The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities

被引:102
|
作者
Leclercq, Thomas [1 ]
Hammedi, Wafa [2 ]
Poncin, Ingrid [1 ]
机构
[1] Catholic Univ Louvain, LSM, CERMA CCMS, Louvain, Belgium
[2] Univ Namur, Fac Sci Econ Sociales & Gest, CeRCLE CCMS, Namur, Belgium
关键词
Gamification; Engagement; Co-creation; Online community; PRODUCT-DEVELOPMENT; FUNDAMENTAL PROPOSITIONS; ENGAGEMENT BEHAVIOR; SOCIAL-INFLUENCE; SERVICE SYSTEM; SERIOUS GAMES; EXPERIENCE; PERSPECTIVE; INNOVATION; UNCERTAINTY;
D O I
10.1016/j.intmar.2018.04.004
中图分类号
F [经济];
学科分类号
02 ;
摘要
Despite the increasing use of gamification mechanics to engage customers in firms' activities, the risks related to such use remain unclear. To address this knowledge gap, this research examines the impacts of losing a challenge, which is a phenomenon experienced by the majority of customers involved in gamified settings but underexplored in literature. We investigate the context of co-creation communities by combining two widely used gamification mechanics, competition and cooperation. Results from three laboratory experiments and one field experiment show that win/lose decisions weaken the benefits of gamification and, in the case of losing a competition, have negative impacts on customer experience and engagement. They also demonstrate that customers' levels of prior engagement with the community moderate the negative impacts of losing a competition. Supported by equity theory, this research questions the effectiveness of gamification mechanics, identifies their limits, and provides guidelines on how to properly implement them. (C) 2018 Direct Marketing Educational Foundation, Inc. dba Marketing EDGE. All rights reserved.
引用
收藏
页码:82 / 101
页数:20
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