Access the full text.
Sign up today, get DeepDyve free for 14 days.
D. Hoffman, T. Novak (1996)
Marketing in Hypermedia Computer-Mediated Environments: Conceptual FoundationsJournal of Marketing, 60
R. Koestner, G. Losier (2002)
Distinguishing three ways of being highly motivated: A closer look at introjection, identification, and intrinsic motivation.
M. Csíkszentmihályi, J. Lefevre (1989)
Optimal experience in work and leisure.Journal of personality and social psychology, 56 5
Seongsoo Jang, Philippe Kitchen, Jinwon Kim (2018)
The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application usesJournal of Business Research
L. Pelletier, K. Tuson, Isabelle Green-Demers, Kimberley Noels, Ann Beaton (1998)
Why Are You Doing Things for the Environment? The Motivation Toward the Environment Scale (MTES)1Journal of Applied Social Psychology, 28
Nannan Xi, Juho Hamari (2019)
Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfactionInt. J. Inf. Manag., 46
Stavros Lounis, Xanthippi Neratzouli, K. Pramatari (2013)
Can Gamification Increase Consumer Engagement? A Qualitative Approach on a Green Case
U. Dholakia (2006)
How Customer Self-Determination Influences Relational Marketing Outcomes: Evidence from Longitudinal Field StudiesJournal of Marketing Research, 43
Ling Zhao, Yao-bin Lu, Bin Wang, W. Huang (2011)
What makes them happy and curious online? An empirical study on high school students' Internet use from a self-determination theory perspectiveComput. Educ., 56
M. Waiguny, M. Nelson, Bernhard Marko (2013)
How Advergame Content Influences Explicit and Implicit Brand Attitudes: When Violence Spills OverJournal of Advertising, 42
Min Zhao, Steve Hoeffler, D. Dahl (2009)
The Role of Imagination-Focused Visualization on New Product EvaluationJournal of Marketing Research, 46
Neil Morgan, Lopo Rego (2006)
The Value of Different Customer Satisfaction and Loyalty Metrics in Predicting Business PerformanceMarketing Science, 25
C. Mathwick, Edward Rigdon (2004)
Play, Flow, and the Online Search ExperienceJournal of Consumer Research, 31
Kirk Wakefield, J. Baker (1998)
Excitement at the mall: Determinants and effects on shopping responseJournal of Retailing, 74
J. Bakos (1997)
Reducing buyer search costs: implications for electronic marketplacesManagement Science, 43
Charles Hofacker, K. Ruyter, Nicholas Lurie, Puneet Manchanda, Jeffery Donaldson (2015)
Gamification and Mobile Marketing EffectivenessJournal of Interactive Marketing, 34
Andrew Kuo, D. Rice (2015)
Catch and Shoot: The Influence of Advergame Mechanics on Preference FormationPsychology & Marketing, 32
D. Rosenfield, R. Folger, Harry Adelman (1980)
When rewards reflect competence: A qualification of the overjustification effect.Journal of Personality and Social Psychology, 39
Xinshu Zhao, John Lynch, Qimei Chen (2010)
Reconsidering Baron and Kenny: Myths and Truths about Mediation AnalysisJournal of Consumer Research, 37
M. Csíkszentmihályi (2000)
Happiness, flow, and economic equality.The American psychologist, 55 10
E. Reijmersdal, E. Rozendaal, M. Buijzen (2012)
Effects of Prominence, Involvement, and Persuasion Knowledge on Children's Cognitive and Affective Responses to AdvergamesJournal of Interactive Marketing, 26
Sebastian Deterding, Dan Dixon, Rilla Khaled, L. Nacke (2011)
From game design elements to gamefulness: defining "gamification"
René Eppmann, M. Bekk, Kristina Klein (2018)
Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX]Journal of Interactive Marketing, 43
M. Trusov, R. Bucklin, K. Pauwels (2009)
Effects of Word-of-Mouth versus Traditional Marketing: Findings from an Internet Social Networking SiteJournal of Marketing, 73
M. Waiguny, M. Nelson, R. Terlutter (2012)
Entertainment matters! The relationship between challenge and persuasiveness of an advergame for childrenJournal of Marketing Communications, 18
R. Ryan, C. Rigby, Andrew Przybylski (2006)
