It is Really Not a Game: An Integrative Review of Gamification for Service Research

IF 9.8 2区 管理学 Q1 BUSINESS Journal of Service Research Pub Date : 2022-04-11 DOI:10.1177/10946705221076272
Robert Ciuchita, J. Heller, Sarah Köcher, Sören Köcher, T. Leclercq, Karim Sidaoui, S. Stead
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引用次数: 15

Abstract

Gamification has attracted considerable practitioner attention and has become a viable tactic for influencing behavior, boosting innovation, and improving marketing outcomes across industries. Simultaneously, studies on the use of gamification techniques have emerged in diverse fields, including computer science, education, and healthcare. Despite the broad popularity of gamification in other fields, it has received only limited attention in the service literature. Moreover, the findings of extant studies on gamification in the service field are inconclusive and suggest an incomplete understanding of the employment of gamification in service contexts. Thus, this study aims to integrate the growing but scattered cross-disciplinary literature on gamification and to emphasize its relevance to service research. Specifically, we first conceptualize gamification for service and differentiate it from related concepts. Then, using a systematic literature review, we identify 34 empirical articles that reflect this gamification conceptualization and can be connected to relevant service research themes (e.g., customer participation, experience, and loyalty). Employing activity theory, we derive four higher-order functions of gamification: production, consumption, exchange, and distribution. Finally, we develop a research agenda to generate a better understanding of the central aspects within each of the identified gamification functions and stimulate future academic efforts on gamification in services.
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这真的不是游戏:服务研究的游戏化综合评论
游戏化吸引了大量从业者的关注,并已成为影响各行业行为、促进创新和改善营销效果的可行策略。与此同时,对游戏化技术使用的研究已经出现在不同的领域,包括计算机科学、教育和医疗保健。尽管游戏化在其他领域广泛流行,但它在服务文献中只受到有限的关注。此外,现有的关于服务领域游戏化的研究结果是不确定的,并且表明对游戏化在服务环境中的应用的理解不完整。因此,本研究旨在整合不断增长但分散的关于游戏化的跨学科文献,并强调其与服务研究的相关性。具体来说,我们首先将服务游戏化概念化,并将其与相关概念区分开来。然后,通过系统的文献回顾,我们确定了34篇反映这种游戏化概念的实证文章,这些文章可以与相关的服务研究主题(例如,客户参与、体验和忠诚度)联系起来。运用活动理论,我们推导出游戏化的四个高阶函数:生产、消费、交换和分配。最后,我们制定了一个研究议程,以更好地理解每个确定的游戏化功能中的核心方面,并激发未来在服务游戏化方面的学术努力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
20.30
自引率
6.50%
发文量
28
期刊介绍: The Journal of Service Research (JSR) is recognized as the foremost service research journal globally. It is an indispensable resource for staying updated on the latest advancements in service research. With its accessible and applicable approach, JSR equips readers with the essential knowledge and strategies needed to navigate an increasingly service-oriented economy. Brimming with contributions from esteemed service professionals and scholars, JSR presents a wealth of articles that offer invaluable insights from academia and industry alike.
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