2018
DOI: 10.1016/j.intmar.2018.04.004
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The Boundaries of Gamification for Engaging Customers: Effects of Losing a Contest in Online Co-creation Communities

Abstract: 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 labo… Show more

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Cited by 127 publications
(153 citation statements)
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References 86 publications
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“…Open Innovation and co-creation in traditional market settings are topics frequently discussed in the literature; yet issues like dealing with large volumes of customer generated ideas pose important challenges [12] and scientific thinking and business paradigm are "still in flux" [5]. Issues under investigation on this domain include the design and operation of co-creation platforms [15,16] and how to make such platforms engaging [17]. One of the areas where limited research attention has been paid is the identification of ways to promote the open innovation to the public and importantly how to attract the most promising and capable customers as partners in online co-creation projects.…”
Section: Introductionmentioning
confidence: 99%
“…Open Innovation and co-creation in traditional market settings are topics frequently discussed in the literature; yet issues like dealing with large volumes of customer generated ideas pose important challenges [12] and scientific thinking and business paradigm are "still in flux" [5]. Issues under investigation on this domain include the design and operation of co-creation platforms [15,16] and how to make such platforms engaging [17]. One of the areas where limited research attention has been paid is the identification of ways to promote the open innovation to the public and importantly how to attract the most promising and capable customers as partners in online co-creation projects.…”
Section: Introductionmentioning
confidence: 99%
“…См., напр. : [Hamari, 2015;Nobre, Ferreira, 2017;Yang, Asaad, Dwivedi, 2017;Hsu, Chen, 2018;Leclercq, Hammedi, Poncin, 2018;Ding, 2019;Hwang, Choi, 2019] Работа механик геймификации в системах с внешним ограничителем. Появление первых подтверждений позитивного воздействия геймификации на внутреннюю мотивацию [Aparicio et al, 2012;Blohm, Leimister, 2013;Nicholson, 2015] привлекло внимание исследователей особенностями базовой теории этого процесса -теории самодетерминации [Ryan, Deci, 2000a].…”
Section: основные направления исследований: обзор публикацийunclassified
“…Однако в геймификации общения потребителя с брендом следует учитывать два основных аспекта: интенсивность геймификации и выбранный подход к ее определению. В случае с интенсивностью необходимо отметить, что слишком очевидно геймифицированные системы заставляют потребителей подозревать манипулирование и снижают эффект геймификации на формирование позитивного отношения [Leclercq, Hammedi, Poncin, 2018]. При выборе подхода к определению геймификации с целью вовлечения потребителей исследователи склоняются к трактовке геймификации как процесса [Huotari, Hamari, 2017], что ведет к смещению дизайна в сторону полноценных брендированных игр, а не геймификации [Yang, Asaad, Dwivedi, 2017].…”
Section: основные направления исследований: обзор публикацийunclassified
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