The Motivational Pull of Video Games: A Self-Determination Theory ApproachMotivation and Emotion, 30
Journal of Experimental Social Psychology, 45
L. Harmat, Örjan Manzano, T. Theorell, L. Högman, H. Fischer, F. Ullén (2015)
Physiological correlates of the flow experience during computer game playing.International journal of psychophysiology : official journal of the International Organization of Psychophysiology, 97 1
R. Vallerand, M. Fortier, F. Guay (1997)
Self-determination and persistence in a real-life setting: toward a motivational model of high school dropout.Journal of personality and social psychology, 72 5
David Szymanski, D. Henard (2001)
Customer satisfaction: A meta-analysis of the empirical evidenceJournal of the Academy of Marketing Science, 29
K. Huotari, Juho Hamari (2017)
A definition for gamification: anchoring gamification in the service marketing literatureElectronic Markets, 27
S. Bell (1999)
Image and consumer attraction to intraurban retail areas: An environmental psychology approachJournal of Retailing and Consumer Services, 6
C. Hart, Andrew Farrell, Grazyna Stachow, Gary Reed, J. Cadogan (2007)
Enjoyment of the Shopping Experience: Impact on Customers' Repatronage Intentions and Gender InfluenceThe Service Industries Journal, 27
R. Donovan, J. Rossiter (1982)
Store atmosphere: an environmental psychology approach
Chandra Ford, J. Kinsler, Danielle Seiden, Laral Andrews, Douglas Bell (2007)
Contact information for corresponding author :
E. Deci, R. Koestner, R. Ryan (1999)
A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation.Psychological bulletin, 125 6
R. Mulcahy, Rebekah Russell–Bennett, D. Iacobucci (2018)
Designing gamified apps for sustainable consumption: A field studyJournal of Business Research, 106
Michael Hanus, Jesse Fox (2015)
Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performanceComput. Educ., 80
Axel Berger, T. Schlager, David Sprott, A. Herrmann (2018)
Gamified interactions: whether, when, and how games facilitate self–brand connectionsJournal of the Academy of Marketing Science, 46
J. Bauer, Philipp Schmitt, V. Morwitz, R. Winer (2013)
Managerial decision making in customer management: adaptive, fast and frugal?Journal of the Academy of Marketing Science, 41
Chiranjeev Kohli, R. Suri (2011)
The price is right? Guidelines for pricing to enhance profitabilityBusiness Horizons, 54
A. Mägi (2003)
Share of wallet in retailing: the effects of customer satisfaction, loyalty cards and shopper characteristicsJournal of Retailing, 79
M. Csíkszentmihályi (1988)
The flow experience and its significance for human psychology.
W. Diamond, Leland Campbell (1989)
The Framing of Sales Promotions: Effects on Reference Price ChangeACR North American Advances
R. Ryan, E. Deci (2000)
Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.The American psychologist, 55 1
Abhijit Guha, Abhijit Biswas, Dhruv Grewal, S. Verma, Somak Banerjee, Jens Nordfält (2018)
Reframing the Discount as a Comparison against the Sale Price: Does it Make the Discount More Attractive?Journal of Marketing Research, 55
Barry Babin, William Darden, Mitch Griffin (1994)
Work and/or Fun: Measuring Hedonic and Utilitarian Shopping ValueJournal of Consumer Research, 20
F. Reichheld (2003)
The one number you need to grow.Harvard business review, 81 12
Tobias Wolf, Welf Weiger, Maik Hammerschmidt (2020)
Experiences that matter? The motivational experiences and business outcomes of gamified servicesJournal of Business Research
J. Harackiewicz (1979)
The effects of reward contingency and performance feedback on intrinsic motivation.Journal of Personality and Social Psychology, 37
Kyongseok Kim, Sun Ahn (2017)
Rewards that undermine customer loyalty? A motivational approach to loyalty programsPsychology & Marketing, 34
L. John, Oliver Emrich, Sunil Gupta, M. Norton (2017)
