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<!DOCTYPE ArticleSet PUBLIC "-//NLM//DTD PubMed 2.7//EN" "https://dtd.nlm.nih.gov/ncbi/pubmed/in/PubMed.dtd">
<ArticleSet>
<Article>
<Journal>
				<PublisherName>Iranian Business Management Association</PublisherName>
				<JournalTitle>International Journal of Resistive Economics</JournalTitle>
				<Issn>2345-4954</Issn>
				<Volume></Volume>
				<Issue>Articles in Press</Issue>
				<PubDate PubStatus="epublish">
					<Year>2026</Year>
					<Month>11</Month>
					<Day>01</Day>
				</PubDate>
			</Journal>
<ArticleTitle>Investigating the Moderating Role of Gamification on the Impact of Social Media Marketing on Customer-Brand Engagement (Case Study: SnappFood Application)</ArticleTitle>
<VernacularTitle></VernacularTitle>
			<FirstPage></FirstPage>
			<LastPage></LastPage>
			<ELocationID EIdType="pii">247149</ELocationID>
			
<ELocationID EIdType="doi">10.22034/oajre.2026.580231.1210</ELocationID>
			
			<Language>EN</Language>
<AuthorList>
<Author>
					<FirstName>Mohammad Hossein</FirstName>
					<LastName>Dastan Fard</LastName>
<Affiliation>Department of Business Management, Islamic Azad University, Yadegar-e Emam Khomeini (RA) Branch, Shahr-e Rey, Tehran, Iran</Affiliation>

</Author>
<Author>
					<FirstName>Naser</FirstName>
					<LastName>Yazdani</LastName>
<Affiliation>Associate Professor, Business Administration, Shahed University, Tehran, Iran</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2026</Year>
					<Month>05</Month>
					<Day>02</Day>
				</PubDate>
			</History>
		<Abstract>This study aims to investigate the moderating role of gamification in the relationship between social media marketing and customer-brand engagement, focusing on users of the SnappFood application in Tehran. Applied in purpose and descriptive-survey in nature, the research targeted all active SnappFood users in Tehran (unknown population size). Based on Cochran’s formula, a sample of 385 participants was selected using convenience sampling. Data were collected via standardized questionnaires measuring social media marketing and customer-brand engagement (Chepong et al., 2023) and gamification (Dessandro et al., 2022). The validity of the instruments was confirmed, and their reliability was established at a desirable level using Cronbach’s alpha coefficient. Data analysis and hypothesis testing were conducted using SPSS version 22 and SmartPLS version 4 within a structural equation modeling (SEM) framework. The findings revealed that all five dimensions of social media marketing (entertainment, interaction, trendiness, customization, and word-of-mouth promotion) exert a positive and significant effect on customer-brand engagement. Furthermore, gamification significantly moderates only the relationship between entertainment and customer-brand engagement, while showing no significant moderating effect on the impact of the other dimensions. Accordingly, it is recommended that managers of service platforms strategically integrate gamified elements into entertainment-oriented campaigns, while refraining from implementing them within interactive tools, customization features, or word-of-mouth mechanisms. This research provides a practical framework for optimizing digital marketing strategies within the food delivery ecosystem.</Abstract>
		<ObjectList>
			<Object Type="keyword">
			<Param Name="value">Gamification</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Social Media Marketing</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Customer-Brand Engagement</Param>
			</Object>
		</ObjectList>
</Article>
</ArticleSet>
