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<ArticleSet>
<Article>
<Journal>
				<PublisherName>Payame Noor University</PublisherName>
				<JournalTitle>Applied Research of  Sport Management</JournalTitle>
				<Issn>2345-5551</Issn>
				<Volume>13</Volume>
				<Issue>3</Issue>
				<PubDate PubStatus="epublish">
					<Year>2024</Year>
					<Month>12</Month>
					<Day>21</Day>
				</PubDate>
			</Journal>
<ArticleTitle>Design a Model for the Development of Brand Equity in Sports Businesses Through Gamification</ArticleTitle>
<VernacularTitle>Design a Model for the Development of Brand Equity in Sports Businesses Through Gamification</VernacularTitle>
			<FirstPage>49</FirstPage>
			<LastPage>64</LastPage>
			<ELocationID EIdType="pii">11152</ELocationID>
			
<ELocationID EIdType="doi">10.30473/arsm.2024.66649.3740</ELocationID>
			
			<Language>FA</Language>
<AuthorList>
<Author>
					<FirstName>Hossein</FirstName>
					<LastName>Faridniya</LastName>
<Affiliation>Ph.D Student,  Department of Sport Management, Farabi Campus, University of Tehran, Qom, Iran.</Affiliation>
<Identifier Source="ORCID">0000-0001-5435-2835</Identifier>

</Author>
<Author>
					<FirstName>Mohammad Hosein</FirstName>
					<LastName>Ghorbani</LastName>
<Affiliation>Associate professor,
Department of Sport
Management , Research
Institute of Physical
Education and Sports
Sciences, Tehran, Iran</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2023</Year>
					<Month>01</Month>
					<Day>05</Day>
				</PubDate>
			</History>
		<Abstract>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&#039;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&#039;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.</Abstract>
			<OtherAbstract Language="FA">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&#039;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&#039;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.</OtherAbstract>
		<ObjectList>
			<Object Type="keyword">
			<Param Name="value">brand equity</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Gamification</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">sports businesses</Param>
			</Object>
		</ObjectList>
<ArchiveCopySource DocType="pdf">https://arsmb.journals.pnu.ac.ir/article_11152_5c9c52ddee79384fb9cbd1ee2ac6e153.pdf</ArchiveCopySource>
</Article>
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