Does “Liking” Lead to Loving? The Impact of Joining a Brand's Social Network on Marketing OutcomesJournal of Marketing Research, 54
Chin-Lung Hsu, Hsi-Peng Lu (2004)
Why do people play on-line games? An extended TAM with social influences and flow experienceInf. Manag., 41
J. Chevalier, Dina Mayzlin (2006)
The Effect of Word of Mouth on Sales: Online Book ReviewsJournal of Marketing Research, 43
James Heyman, D. Ariely (2004)
Effort for payment. A tale of two markets.Psychological science, 15 11
H. Warmelink, Jonna Koivisto, I. Mayer, M. Vesa, Juho Hamari (2018)
Gamification of production and logistics operations: Status quo and future directionsJournal of Business Research, 106
Journal of Interactive Marketing, 23
Jiyoung Hwang, Laee Choi (2019)
Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyaltyJournal of Business Research, 106
Journal of Economic Perspectives—Volume 15, Number 4—Fall 2001—Pages 69–85 Instrumental Variables and the Search for Identification: From Supply and Demand to Natural Experiments
T. Leclercq, Wafa Hammedi, Ingrid Poncin (2018)
The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation CommunitiesJournal of Interactive Marketing, 44
Mariola Palazón, E. Delgado-Ballester (2009)
Effectiveness of price discounts and premium promotionsPsychology & Marketing, 26
Joanna Melancon, S. Noble, C. Noble (2011)
Managing rewards to enhance relational worthJournal of the Academy of Marketing Science, 39
J. Sweeney, G. Soutar (2001)
Consumer perceived value: The development of a multiple item scaleJournal of Retailing, 77
G. Moneta, M. Csíkszentmihályi (1996)
The effect of perceived challenges and skills on the quality of subjective experience.Journal of personality, 64 2
Dhruv Grewal, R. Krishnan, J. Baker, Norm Borin (1998)
The Effect of Store Name, Brand Name and Price Discounts on Consumers' Evaluations and Purchase IntentionsJournal of Retailing, 74
Sarit Barzilai, I. Blau (2014)
Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiencesComput. Educ., 70
Aylin Aydinli, Marco Bertini, Anja Lambrecht (2014)
Price Promotion for Emotional ImpactJournal of Marketing, 78
Devon DelVecchio, D. Henard, Traci Freling (2006)
The effect of sales promotion on post-promotion brand preference: A meta-analysisJournal of Retailing, 82
Jonna Koivisto, Juho Hamari (2019)
The rise of motivational information systems: A review of gamification researchInt. J. Inf. Manag., 45
Chia-Lin Hsu, Mu-Chen Chen (2018)
How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand loveComput. Hum. Behav., 88
David Bell, R. Bucklin (1999)
The Role of Internal Reference Points in the Category Purchase DecisionJournal of Consumer Research, 26
Jessica Müller-Stewens, T. Schlager, G. Häubl, A. Herrmann (2017)
Gamified Information Presentation and Consumer Adoption of Product InnovationsJournal of Marketing, 81
S. Curry, Edward Wagner, L. Grothaus (1990)
Intrinsic and extrinsic motivation for smoking cessation.Journal of consulting and clinical psychology, 58 3
Robert Blattberg, Richard Briesch, Edward Fox (1995)
How Promotions Work
Journal of Consumer Psychology, 14
Advances in Consumer Research, 16
Katie Seaborn, D. Fels (2015)
Gamification in theory and action: A surveyInt. J. Hum. Comput. Stud., 74
Jill Mosteller, Naveen Donthu, Sevgin Eroğlu (2014)
The fluent online shopping experienceJournal of Business Research, 67
C. Fox, Jeanne Brockmyer (2009)
The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to ReviewsInteract. Comput., 25
A. Eisingerich, A. Marchand, Martin Fritze, Lin Dong (2019)
Hook vs. hope: How to enhance customer engagement through gamificationInternational Journal of Research in Marketing
R. Ryan, E. Deci (2000)
Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions.Contemporary educational psychology, 25 1
M. Csíkszentmihályi, J. Nakamura (2010)
Effortless attention in everyday life: A systematic phenomenology.
