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Article
Publication date: 26 April 2023

Sattwik Mohanty and B. Prabu Christopher

This paper aims to examine how gamification components affect training outcomes through intrinsic or extrinsic motivation (IM and EM), drawing on the self-determination motivation…

Abstract

Purpose

This paper aims to examine how gamification components affect training outcomes through intrinsic or extrinsic motivation (IM and EM), drawing on the self-determination motivation theory.

Design/methodology/approach

In this study, survey method has been used to analyse the hypotheses and objective of the research. A total of 260 surveys were received through the web-based stage and 260 surveys were legitimate. The data in this study was investigated using SPSS version 20.0 and Smart-PLS version 3.0 software.

Findings

The findings represent how IM intervenes in gamification parts of training outcomes. Apart from the indirect effect, this study also shows the immediate effect of experience point and progress bar affecting IM and EM. This study shows that the immediate effect of IM has a positive impact on training outcomes, however there is an adverse consequence in the event of EM on training outcomes as well as there is no intervening or mediating impact.

Originality/value

In this study, the authors offer novel research that might aid businesses in identifying the most important aspects of gamification for the relevant personnel. There is a substantial correlation between gamification and employee engagement that was previously focused on. With particular emphasis on the progress bar and experience point, the authors have demonstrated a connection between IM and EM through the use of gamification elements, paving the way for businesses to place a greater emphasis on intrinsic drive-in gamification systems intended to enhance employee training.

Article
Publication date: 1 December 2020

Maria Giovina Pasca, Roberta Guglielmetti Mugion, Martina Toni, Laura Di Pietro and Maria Francesca Renzi

Bike sharing (BS) is a phenomenon of growing interest in the sustainable mobility field. In recent years, many governments have implemented concrete actions to diffuse the…

Abstract

Purpose

Bike sharing (BS) is a phenomenon of growing interest in the sustainable mobility field. In recent years, many governments have implemented concrete actions to diffuse the services in cities, trying to encourage citizens' sustainable behavior. Several mobile applications (apps) related to the mobility sector have embedded gamification mechanics applied in non-gaming contexts, able to create and increase user engagement and to manage users' behavior (Deterding et al., 2011). The main purpose of this study is to understand whether app perception influences gamification, and how gamification improves service quality and user loyalty in BS systems.

Design/methodology/approach

To examine the impact of gamification on service quality and loyalty, the study performed secondary data collection and qualitative analysis with in-depth interviews. Thereafter, a quantitative analysis was conducted, and the theoretical model was analyzed through structural equation modeling (SEM).

Findings

findings showed that the use of gamification mechanics in BS services improves users' loyalty and directly influences service quality. The gamification tool improves users' engagement, transferring rules, facilitating the achievement of goals and quality standards and enhancing the BS usage.

Originality/value

This study uniquely contributes an understanding of the effect of gamification on service quality and loyalty in BS usage. It also provides some insight for companies and policymakers into implementing gamification mechanics in order to address new challenges for quality management.

Details

The TQM Journal, vol. 33 no. 6
Type: Research Article
ISSN: 1754-2731

Keywords

Article
Publication date: 1 February 2021

Selin Ögel Aydın and Metin Argan

Nutritional disorders and unhealthy nutrition, which are recognised as the causes of many widespread health problems (overweight, obesity, diabetes, cardiovascular disease…

1159

Abstract

Purpose

Nutritional disorders and unhealthy nutrition, which are recognised as the causes of many widespread health problems (overweight, obesity, diabetes, cardiovascular disease, cancer, etc.) have emerged as a significant problem that requires resolution. The purpose of this study is to influence dietary preferences and to reduce current health issues by using gamification as a social marketing tool. To this end, the decision-making processes affecting food choices in individuals based on calorific content were evaluated and the effectiveness of gamification in encouraging consumers to make lower-calorie choices was examined.

Design/methodology/approach

An experimental design was used to determine the effect of gamification on the dietary preferences of consumers. An independent factorial design (between groups) in which multiple variables were tested with different subjects was used to test the factors that were thought to affect the food choices made by the participants from gamified and non-gamified menus.

