TY - GEN
T1 - Phygital Brand Experience
T2 - International Conference on Marketing and Technologies, ICMarkTech 2023
AU - Lukic, Aleksandra Krtolica
AU - López, Marcos Polo
AU - Pagès, Alba Ramírez
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2024.
PY - 2024
Y1 - 2024
N2 - Brand experience formats have recently evolved from mostly physical to digital and new phygital formats, the alternative that combines both physical and digital experiences simultaneously. Moved by the need for further research in this field, with not so many brand and academic referents of phygital brand experiences, this analysis pretends to illustrate a case study of a successful phygital brand experience: Crims, the Exhibition. This brand experience included a gamified phygital format that customers could access through their mobile devices and play while interacting with the physical space. The case study illustrates to what degree the consumers were interested in engaging phygitally with the brand and what were some of the elements of this successful integration of the phygital format. The conversion data reaching 27.5% of the customers, with a completion rate of 43.9%, despite the technological requirements, reveals important interest and engagement with the brand through this mixed reality format. The elements of the phygital proposal, like gamification, high interactivity with the physical experience, as well as brand content integration, have been identified as contributing positively to the engagement, while the technology requirements, personal data registration, and high complexity of the game were acknowledged as major barriers to the adoption of the phygital format in the brand experience.
AB - Brand experience formats have recently evolved from mostly physical to digital and new phygital formats, the alternative that combines both physical and digital experiences simultaneously. Moved by the need for further research in this field, with not so many brand and academic referents of phygital brand experiences, this analysis pretends to illustrate a case study of a successful phygital brand experience: Crims, the Exhibition. This brand experience included a gamified phygital format that customers could access through their mobile devices and play while interacting with the physical space. The case study illustrates to what degree the consumers were interested in engaging phygitally with the brand and what were some of the elements of this successful integration of the phygital format. The conversion data reaching 27.5% of the customers, with a completion rate of 43.9%, despite the technological requirements, reveals important interest and engagement with the brand through this mixed reality format. The elements of the phygital proposal, like gamification, high interactivity with the physical experience, as well as brand content integration, have been identified as contributing positively to the engagement, while the technology requirements, personal data registration, and high complexity of the game were acknowledged as major barriers to the adoption of the phygital format in the brand experience.
KW - Brand experience
KW - Gamification
KW - Omnichannel
KW - Phygital
UR - http://www.scopus.com/inward/record.url?scp=85196827385&partnerID=8YFLogxK
U2 - 10.1007/978-981-97-1552-7_23
DO - 10.1007/978-981-97-1552-7_23
M3 - Conference contribution
AN - SCOPUS:85196827385
SN - 9789819715510
T3 - Smart Innovation, Systems and Technologies
SP - 345
EP - 359
BT - Marketing and Smart Technologies - Proceedings of ICMarkTech 2023
A2 - Reis, José Luís
A2 - Santos, José Paulo Marques dos
A2 - Zelený, Jiří
A2 - Gavurová, Beáta
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 30 November 2023 through 2 December 2023
ER -