An investigation into gamification as a customer engagement experience environment

被引:190
|
作者
Harwood, Tracy [1 ]
Garry, Tony [2 ]
机构
[1] De Montfort Univ, Fac Technol, Inst Creat Technol, Leicester LE1 9BH, Leics, England
[2] Univ Otago, Dept Mkt, Dunedin, New Zealand
关键词
Brand community; Customer engagement; Netnography; Gamification; Customer engagement behavior; Customer engagement emotion; VALUE CO-CREATION; PARTICIPATION; NETWORK; LOYALTY; TELEPRESENCE; COMMUNITIES; COMMITMENT; APPRAISAL; BEHAVIOR; IMPACT;
D O I
10.1108/JSM-01-2015-0045
中图分类号
F [经济];
学科分类号
02 ;
摘要
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.
引用
收藏
页码:533 / 546
页数:14
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