21-0098
Email
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Phone
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LinkedIn
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GitHub
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Academic
Program
BS Marketing
CGPA
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Year
2025
Education
School of Management
Address
Islamabad
DOB
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Career
Current role
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Target role
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Skills
Structural Equation Modeling, SPSS, SmartPLS, Online Survey Design
Verbatim text
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Influence of Gamification in Hyper-Casual Game Elements on Brand Engagement Through Key Gamification Features Consumers interact with brands on multiple psychological and experiential factors similar to how consumers formulate their preferences in various facets of life. This research explores the impact of certain gamification elements on brand engagement, specifically in the hyper-casual games' parameters. This study derives from an identified gap on why specific gamified features can possibly enhance brand engagement whereas other fail to create an indelible mark. Hence, we aim to investigate key elements such as fun, storytelling, mechanics, aesthetics & rewards to understand their roles in molding users' brand perception and interaction via the mediating variable immersion. The study dives into existing literature to provide a comprehensive study to identify existing gaps and develop our own theoretical framework on these elements and their influence on brand engagement. After this is established, we will collect data from online surveys and analyze the underlying reasons. This research will conclude by presenting potential recommendations to enhance engagement through gamification that can help in practical and academic aspects for readers. Key Words: Gamification, Hyper-Casual Games, Game Elements, Brand Engagement, Gamification Features Supervisor: Sarah Khan Gamification is an emerging strategy in marketing, integrating game elements into non-game contexts to enhance consumer engagement. This study examines how fun, storytelling, mechanics, aesthetics & rewards impact brand engagement in hyper-casual games. Research Question: How game element factors influence immersion in hyper-casual games? Research: The impact of fun, storytelling, mechanics, aesthetics & rewards on app engagement. Approach: Quantitative empirical research. Participants: 300-350 respondents familiar with gamified brand experiences. Data Collection: Online surveys. Analysis Tools: Structural Equation modeling (SEM) using SPSS and SmartPLS. Area of Study: Marketing Supervisor Name: Sarah Khan Group Members: Syeda Hussain Fatima (i21-0056), Laiba Khurrum (i21-0098), Amna Habib (i21-0084) FAST NUCES ISLAMABAD CAMPUS
Provenance
Source file: FAST School of Management - Graduate Directory 2025.pdfFrom job #19 page 65
Created: 1778226019