Findings

In Study 1, menus (gamified vs non-gamified) and nutritional consciousness (low vs high) had a significant main effect on the total calorie count of the selected foods. In Study 2, menus (gamified with prices vs non-gamified with prices) had a significant main effect on the total calorie count of the selected foods, while nutritional consciousness (low vs high) did not. A significant interaction was observed between menus and nutritional consciousness.

Practical implications

Gamification can be used as an important publicity tool for promoting public health using different influential factors such as price.

Originality/value

This study shows that people can change their food preferences positively through gamification. It shows further how people tend to evaluate the price of their food rather than the calorie count when making dietary preferences. Gamification can, therefore, be considered a promising social marketing tool for improving public health.

Details

Journal of Social Marketing, vol. 11 no. 2
Type: Research Article
ISSN: 2042-6763

Keywords

Article
Publication date: 24 January 2022

Şevval Seray Macakoğlu, Burcu Alakuş Çınar and Serhat Peker

In the recent years, the rapid growth of the grocery retailing industry has created a great heterogeneity in prices across sellers in the market. Online price comparison agents…

Abstract

Purpose

In the recent years, the rapid growth of the grocery retailing industry has created a great heterogeneity in prices across sellers in the market. Online price comparison agents which are key mechanisms to solve this problem by providing prices from different sellers. However, there are many sellers in the grocery industry do not offer online service, and so it is impossible to automatically retrieve price information from such grocery stores. In this manner, crowdsourcing can become an essential source of information by collecting current price data from shoppers. Therefore, this paper aims to propose Kiyaslio, a gamified mobile crowdsourcing application that provides price information of products from different grocery markets.

Design/methodology/approach

Kiyaslio has been developed through leveraging the power of crowdsourcing technology. Game elements have also been used to increase the willingness of users to contribute on price data entries. The proposed application is implemented using design science methodology, and it has been evaluated through usability testing by two well-known techniques which are the system usability scale and the net promoter score.

Findings

The results of the usability tests indicate that participants find Kiyaslio as functional, useful and easy to use. These findings prove its applicability and user acceptability.

Practical implications

The proposed platform supports crowd sourced data collection and could be effectively used as a tool to support shoppers to easily access current market product prices.

Originality/value

This paper presents a mobile application platform for tracking current prices in the grocery retail market whose strength is based on the crowdsourcing concept and incorporation of game elements.

Details

International Journal of Web Information Systems, vol. 18 no. 1
Type: Research Article
ISSN: 1744-0084

Keywords

Article
Publication date: 8 June 2020

Guowei Zhu, Yaru Liu and Li Zhou

Monetary incentives have been widely adopted by brands to promote consumer engagement in their brand communities on social networking sites. This paper aims to explore how the…

Abstract

Purpose

Monetary incentives have been widely adopted by brands to promote consumer engagement in their brand communities on social networking sites. This paper aims to explore how the interactions triggered by an emerging monetary incentive, red packets, affect consumers’ brand attitude in the context of WeChat brand groups (WCBGs).

Design/methodology/approach

According to whether brands ask for commercial returns from consumers, two types of interactions were identified, namely, exchange red packet interaction (ERPI) and communal red packet interaction (CRPI). The corresponding influences on brand attitude were examined in three experiments.

Findings

Compared to CRPIs, ERPIs elicit greater normative community pressure, inducing a less favorable brand attitude. Moreover, this impact is moderated by the time frame of brand communities. In the long-term WCBGs, a significant difference exists between ERPIs and CRPIs, while such difference attenuates or even disappears in short-term WCBGs.

Practical implications

When using red packets as an engagement strategy, brand managers should be alert to their potential negative influence. Specifically, in short-term brand communities, ERPIs enable managers to acquire commercial returns without hurting brand attitude. In long-term brand communities, managers are advised to implement CRPIs to foster a positive brand attitude.

