Gamification Myopia: Satiation Effects in Gamified Activities

IF 9.8 2区 管理学 Q1 BUSINESS Journal of Service Research Pub Date : 2023-08-01 DOI:10.1177/10946705231190873
Wafa Hammedi, T. Leclercq, Nadia Steils
{"title":"Gamification Myopia: Satiation Effects in Gamified Activities","authors":"Wafa Hammedi, T. Leclercq, Nadia Steils","doi":"10.1177/10946705231190873","DOIUrl":null,"url":null,"abstract":"Despite the popularity of gamification to improve the quality of experience in a variety of services, there is a lack of evidence on its effective integration into service design and the long-term impact of repeated gamified activities on customer experience. Using 10 studies, including behavioral data, survey, field, and laboratory experiments, this research investigates the effects of repeated gamified activities on customer experience quality and behavioral engagement. We examine the phenomenon through the lens of satiation theory, which explains the declining enjoyment for initially pleasurable activities. Supported by this theory, our results show evidence for a negative impact of gamified services that are highly repeated on experience quality and behavioral engagement. Further, we demonstrate strategies to compensate for such satiation by introducing mechanism and reward variety, a recovery period, and a sense of being near-to-winning. This research makes theoretical and managerial contributions by showing the potential backfire effects of gamification when gamified activities are repeated. Furthermore, this paper feeds the ongoing debate on standardization and personalization of service experiences. This paper demonstrates how high exposure to the same service experience can become counterproductive and increase risks of satiation.","PeriodicalId":48358,"journal":{"name":"Journal of Service Research","volume":"1 1","pages":""},"PeriodicalIF":9.8000,"publicationDate":"2023-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Service Research","FirstCategoryId":"91","ListUrlMain":"https://doi.org/10.1177/10946705231190873","RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BUSINESS","Score":null,"Total":0}
引用次数: 0

Abstract

Despite the popularity of gamification to improve the quality of experience in a variety of services, there is a lack of evidence on its effective integration into service design and the long-term impact of repeated gamified activities on customer experience. Using 10 studies, including behavioral data, survey, field, and laboratory experiments, this research investigates the effects of repeated gamified activities on customer experience quality and behavioral engagement. We examine the phenomenon through the lens of satiation theory, which explains the declining enjoyment for initially pleasurable activities. Supported by this theory, our results show evidence for a negative impact of gamified services that are highly repeated on experience quality and behavioral engagement. Further, we demonstrate strategies to compensate for such satiation by introducing mechanism and reward variety, a recovery period, and a sense of being near-to-winning. This research makes theoretical and managerial contributions by showing the potential backfire effects of gamification when gamified activities are repeated. Furthermore, this paper feeds the ongoing debate on standardization and personalization of service experiences. This paper demonstrates how high exposure to the same service experience can become counterproductive and increase risks of satiation.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
游戏化近视:游戏化活动中的满足效应
尽管游戏化在提高各种服务的体验质量方面很受欢迎,但缺乏将其有效整合到服务设计中的证据,以及反复游戏化活动对客户体验的长期影响。通过10项研究,包括行为数据、调查、现场和实验室实验,本研究调查了重复游戏化活动对客户体验质量和行为参与的影响。我们通过满足理论的镜头来研究这一现象,该理论解释了最初令人愉快的活动的乐趣下降。在这一理论的支持下,我们的研究结果证明了游戏化服务对体验质量和行为参与度的负面影响。此外,我们还展示了通过引入机制和奖励多样性、恢复期和接近胜利的感觉来补偿这种满足感的策略。本研究通过展示当游戏化活动重复时游戏化的潜在反作用,做出了理论和管理贡献。此外,本文还为正在进行的关于服务体验标准化和个性化的争论提供了素材。这篇论文展示了高度暴露于相同的服务体验是如何适得其反的,并增加了满足的风险。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
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.
期刊最新文献
Humans Vs. Service Robots as Social Actors in Persuasion Settings Responding to Cyberattacks: The Persuasiveness of Claiming Victimhood Unethical Consumer Behavior Following Artificial Intelligence Agent Encounters: The Differential Effect of AI Agent Roles and its Boundary Conditions A Framework of Services-as-Practices The AR Cloud: Navigating Metaverse Augmentation Technologies for Enhanced Co-Creation of Value Within Services
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1