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It is Really Not a Game: An Integrative Review of Gamification for Service Research
Journal of Service Research ( IF 12.4 ) Pub Date : 2022-04-11 , DOI: 10.1177/10946705221076272
Robert Ciuchita 1 , Jonas Heller 2 , Sarah Köcher 3 , Sören Köcher 4 , Thomas Leclercq 5 , Karim Sidaoui 6 , Susan Stead 7
Affiliation  

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.



中文翻译:

这真的不是游戏:服务研究游戏化的综合评论

游戏化已经引起了从业者的广泛关注,并已成为影响行为、促进创新和改善跨行业营销成果的可行策略。同时,在包括计算机科学、教育和医疗保健在内的各个领域都出现了关于使用游戏化技术的研究。尽管游戏化在其他领域广泛流行,但它在服务文献中受到的关注有限。此外,现有关于服务领域游戏化的研究结果尚无定论,表明对游戏化在服务环境中的使用理解不完整。因此,本研究旨在整合日益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,使用系统的文献回顾,我们确定了 34 篇反映这种游戏化概念化的实证文章,并且可以与相关的服务研究主题(例如,客户参与、体验和忠诚度)相关联。运用活动理论,我们推导出游戏化的四个高阶功能:生产、消费、交换和分配。最后,我们制定了一项研究议程,以更好地了解每个已确定的游戏化功能的核心方面,并激发未来在服务游戏化方面的学术努力。我们确定了 34 篇反映这种游戏化概念化的实证文章,并且可以与相关的服务研究主题(例如,客户参与、体验和忠诚度)相关联。运用活动理论,我们推导出游戏化的四个高阶功能:生产、消费、交换和分配。最后,我们制定了一项研究议程,以更好地了解每个已确定的游戏化功能的核心方面,并激发未来在服务游戏化方面的学术努力。我们确定了 34 篇反映这种游戏化概念化的实证文章,并且可以与相关的服务研究主题(例如,客户参与、体验和忠诚度)相关联。运用活动理论,我们推导出游戏化的四个高阶功能:生产、消费、交换和分配。最后,我们制定了一项研究议程,以更好地了解每个已确定的游戏化功能的核心方面,并激发未来在服务游戏化方面的学术努力。

更新日期:2022-04-11
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