Gamification in marketing: Insights on current and future research directions based on a bibliometric and theories, contexts, characteristics and methodologies analysis

被引:3
作者
Santos, Patricia Marques [1 ]
Dias, Joana Matos [1 ,2 ,3 ]
Bairrada, Cristela Maia [1 ,2 ]
机构
[1] Univ Coimbra, Fac Econ, Av Dias Silva 165, P-3004512 Coimbra, Portugal
[2] Univ Coimbra, Fac Econ, Ctr Business & Econ Res CeBER, Av Dias Silva 165, P-3004512 Coimbra, Portugal
[3] Inst Syst Engn & Comp Coimbra, Rua Antero Quental 199, P-3000033 Coimbra, Portugal
关键词
Gamification; Marketing; Bibliometric review; TCCM framework; Future directions; BRAND ENGAGEMENT; SERIOUS GAMES; EXPERIENCE; INTENTION; BENEFITS; TOURISM; FIELD; NEED;
D O I
10.1016/j.heliyon.2024.e32047
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Gamification involves using game design elements in non-game contexts. It is an emerging strategy that, being able to motivate consumer engagement with brands, has been increasingly used by companies in marketing activities. Recently, the application of gamification to marketing has become increasingly popular, with an increasing amount of research outputs. However, a clear overview of the field, a theoretical orientation or an agenda for research are still missing, which justifies the analysis of the existing literature joining these two fields of research. The motivation for conducting this review was twofold: Firstly, it is helpful to attain a broad overview of this developing field, synthesizing the existing knowledge in a structured way, understanding how gamification research in marketing has progressed and what type of knowledge has been acquired; secondly, it allows us to provide valuable information that will guide future research. Thus, this study provides a hybrid review, which integrates a bibliometric and TCCM analysis, of gamification in marketing by analyzing 114 articles. The data was retrieved from the Scopus scientific database. The bibliometric analysis showed the existence of 8 clusters, mostly representing current areas of research. It was found that the focus of the literature, so far, has been on studying which game elements should be implemented in a gamification system, as well as examining the impact of gamification experiences on engagement and consumer's behaviors. The TCCM analysis revealed the major theories and methodological approaches explored in published articles. The use of self-determination theory and quantitative methodology, based on primary data using online surveys, stands out. These complementary analyzes allowed to provide future research directions to scholars and practitioners working in this domain, promoting the advancement of scientific knowledge, contextual relevance and methodological rigor. Moreover, this review also helps marketers make more informed strategic decisions and supports successful gamification design.
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页数:21
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