An investigation into gamification as a customer engagement experience environment
Purpose This study aims to provide empirically generated insights into a gamification approach to online customer engagement and behavior (CE and CEB). There is a substantive discrepancy between popular coverage and empirically based research as to the effectiveness of virtual brand gamification in engaging customers. Design/methodology/approach Using Samsung Nation as a unit of analysis, a mixed-methods research design using netnography and participant observation is adopted to address the research aim. Findings Taken holistically, the findings identify key processes and outcomes of CE and CEB within virtual gamified platforms. Additionally, insights are provided into implementation flaws deriving from gamification that may potentially impact the CE experience. Originality/value The contribution of this paper is twofold. First and from a theoretical perspective, it offers both a conceptual foundation and empirical-based evaluation of CE and CEB through a gamified brand platform. Second and from a pragmatic perspective, the conceptual model derived from this research may aid practitioners in developing more robust gamified CE strategies.
Citation : Harwood, T. and Garry, T. (2015) An investigation into gamification as a customer engagement experience environment. Journal of Services Marketing, 29 (6/7), pp. 533-546
Research Group : Institute of Creative Technologies
Research Institute : Institute of Creative Technologies (IOCT)
Peer Reviewed : Yes
- Leicester Media School