2020
DOI: 10.29036/jots.v11i21.165
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Gamification and Customers Experience in the Hospitality Industry

Abstract: The application of gaming techniques and its measurement have engendered many discussions. Premised on the gamification dimensions of loyalty programs, advertising, and promotions, and creating or developing new services, this study examines the effect of the dimensions of gamification on the elements of customers' experience in the Hospitality industry. Utilising the survey research design and two-stage sampling technique, 700 customers of hotels and restaurants were sampled in the Nigerian Hospitality sector… Show more

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Cited by 14 publications
(12 citation statements)
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“…This is in line with the suggestions of Mruthyanjaya and Vadiya (2019), and Warnick and Bui (2019), explaining that gamification should be employed to achieve corporate goals both in the long run and in the short run. Also, the result supports the views of Worimegbe et al (2020), who claimed that existing businesses should implement gamification to increase consumer loyalty, obtain consumer commitment, achieve competitiveness, and enhance employee efficiency.…”
Section: Discussion Of Resultssupporting
confidence: 78%
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“…This is in line with the suggestions of Mruthyanjaya and Vadiya (2019), and Warnick and Bui (2019), explaining that gamification should be employed to achieve corporate goals both in the long run and in the short run. Also, the result supports the views of Worimegbe et al (2020), who claimed that existing businesses should implement gamification to increase consumer loyalty, obtain consumer commitment, achieve competitiveness, and enhance employee efficiency.…”
Section: Discussion Of Resultssupporting
confidence: 78%
“…The need for firms to continually engage their customers has been identified as one of the gamification drivers (Perusic, 2008 It is pivotal to investigate the interaction of these dimensions and ascertain the motivation of these firms in applying such a strategy in their operation. Employing and successfully implementing the gamification strategies hinges on the belief that providing a memorable experience to the customers could lead to better performance, enhanced service delivery, and improved service encounter by the firm in achieving its corporate goals (Worimegbe et al, 2020). It is critical to emphasise that gamification does not consist of playing literal games; rathe, it can help a firm understand the need to facilitate positive experience and behavior in customers by promoting and encouraging competitive behavior that excites them.…”
Section: Operationalisation Of Gamificationmentioning
confidence: 99%
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“…are also an important part of the promotion area. These elements can be a positive tool to support customer loyalty to the brand (Worimegbe, 2020). Branding can be an important aspect of a customer's perception of product quality (see also Stefko et al, 2019;Stefko et al, 2020).…”
Section: Discussionmentioning
confidence: 99%
“…Social media includes a wide range of online, the so-called word-of-mouth forums, including blogs, companysponsored discussion forums and chat rooms (Worimegbe et al, 2020), C2C email, product and service customer review portals and discussion forums, other online discussion forums, sites featuring digital content for image, film, photo or music content, and social networks, social media are numerous and diverse (Mangold and Faulds, 2009). Mangold, Faulds (2009) In the traditional communication paradigm, elements of the promotional mix are coordinated to develop Integrated Marketing Communication (IMC) while the content, frequency, timing and medium of communication are given by the organization in cooperation with its paid agents (advertising agencies, marketing research firms, PR consultants).…”
Section: Theoretical Backgroundmentioning
confidence: 99%