To read this content please select one of the options below:

An investigation into gamification as a customer engagement experience environment

Tracy Harwood (Institute of Creative Technologies, Faculty of Technology, De Montfort University, Leicester, UK)
Tony Garry (Department of Marketing, University of Otago, Dunedin, New Zealand)

Journal of Services Marketing

ISSN: 0887-6045

Article publication date: 14 September 2015

18221

Abstract

Purpose

This study aims to provide empirically generated insights into a gamification approach to online customer engagement and behavior (CE and CEB). There is a substantive discrepancy between popular coverage and empirically based research as to the effectiveness of virtual brand gamification in engaging customers.

Design/methodology/approach

Using Samsung Nation as a unit of analysis, a mixed-methods research design using netnography and participant observation is adopted to address the research aim.

Findings

Taken holistically, the findings identify key processes and outcomes of CE and CEB within virtual gamified platforms. Additionally, insights are provided into implementation flaws deriving from gamification that may potentially impact the CE experience.

Originality/value

The contribution of this paper is twofold. First and from a theoretical perspective, it offers both a conceptual foundation and empirical-based evaluation of CE and CEB through a gamified brand platform. Second and from a pragmatic perspective, the conceptual model derived from this research may aid practitioners in developing more robust gamified CE strategies.

Keywords

Citation

Harwood, T. and Garry, T. (2015), "An investigation into gamification as a customer engagement experience environment", Journal of Services Marketing, Vol. 29 No. 6/7, pp. 533-546. https://doi.org/10.1108/JSM-01-2015-0045

Publisher

:

Emerald Group Publishing Limited

Copyright © 2015, Emerald Group Publishing Limited

Related articles