Originality/value

This study investigates red packet interactions in brand communities, which have been widespread but unexplored. The results expand the literature by addressing the undermining effect of ERPI and the moderating effect of the time frame.

Article
Publication date: 11 August 2014

Jenny V. Bittner and Jeffrey Shipper

The purpose of this paper is to study motivational effects and age differences of gamification in product advertising. Game-elements can easily be embedded within product…

9712

Abstract

Purpose

The purpose of this paper is to study motivational effects and age differences of gamification in product advertising. Game-elements can easily be embedded within product advertisements, but little is known about the success factors of this technology. We investigated which motivational incentives of game designs influence the purchase intentions of consumers. The theory of planned behavior (Ajzen, 1991) was expected to explain purchase intentions for non-gamified sports products, whereas the modified technology acceptance model (Herzig et al., 2012) was expected to predict purchase intentions of gamified sports products.

Design/methodology/approach

Participants were 101 consumers who performed sports on a regular basis. Age and prior experience with digital games were assumed to influence the effectiveness of gamification.

Findings

Purchase intentions of conventional products were predicted by attitudes, subjective norm and perceived control, whereas purchase intentions of gamified products were predicted by attitudes and the perceived usefulness. Enjoyment and flow were significant mediators between motivational incentives and purchase intentions. Consumers with prior gaming experience had higher purchase intentions for gamified products.

Practical implications

Gamify products for younger target groups with gaming experience; use intrinsic and extrinsic motivational incentives; focus on enjoyment, flow and the perceived usefulness.

Social implications

Game-elements in sports advertisements might also be suitable for public health campaigns. They may motivate people be more physically active and lead a healthier lifestyle.

Originality/value

This study specifies predictors for purchase intentions of gamified products and emphasizes the importance of flow and enjoyment as mediators. Age differences indicate that young consumers had higher intentions to purchase the gamified product, judged it as more useful and perceived more flow and enjoyment than the older age group.

Details

Journal of Consumer Marketing, vol. 31 no. 5
Type: Research Article
ISSN: 0736-3761

Keywords

Article
Publication date: 14 December 2023

John Aliu, Ayodeji Emmanuel Oke, Timilehin Abayomi, Clinton Aigbavboa and Sina Makanjuola

With a view to ensuring the effective and efficient delivery of construction projects, this study evaluates the critical success factors (CSFs) for the adoption of gamification…

Abstract

Purpose

With a view to ensuring the effective and efficient delivery of construction projects, this study evaluates the critical success factors (CSFs) for the adoption of gamification principles by construction professionals in developing countries, with an emphasis on Nigeria.

Design/methodology/approach

This study adopted a post-positivism philosophical approach, using a questionnaire survey to obtain quantitative data from 126 construction professionals in Lagos State. The data obtained were analyzed using frequencies, percentages, mean item scores (MIS), Kruskal–Wallis H-test and principal component analysis (PCA) as part of the exploratory factor analysis (EFA).

Findings

The findings indicated that the most significant factors for the adoption of gamification principles in the construction industry were “clear game mechanics and rules,” “incentives and rewards for users,” “secure and reliable technology infrastructure,” “real-time progress tracking and feedback” and “clear and measurable objectives.” Employing factor analysis, these CSFs were subsequently grouped into three primary clusters, namely “relevance and user experience,” “technology and support” and “integration and process.”

Practical implications

These findings not only enrich the existing theoretical framework but also provide a solid foundation upon which researchers can build for further theoretical development. This study also offers valuable insights that can inform and improve practical applications of gamification within the construction industry.

Originality/value

While prior research has explored gamification in various contexts, the unique contribution of this study is the thorough investigation of CSFs for gamification adoption specifically within the construction industry. In essence, this study fills a critical gap in the literature by offering fresh perspectives and tailored solutions for the construction industry's specific gamification needs.

