Impact of Gamification on Perceptions of Word-of-Mouth Contributors and Actions of Word-of-Mouth Consumers

MIS Q. Pub Date : 2020-11-08 DOI:10.25300/MISQ/2020/13726
Lei Wang, Kunter Gunasti, R. Shankar, J. Pancras, R. Gopal
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引用次数: 21

Abstract

Gamification has been shown to encourage contributions of user-generated reviews (word-of-mouth: WOM) in various domains, including travel and leisure related platforms (Foursquare, TripAdvisor), e-commerce (Amazon), and auctions (eBay). WOM contributors write reviews about products/services provided by business venues and WOM consumers read reviews and use them to form attitudes and make purchase decisions. Gamification elements such as points and badges, awarded to WOM contributors for various reasons, and displayed to WOM consumers, have a dual role in WOM context. First, points awarded for user contributions help motivate WOM contributors to increase their participation. Second, badges awarded to users for visiting business venues signal prior experience or competence, and they help determine how WOM consumers perceive WOM contributors and form their judgments based on the reviews. While the first role of gamification (i.e., motivating users) has been widely studied, the impact of WOM presented along with gamification elements on the perceptions and behavior of the target audience, WOM consumers, has not been examined. This is important to businesses that are looking to attract customers. Drawing on social psychology literature, we show that gamification symbols signaling experience that accompany WOM leads to perceptions of positive WOM contributors as more competent. This leads to important changes in behavioral outcomes such as willingness to visit/buy and willingness to recommend the reviewed outlets.
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游戏化对口碑贡献者认知和口碑消费者行为的影响
游戏化已经被证明可以在各个领域鼓励用户生成评论(口碑:口碑)的贡献,包括旅游和休闲相关平台(Foursquare、TripAdvisor)、电子商务(亚马逊)和拍卖(eBay)。WOM的贡献者撰写关于商业场所提供的产品/服务的评论,而WOM的消费者阅读评论并利用它们形成态度并做出购买决定。游戏化元素,如分数和徽章,因各种原因奖励给口碑贡献者,并向口碑消费者展示,在口碑环境中具有双重作用。首先,对用户贡献的奖励有助于激励口碑贡献者增加他们的参与度。其次,访问商业场所的用户获得的徽章标志着先前的经验或能力,它们有助于确定口碑消费者如何看待口碑贡献者,并根据评论形成他们的判断。虽然游戏化的第一个作用(即激励用户)已经得到了广泛的研究,但与游戏化元素一起呈现的口碑对目标受众(口碑消费者)的认知和行为的影响尚未得到研究。这对于想要吸引顾客的企业来说非常重要。根据社会心理学文献,我们表明,伴随着口碑传播的游戏化符号表明,积极的口碑传播者会被认为更有能力。这会导致行为结果的重要变化,例如访问/购买的意愿和推荐被评价的商店的意愿。
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