游戏化忠诚度计划对客户参与行为的影响。酒店行业应用程序

IF 5.3 3区 管理学 Q1 HOSPITALITY, LEISURE, SPORT & TOURISM Journal of Hospitality and Tourism Technology Pub Date : 2023-08-15 DOI:10.1108/jhtt-02-2022-0033
Rafael Bravo, Sara Catalán, J. Pina
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引用次数: 0

摘要

目的本文旨在检验游戏化忠诚度计划和传统忠诚度计划对客户参与行为的不同影响。设计/方法/方法进行了一项2×2×2的实验,操纵游戏化(游戏化与非游戏化)、奖励水平(高与低)和奖励类型(经济与社会)。通过偏最小二乘法和均值检验对从315人样本中收集的数据进行了分析。发现游戏化可以通过影响对游戏性和奖励满意度的感知来提高忠诚度计划的吸引力。事实上,游戏化降低了客户对奖励水平的重视程度。因此,客户感知到更高的享乐和功利价值,这对他们的参与行为产生了积极影响。创意/价值据作者所知,本研究是第一批尝试实证分析将游戏化纳入忠诚度计划是否会影响酒店环境中的客户参与行为的研究之一。
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The impact of gamified loyalty programmes on customer engagement behaviours. A hotel industry application
Purpose This paper aims to examine the differential effects of gamified loyalty programmes and conventional loyalty programmes on customer engagement behaviours. Design/methodology/approach A 2 × 2 × 2 experiment was conducted that manipulated gamification (gamified vs non-gamified), reward levels (high vs low) and reward type (economic vs social). Data collected from a sample of 315 individuals were analysed through partial least squares and tests of means. Findings Gamification can improve the attractiveness of loyalty programmes by influencing perceptions of playfulness and reward satisfaction. In fact, gamification lowers the importance that customers attach to reward levels. As a result, customers perceive higher hedonic and utilitarian value, which positively influences their engagement behaviours. Originality/value To the best of the authors’ knowledge, this study is one of the first studies to attempt to empirically analyse whether incorporating gamification into loyalty programmes influences customer engagement behaviours in the hospitality context.
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来源期刊
Journal of Hospitality and Tourism Technology
Journal of Hospitality and Tourism Technology HOSPITALITY, LEISURE, SPORT & TOURISM-
CiteScore
8.40
自引率
12.80%
发文量
41
期刊介绍: The Journal of Hospitality and Tourism Technology is the only journal dedicated solely for research in technology and e-business in tourism and hospitality. It is a bridge between academia and industry through the intellectual exchange of ideas, trends and paradigmatic changes in the fields of hospitality, IT and e-business. It covers: -E-Marketplaces, electronic distribution channels, or e-Intermediaries -Internet or e-commerce business models -Self service technologies -E-Procurement -Social dynamics of e-communication -Relationship Development and Retention -E-governance -Security of transactions -Mobile/Wireless technologies in commerce -IT control and preparation for disaster -Virtual reality applications -Word of Mouth. -Cross-Cultural differences in IT use -GPS and Location-based services -Biometric applications -Business intelligence visualization -Radio Frequency Identification applications -Service-Oriented Architecture of business systems -Technology in New Product Development
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