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Hook vs. hope: How to enhance customer engagement through gamification
Authors:Andreas B Eisingerich  André Marchand  Martin P Fritze  Lin Dong
Institution:1. Imperial College Business School, Imperial College London, London SW7 2AZ, UK;2. University of Cologne, Department of Marketing, Albertus-Magnus-Platz, 50923 Cologne, Germany
Abstract:Many digital service providers have adopted gamification to promote customer engagement. Critical questions, however, remain about the most effective way to enhance customer engagement and increase sales by applying gamification. With a research design that combines qualitative and quantitative methods, including the use of objective sales data from a large field study and replication of the findings across different contexts, this study explores how gamification fosters customer engagement. Both field study results and a simulation study reveal gamification principles (i.e., social interaction, sense of control, goals, progress tracking, rewards, and prompts) that promote hope and consequently increase customer engagement and digital sales. Furthermore, we find that hope is more strongly associated with customer engagement than the psychological condition of compulsion, which even exerts a negative impact. This research thus explores how gamification creates value for customers and provides actionable insights for managers to foster hope through gamification as opposed to get customers hooked.
Keywords:Corresponding author    Gamification  Digital service  Engagement  Hope  Compulsion  Digital sales
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