Details

Built Environment Project and Asset Management, vol. 14 no. 2
Type: Research Article
ISSN: 2044-124X

Keywords

Article
Publication date: 28 January 2021

Timmy H. Tseng, Sara H. Hsieh and Crystal T. Lee

Companies understand the potential to use gamification marketing to facilitate a better connection. However, most endeavours in gamification fail. This study aims to identify the…

2042

Abstract

Purpose

Companies understand the potential to use gamification marketing to facilitate a better connection. However, most endeavours in gamification fail. This study aims to identify the design factors that drive the marketing effectiveness of branded applications (apps) with gamification features.

Design/methodology/approach

This study investigates branded apps covering various industries such as hospitality, retail and financial services. A total of 296 respondents were recruited from an online questionnaire platform.

Findings

The results show that playability, design aesthetics, goal clarity, incentive provision and symbolic benefits were drivers of consumer–brand engagement, which in turn generated purchase intention, app continuance intention and brand loyalty.

Originality/value

Based on the elemental tetrad model, this study specified relevant factors identified in the literature to represent the technology, aesthetic, mechanical and story elements. The authors contribute to the literature by identifying design factors as drivers of consumer–brand engagement in the branded app context.

Details

Marketing Intelligence & Planning, vol. 39 no. 5
Type: Research Article
ISSN: 0263-4503

Keywords

Article
Publication date: 16 February 2024

Sihan Cheng and Cong Cao

Based on cognitive evaluation theory and gamification affordances, this study aims to understand how gamification affordances influence users’ intention to engage in sustainable…

Abstract

Purpose

Based on cognitive evaluation theory and gamification affordances, this study aims to understand how gamification affordances influence users’ intention to engage in sustainable behaviour and how new trends in Ant Forest influence its impact on green intrinsic motivation to support sustainable behaviours.

Design/methodology/approach

The authors developed a research model to explore the mechanisms underlying gamification affordances, psychological needs and green intrinsic motivation. Partial least squares structural equation modelling was used to assess the survey data (n = 393) and test the research model.

Findings

The results show that different gamification affordances can satisfy users’ needs for autonomy, competence and relatedness, which positively influences their green intrinsic motivation and engagement in sustainable behaviours. However, some affordances, such as competition, might negatively impact these psychological needs.

Originality/value

This research updates information system research on environmental sustainability and the Ant Forest context. The authors provide a new framework that links gamification affordances, psychological needs and sustainable behaviour. The study also examines changing trends in Ant Forest and their implications.

Details

Industrial Management & Data Systems, vol. 124 no. 4
Type: Research Article
ISSN: 0263-5577

Keywords

Article
Publication date: 27 June 2024

Mojtaba Barari

Gamification in mobile apps has emerged as a compelling strategy to foster firm’s relationships with their customers through mobile applications. This study utilizes a…

Abstract

Purpose

Gamification in mobile apps has emerged as a compelling strategy to foster firm’s relationships with their customers through mobile applications. This study utilizes a meta-analytic review to demonstrate how gamification shapes consumer responses and how moderator variables play a role in this process.

Design/methodology/approach

The study employed a meta-analytic review to combine and synthesize data from 62 studies, including 71 independent samples and a sample size of 20,510 to test the research model and examine the role of moderators in this model.

Findings

Findings reveal that gamification, through the customer experience components (cognitive, hedonic, pragmatic and social elements), leads to customer engagement, resulting in word-of-mouth and loyalty. However, privacy concerns play a destructive role in this process, deteriorating customer–firm relationships. Moderator analysis indicates that gamification design elements, such as rewards, progression and customization systems, along with product and service benefit, involvement, familiarity and firm type moderate the relationship between gamification and customer response.

Research limitations/implications

The meta-analysis main and moderator analysis results provide several insights for marketing managers that assist them in developing an effective gamification in mobile app strategy.

Originality/value

The findings reveal novel insights, encompassing both the bright and dark sides of the influence of gamification on customer response, while also examining the moderating roles of gamification, product and service and firm characteristics.

Details

Marketing Intelligence & Planning, vol. 42 no. 6
Type: Research Article
ISSN: 0263-4503

Keywords

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