Revitalizing Marketing Strategy through Gamification: A Case Study of Talabat Food Ordering Company in Erbil City, Kurdistan Region of Iraq

This study investigates the impact of gamification on the marketing strategy of Talabat, a food ordering company in Erbil City, Kurdistan Region of Iraq. The study involved a quantitative survey conducted online in both Kurdish and English and was administered to participants aged 18 to 45 years who regularly used Talabat's services for just one week. A sample of 98 responses was collected using a random sampling technique. Data analysis was conducted using version 26 of SPSS by applying various statistical methods to study the impact of gamification on the marketing strategy and test the hypotheses. The results confirm that the impact of gamification on Talabat's marketing strategy is high and emphasize the importance of in-game interaction strategies, player motivations, and feedback systems. The effectiveness of these elements varies based on context and implementation. This study has added great value to the knowledge about how gamification significantly intervenes in modern marketing strategies, especially for service- based industries.

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Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-04-29
DOI
https://doi.org/10.5281/zenodo.15306116
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Revitalizing Marketing Strategy through Gamification: A Case Study of Talabat Food Ordering Company in Erbil City, Kurdistan Region of Iraq

Zenodo (CERN European Organization for Nuclear Research)
Educational Games and Gamification
article

Revitalizing Marketing Strategy through Gamification: A Case Study of Talabat Food Ordering Company in Erbil City, Kurdistan Region of Iraq

article en

Abstract

This study investigates the impact of gamification on the marketing strategy of Talabat, a food ordering company in Erbil City, Kurdistan Region of Iraq. The study involved a quantitative survey conducted online in both Kurdish and English and was administered to participants aged 18 to 45 years who regularly used Talabat's services for just one week. A sample of 98 responses was collected using a random sampling technique. Data analysis was conducted using version 26 of SPSS by applying various statistical methods to study the impact of gamification on the marketing strategy and test the hypotheses. The results confirm that the impact of gamification on Talabat's marketing strategy is high and emphasize the importance of in-game interaction strategies, player motivations, and feedback systems. The effectiveness of these elements varies based on context and implementation. This study has added great value to the knowledge about how gamification significantly intervenes in modern marketing strategies, especially for service- based industries.

Zenodo (CERN European Organization for Nuclear Research)
Soran University (IQ), International University (KH)
Zero hunger
Openalex Percentile: Top 50%
Educational Games and Gamification
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Revitalizing Marketing Strategy through Gamification: A Case Study of Talabat Food Ordering Company in Erbil City, Kurdistan Region of Iraq · Zenodo (CERN European Organization for Nuclear Research) (2025) | TGRS Research Map | TGRS