Yang Yang, Yousra Asaad, Yogesh Dwivedi (2017)
Examining the impact of gamification on intention of engagement and brand attitude in the marketing contextComput. Hum. Behav., 73
R. Garris, R. Ahlers, J. Driskell (2002)
Games, Motivation, and Learning: A Research and Practice ModelSimulation & Gaming, 33
Eric Zimmerling, Christoph Höllig, Philipp Sandner, I. Welpe (2019)
Exploring the influence of common game elements on ideation output and motivationJournal of Business Research
V. Zeithaml, L. Berry, A. Parasuraman (1996)
The Behavioral Consequences of Service QualityJournal of Marketing, 60
Yannis Bakos (2001)
The Emerging Landscape for Retail E-CommerceJournal of Economic Perspectives, 15
C. Fornell, Michael Johnson, E. Anderson, Jaesung Cha, B. Bryant (1996)
The American Customer Satisfaction Index: Nature, Purpose, and FindingsJournal of Marketing, 60
A. Chernev (2004)
Goal-Attribute Compatibility in Consumer ChoiceBehavioral Marketing
J. Siemens, Scott Smith, D. Fisher, Anastasia Thyroff, Ginger Killian (2015)
Level Up! The Role of Progress Feedback Type for Encouraging Intrinsic Motivation and Positive Brand Attitudes in Public versus Private Gaming ContextsJournal of Interactive Marketing, 32
Manohar Kalwani, C. Yim (1992)
Consumer Price and Promotion Expectations: An Experimental StudyJournal of Marketing Research, 29
G. Williams, V. Grow, Z. Freedman, R. Ryan, E. Deci (1996)
Motivational predictors of weight loss and weight-loss maintenance.Journal of personality and social psychology, 70 1
Ivo Blohm, J. Leimeister (2013)
GamificationBusiness & Information Systems Engineering, 5
J. Jung, Kyeong Min, James Kellaris (2011)
The games people play: How the entertainment value of online ads helps or harms persuasionPsychology & Marketing, 28
R. Oliver (1999)
Whence Consumer Loyalty?Journal of Marketing, 63
Jonah Berger (2014)
Word of mouth and interpersonal communication: A review and directions for future researchJournal of Consumer Psychology, 24
Many marketplace examples suggest that using gamification in the online retail shopping context boosts sales and positively affects customer loyalty. Nevertheless, more research is needed to understand the effects of digital games on consumer behavior and their underlying psychological mechanisms. Therefore, this article explores how combining games and monetary rewards impacts customer satisfaction, loyalty and word-of-mouth (WOM) intentions.Design/methodology/approachTo test our hypotheses, we designed two online laboratory experiments to stimulate an online shopping situation, as gamification in online retailing has the potential to affect an important set of outcomes for service firms throughout the consumer decision process (Hofacker et al., 2016).FindingsThe results of two lab experiments demonstrate that playing a shopping-related game without monetary participation incentive positively influences all three relational outcomes because games enhance consumers' enjoyment of the overall shopping experience. However, our findings also show that monetary rewards used to incentivize game participation diminish these effects. Gamification loses its positive effects if games are combined with monetary rewards, as consumers no longer play games to derive inherent enjoyment, but rather the extrinsic motivation of receiving a discount. We draw managerial implications about how gamification effectively and profitably fosters strong customer relationships and thus increases customer lifetime value and equity.Research limitations/implicationsThis research is the first to investigate the combined effects of gamification and price discounts that require consumers to play the game in order to receive the discount. Focusing on an online shopping context, this article contributes to research on motivation by providing new and more nuanced insights into the psychological process underlying the gamification effects on consumer' long-term attitudes (i.e. satisfaction) and relational behaviors (i.e. positive WOM and loyalty) toward a retailer.Practical implicationsBased on our findings, we provide recommendations for marketers that explain how gamification can be a profitable and efficient tool to foster strong customer relationships. Retail managers should use gamification as a less costly alternative to typical price discounts.Originality/valueTwo laboratory experiments investigate how the separate and combined use of games and price discounts affects consumers' satisfaction, positive WOM intentions and loyalty. Playing a shopping-related game increases satisfaction with the retailer and positive WOM intentions as well as loyalty. Monetary rewards used to incentivize game participation eliminate the positive effects of gamification.
Journal of Service Management – Emerald Publishing
Published: Oct 6, 2020
Keywords: Gamification; Price discounts; Customer experience; Consumer behavior; Retailing
Read and print from thousands of top scholarly journals.
Already have an account? Log in
Bookmark this article. You can see your Bookmarks on your DeepDyve Library.
To save an article, log in first, or sign up for a DeepDyve account if you don’t already have one.
Copy and paste the desired citation format or use the link below to download a file formatted for EndNote
Access the full text.
Sign up today, get DeepDyve free for 14 days.
All DeepDyve websites use cookies to improve your online experience. They were placed on your computer when you launched this website. You can change your cookie settings through your browser.