Elsevier

Tourism Management

Volume 88, February 2022, 104426
Tourism Management

Gamification in OTA platforms: A mixed-methods research involving online shopping carnival

https://doi.org/10.1016/j.tourman.2021.104426Get rights and content

Abstract

Gamification implemented by online travel agencies (OTA) has been considered as a promising means for enhancing tourists' online shopping experience. However, there is limited understanding of the key gamification affordances valued by tourists and their underlying motivations for participating in gamified OTA platforms. Adopting a sequential mixed-methods research design, phase 1 of this research is a qualitative and interpretive study involving in-depth interviews and case analysis of OTA platforms. Based on the findings from phase 1 and relevant literature, this research builds a research model which is empirically validated by analyzing survey data in phase 2. Results reveal that the four key gamification affordances contribute to tourists’ diverse value perceptions on the OTA platform, which impact their purchase intention during the online shopping carnival. This study sheds light upon the emerging phenomenon of gamified technology use in the tourism context and provides valuable implications for designing appealing gamified OTA platforms.

Introduction

Online travel shopping has become the second most important category of e-commerce nowadays (Nielsen, 2018). In recent years, the online shopping carnival, which is featured with playful spirit and festival atmosphere, is becoming s key strategy to engage customers and boost sales for e-commerce platforms including online travel agencies (OTAs). In 2020, the Alibaba Group Holding set a record of US$38.4 billion (RMB 498.2 billion) in Singles' Day (i.e., Double-11) shopping carnival sales, growing by 85.6% YoY (Alibaba, 2020). Moreover, more than 60 thousand retailers in the tourism industry participated in the Singles’ Day shopping carnival on the OTA platform (i.e., Flypig) of Alibaba.

During online shopping carnivals, OTAs rely heavily on innovative online and offline promotion tools to capture the attention of customers and engage them in the carnival atmosphere (Mata & Quesada, 2014). Accordingly, many OTA platforms have introduced gamification features to encourage customers to actively participate and make purchases during online shopping carnivals. Generally, gamification is defined as the application of game designs in nongame activities in order to engage individuals (Deterding, Dixon, Khaled, & Nacke, 2011). Gamification designs such as rewards, coupon giving and badges upgrading are usually used to enhance pleasure, fun and engagement (Shao, Zhang, Zhang, & Pan, 2019). Applied in the context of online shopping carnival, gamification is considered as a useful tool to stimulate customers’ hedonic experiences and purchase intention (Xu, Chong, Krilaviþius, & Man, 2015).

The phenomenon of gamification has been the focus of many past research in different fields such as health care (Boyle, Earle, LaBrie, & Smith, 2017), marketing (Haziri, Shabani, & Chovancova, 2019), organizational behavior (Suh, Cheung, Ahuja, & Wagner, 2017) and education (Richter, Raban, & Rafaeli, 2015). In the tourism literature, while a few studies have focused on the gamification in the offline tourism contexts (e.g., Liu, Wang, Huang, & Tang, 2019) or gamification design for destination marketing (e.g., Xu, Buhalis, & Weber, 2017), little attention has been paid to the practice of gamification employed as a promotional tool in OTA platforms. Research suggested that applying gamification in the marketing campaign usually includes four stages: attract, engage, retain, and monetize (Wen, Chang, Lin, Liang, & Yang, 2014), and the ultimate goal is to enhance participants' purchase intention and to make profits. While previous studies generally focus on the stages of attract and engage by investigating how gamification impacts customer engagement (e.g.,Harwood & Garry, 2015), our knowledge of how and why gamification drives customer purchase intention remains limited, especially in the OTA context. Moreover, specific shopping contexts (e.g., online shopping carnival) have been largely overlooked in gamification studies conducted in the online shopping context (e.g., de C.A. Ziesemer, Müller, & Silveira, 2014; Karać & Stabauer, 2017; Zhang, Shao, Li, & Feng, 2020). Investigating gamification practice in the context of tourism online shopping carnival is of great significance because the online shopping carnival is featured with participation, interaction, and playful manipulation of the everyday world (Xu, Buhalis, & Weber, 2017), which is in line with the objection of tourism activities and gamification design. (e.g., Harwood & Garry, 2015; Wen et al., 2014). Given that recent research has pointed out that gamification could enhance both extrinsic motivation (e.g., utilitarian needs) and intrinsic motivations (e.g., psychological needs) (Liu et al., 2019), the impact of gamification on customers’ purchase intention in OTA platforms may be generated through various value perceptions, which deserves further investigation.

