Gamification for Brand Value Co-Creation: A Systematic Literature Review

被引:19
|
作者
Merhabi, Mohamad Amir [1 ]
Petridis, Panagiotis [1 ]
Khusainova, Rushana [1 ]
机构
[1] Aston Univ, Aston Business Sch, Birmingham B4 7ET, W Midlands, England
关键词
gamification; marketing; customer value creation; brand value co-creation; online users; consumer motivation; consumer behaviour; customer engagement; crowdsourcing; sharing economy; FIELD EXPERIMENT; ENGAGEMENT; EXPERIENCE; INNOVATION; KNOWLEDGE; GAME;
D O I
10.3390/info12090345
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Gamification, commonly defined as the use of game elements in non-game contexts, is a relatively novel term, yet it has been gaining popularity across a wide range of academic and industrial disciplines. In the marketing field, companies are increasingly gamifying their mobile apps and online platforms to enrich their customers' digital experiences. Whilst there has been a number of systematic studies examining the influence of gamification on user engagement across different fields, none has reviewed its role in brand value co-creation. Following a systematic literature review procedure via the online research platform EBSCOhost, this paper is the first to survey a set of empirical studies examining the role and impact of gamification on brand value co-creation. A final pool of 32 empirical studies implies the existence of four types of activities that are co-created by online users and positively influenced by gamification, namely: customer service, insights sharing, word-of-mouth, and random task. Moreover, this paper highlights the major game dynamics driving these activities, the key findings of each of the covered studies and their main theoretical underpinnings. Lastly, a set of noteworthy research directions for future related studies are suggested, comprising the exploration of novel game elements, and new co-creation activities related to corporate social responsibilities and physical commercial operations.
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页数:18
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