推动它真的很好:在游戏化的手机应用中,推送通知能够促进消费者行为的激励

IF 3.7 3区 管理学 Q2 BUSINESS European Journal of Marketing Pub Date : 2023-07-07 DOI:10.1108/ejm-06-2021-0388
Thilo Kunkel, Ted Hayduk, Daniel Lock
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引用次数: 0

摘要

设计并向用户发送通知,说服他们与应用和营销目标进行互动,这显然有好处。本研究的目的是研究通知中不同的动机启示如何影响随后的应用程序使用。设计/方法/方法作者设计了三个研究来解决这个问题:(1)一个在线实验来测试个人如何感知通知,其中包含社会启示,基于进展的启示,以及社会和进展启示的组合;(2)通过调查,更深入地了解某些通知特征有效的原因,挖掘共同影响通知有效性的因素;(3)在应用程序内进行实地实验,以测试研究1和2的发现是否在“现实世界”环境中成立。研究结果分析显示,进度激励能最大程度地提高用户行为。无论是一种社会激励,还是社会和进步启示的结合,都不如一种进步启示更有效。消费者对焦点品牌的参与加剧了这种效应。研究局限/启示:该贡献扩展了关于在高参与环境中使用动机启示来游戏化推送通知的知识。这意味着我们应该更加关注推送通知的长度、信息的传达以及消费者与焦点品牌的关系(即参与度)如何影响通知的有效性。这些发现为在未来的研究中调查游戏化和服务营销的使用开辟了新的途径。作者为营销人员提供了最有效的方式,游戏化,结构和时间的通知交付的见解。在高参与度的环境中,当消费者决定是否迅速采取游戏化营销行动时,使用具有可见、即时和有形奖励的推送通知是值得的。了解消费者对品牌的参与可以让营销人员将通知从一个潜在的烦恼转变为一个可行的吸引用户的渠道。独创性/价值这项研究将游戏化的知识扩展到了推送通知领域。在此过程中,作者证明了组织发送的推送通知的沟通能力和措辞会影响用户行为。作者进一步扩展了在控制应用使用模式的情况下,用户参与对推送通知有效性的作用。
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Push it real good: the effects of push notifications promoting motivational affordances on consumer behavior in a gamified mobile app
Purpose There is clear benefit in designing and sending notifications to users that persuade them to interact with an app and marketer goals. The purpose of this study is to examine how different motivational affordances in notifications affects subsequent app use. Design/methodology/approach The authors designed three studies to address the purpose: (1) an online experiment to test how individuals perceived notifications, which contained social affordances, progression-based affordances, and a combination of social and progression affordances; (2) a survey to gain a deeper understanding of why certain notification characteristics were effective and to unearth factors that jointly affected notification effectiveness; and (3) an in-app field experiment to test if the findings from studies 1 and 2 held up in a “real world” setting. Findings The analysis revealed that progression incentives yielded the greatest increases in user behavior. Neither a social incentive, nor a combination of social and progression affordances was more effective than one progression affordance. This effect was heightened by consumers’ involvement with the focal brand. Research limitations/implications The contribution extends knowledge about the use of motivational affordances to gamify push notifications in high-involvement contexts. This implies that greater attention should be paid to how the: length of push notifications, affordances communicated and degree of consumers’ relationship with a focal brand (i.e. involvement) impact notification effectiveness. These findings set out new avenues to investigate the uses of gamification and services marketing in future research. Practical implications The authors provide marketers with insights into the most effective ways to gamify, structure and time the delivery of notifications. In high-involvement contexts where consumers decide whether to act on a gamified marketing affordance quickly, it pays to use push notifications that feature visible, immediate and tangible rewards. Understanding consumers’ involvement with the brand allows marketers to turn notifications from a potential annoyance into a viable conduit for engagement. Originality/value This research extends knowledge on gamification to the domain of push notifications. In doing so, the authors have demonstrated the communicated affordances and wording of the push notifications organizations send affect user behavior. The authors further expand knowledge of the role of consumer involvement on push notification effectiveness while controlling for app usage patterns.
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来源期刊
CiteScore
6.90
自引率
13.60%
发文量
126
期刊介绍: The EJM is receptive to all areas of research which are relevant to marketing academic research, some examples are: ■Sustainability and ethical issues in marketing ■Consumer behaviour ■Advertising and branding issues ■Sales management and personal selling ■Methodology and metatheory of marketing research ■International and export marketing ■Services marketing ■New product development and innovation ■Retailing and distribution ■Macromarketing and societal issues ■Pricing and economic decision making in marketing ■Marketing models
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