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طراحی الگوی توسعه ارزش ویژه برند کسبوکارهای ورزشی از طریق بازیوارسازی | ||
فصلنامه علمی پژوهشهای کاربردی در مدیریت ورزشی | ||
مقاله 4، دوره 13، شماره 3 - شماره پیاپی 51، 1403، صفحه 49-64 اصل مقاله (948.39 K) | ||
نوع مقاله: مقاله پژوهشی | ||
شناسه دیجیتال (DOI): 10.30473/arsm.2024.66649.3740 | ||
نویسندگان | ||
حسین فریدنیا* 1؛ محمد حسین قربانی2 | ||
1دانشجو دکتری، گروه مدیریت ورزشی، دانشکدگان فارابی، دانشگاه تهران، قم، ایران. | ||
2دانشیار، گروه مدیریت ورزشی،پژوهشگاه تربیت بدنی و علوم ورزشی،تهران، ایران | ||
چکیده | ||
هدف از پژوهش حاضر، طراحی الگوی توسعه ارزش ویژه برند کسبوکارهای ورزشی از طریق بازیوارسازی است. این پژوهش از نوع مطالعات کیفی است که با استفاده از تکنیک نظریۀ برخاسته از دادهها انجام گرفـت. جامعـۀ پـژوهش شامل تمامی صاحبان کسبوکارهای ورزشی و نخبگـان حیطه بازیوارسازی بود که تعداد 15 نفر از آنها به روش نمونـهگیـری گلولهبرفی انتخـاب شـدند. ابـزار جمـعآوری دادهها شـامل مصاحبههای نیمهساختاریافته بود که تا رسیدن به اشباع نظری ادامه یافت. در الگوی نهایی تحقیق که بر اساس کدگذاری و تحلیل دادهها شکل گرفت، 4 مقوله اصلی در حوزه شرایط علی (نفوذ و ماندگاری در ذهن مشتری، توسعه برند، جذابیت و تمایز)، 4 مورد در رابطه با راهبردهای توسعه ارزش ویژه برند (طراحی اپلیکیشنها و برنامههای مناسب بازیوارسازی، ایجاد حس اطمینان در صحت جوایز، جوایز مناسب مادی و غیرمادی، عدالت در اعطای امتیازات و جوایز)، 4 مورد عوامل مداخلهگر (دشواری طراحی بازیوارسازی، سرعت پایین اینترنت، به وجود آمدن سیستم جدید مالیاتی کسبوکارها، تعدد برنامهها و اپلیکیشنها)، 5 مورد زمینههای موجود (قابلیت کاربرد برای همه سنین، افزایش رسانههای اینترنتی، رقابت و پاداش، کمهزینه بودن برای مشتریان، گرایش مردم به فناوریهای جدید)، سبب ایجاد 3 پیامد مثبت (افزایش ارزش ویژه برند، نفوذ در اذهان عمومی، صرفه مناسب تبلیغاتی) برای کسبوکارهای ورزشی است که درصدد ارتقای ارزش ویژه برند خود و نفوذ در اذهان عمومی هستند. الگوی ارائه شده در این پژوهش میتواند بهعنوان مدلی کاربردی جهت توسعه ارزش ویژه برند کسبوکارهای ورزشی مورد استفاده قرار گیرد. | ||
کلیدواژهها | ||
ارزش ویژه برند؛ بازیوارسازی؛ کسبوکارهای ورزشی | ||
عنوان مقاله [English] | ||
Design a Model for the Development of Brand Equity in Sports Businesses Through Gamification | ||
نویسندگان [English] | ||
Hossein Faridniya1؛ Mohammad Hosein Ghorbani2 | ||
1Ph.D Student, Department of Sport Management, Farabi Campus, University of Tehran, Qom, Iran. | ||
2Associate professor, Department of Sport Management , Research Institute of Physical Education and Sports Sciences, Tehran, Iran | ||
چکیده [English] | ||
The purpose of recent study is design a model for the development of brand equity in sports businesses through gamification. This study is of qualitative sort that was conducted using Grounded Theory Methodology. The research population consisted of all sport professors, sport elites and sport researchers who had experience and background in the field of gamification, marketing and business, 15 of whom were selected by snowball sampling. The data gathering tool included semi-directed interviews that continued until theoretical saturation was achieved. In the final research model, which was formed based on coding and data analysis, 4 main factors in the field of causal conditions (positioning and persistence in the customer's mind, brand development, attractiveness and differentiation) 4 main factors in the field of development Brand equity (designing applications and programs suitable for game development, creating a sense of confidence in the accuracy of prizes, appropriate financial and nonfinancial prizes, justice in awarding points and prizes) 4 factors in intervening factors (difficulty of designing gamification, Low internet speed, the emergence of a new business tax system, multiplicity of programs and applications) 5 existing fields(usability for all ages, increasing internet media, competition and rewards, low cost for customers, people's tendency to new technologies), Will have 3 positive consequences (increase brand equity, influence in the public mind, appropriate advertising efficiency) for sports businesses that seek to promote brand equity and influence the public mind and customers. The model presented in this research can be used as a practical model to develop the brand value of sports businesses. | ||
کلیدواژهها [English] | ||
Brand Equity, Gamification, Sports Businesses | ||
مراجع | ||
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