2022
DOI: 10.1177/10946705221076272
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It is Really Not a Game: An Integrative Review of Gamification for Service Research

Abstract: Gamification has attracted considerable practitioner attention and has become a viable tactic for influencing behavior, boosting innovation, and improving marketing outcomes across industries. Simultaneously, studies on the use of gamification techniques have emerged in diverse fields, including computer science, education, and healthcare. Despite the broad popularity of gamification in other fields, it has received only limited attention in the service literature. Moreover, the findings of extant studies on g… Show more

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Cited by 30 publications
(74 citation statements)
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“…In the gamified context, feelings such as social development, enjoyment, competition and social interaction create psychological benefits for customers, which affect their experience. The comparison of experience and perception leads to perceived e-service quality (Bauer et al, 2020;Ciuchita et al, 2022). Huotari and Hamari (2017) defined gamification as a process of enhancing services that are acquired as a result of game experience, and it aims to support the users in creating values in the game.…”
Section: Gamified E-servicesmentioning
confidence: 99%
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“…In the gamified context, feelings such as social development, enjoyment, competition and social interaction create psychological benefits for customers, which affect their experience. The comparison of experience and perception leads to perceived e-service quality (Bauer et al, 2020;Ciuchita et al, 2022). Huotari and Hamari (2017) defined gamification as a process of enhancing services that are acquired as a result of game experience, and it aims to support the users in creating values in the game.…”
Section: Gamified E-servicesmentioning
confidence: 99%
“…Gamification provides e-retailers and marketers with numerous tools and elements, including contests, rewards, points, levels, badges and challenges. This way, it stimulates psychological needs of customers, including competition, pleasure, curiosity and social connectedness to create a unique experience when Results of factor analysis IJRDM 51,4 using the service (Bauer et al, 2020;Ciuchita et al, 2022;Insley and Nunan, 2014). In other words, hedonic activities reduce negative experiences and create a better perception of service quality by consistently meeting customer expectations (Hsu and Chen, 2018).…”
Section: Ge-sq Scale In E-retailing Industrymentioning
confidence: 99%
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“…Despite the growing interest in gamification, research investigating the interplay between gamification and CX is emergent, and, therefore, contributions are needed (Ciuchita et al, 2023;Leclercq et al, 2020a;Wolf et al, 2020). Current research conceptualized CX as spontaneous customer responses to all stimuli and interactions with the firm during the customer journey (Silva et al, 2021;Lemon and Verhoef, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…Múltiples publicaciones especializadas en gamificación se hacen eco de las novedades en este campo como el JMIR Serious Games, el International Journal of Serious Games, el EAI Endorsed Transactions on Serious Games, Entertainment Computing, Games and Culture y Game Studies. En resumen, se puede afirmar que se ha desarrollado un ecosistema completo entorno al fenómeno de la gamificación (Ciuchita et al, 2022).…”
Section: Introductionunclassified