Against the above research backdrop, the objective of this research is to understand how the practice of gamification in OTA platforms impacts customers' value perceptions and their purchase intention during online shopping carnivals. This study intends to adopt the affordance theory and the theory of consumption values to guide our investigation. On the one hand, affordance is considered as a useful concept to bridge the properties of a designed artifact with its subsequent uses (Withagen, de Poel, Araújo, & Pepping, 2012). Applying the affordance theory allows us to examine the technological capabilities of gamification in OTA platforms as part of the relationship between a customer and technological artifacts in the specific shopping carnival context (Suh et al., 2017). On the other hand, the theory of consumption values provides a more comprehensive understanding of the underlying mechanisms that drive customers’ purchase intentions by considering both utilitarian and psychological needs.

Adopting a mixed-method empirical design, the present study is expected to provide the following significant contributions. First, this study expands on extant literature by identifying and conceptualizing key gamification affordances in OTA platforms. Second, this research represents one of the first attempts to systematically examine the role of customers' value perceptions in the gamification context. Third, the present research is a response to the call for a deeper understanding of gamification in the tourism context and how different gamification affordances can be employed to measure customers' reactions to multiple game designs (Tomej & Xiang, 2020). For practice, this study provides useful insights on how to design appealing gamified OTA platforms and to maximize customers’ perceived values especially during online shopping carnivals.

Section snippets

Gamification

Gamification is generally defined as the application of game designs in nongame activities in order to engage individuals (Deterding et al., 2011). Leaderboards, points, achievement, status, rewards, badges and goals are typical features that characterized game contexts (Seaborn & Fels, 2015). Gamification is usually employed to improve customer gratifications by means of game elements, which are effective in engaging and exciting individuals and enhancing experiences of playfulness, mastery,

The mixed-methods design

This study adopts the mixed-methods design which “contain(s) elements of both quantitative and qualitative approaches” (Tashakkori & Teddlie, 1999, p. 5). The mixed-methods design is advantageous for this study because it can better address confirmatory and explanatory research questions and draw valuable insights from existing theories and practical perspectives (Venkatesh, Brown, & Sullivan, 2016). Within the tourism discipline, mixed-methods designs are particularly useful since the research

Study 1: conceptualizing gamification affordance in the OTA platform

The purpose of study 1 is to identify the most significant gamification affordances implemented in OTA platforms during online shopping carnival, this study firstly conducted a qualitative research following procedures advocated in previous studies (Califf, Sarker, & Sarker, 2020; Hoehle & Venkatesh, 2015; Shi, Gong, & Gursoy, 2020).

Study 2: empirical evidence of the relationships between gamification affordances, customer value, and purchase intention

In Phase 2 of the mixed-methods design, we empirically exam the research model developed in Phase 1 using survey data collected from customers who have participated in games in OTA platforms during the online shopping carnival.

Discussion of results

Guided by the affordance theory and the theory of consumption values, the aim of the current study was to systematically identify gamification affordances on the OTA platform during online shopping carnivals through qualitative inquiry, and quantitatively analyze how they drive customers’ value perceptions and subsequent purchase intention.

All the hypotheses regarding the impacts of gamification affordances on customer value were supported, which reveals significant insights. First, the

Limitations and future research

This study has a number of limitations, which suggest directions for further research. First, while the applications of gamification designs on OTA platforms are generally relevant, this study only collected data from one geographical location, which may limit its generalizability. Future studies could examine gamified OTA platforms in other regions and countries to reveal cross-cultural findings. Second, while the phenomenon of online shopping carnival is gaining popularity worldwide, this

Credit author statement

Si Shi: Conceptualization, Investigation, Data curation, Writing – original draft, Writing – review & editing, Project administration, Wilson K.S. Leung: Methodology, Validation, Formal analysis, Writing – original draft, Writing – review & editing,Flavia Munelli: Validation, Data curation, Writing – original draft.

Impact statement

Along with the development of information and communication technologies, the tourism industry is faced with growing challenges of engaging tourists and providing meaningful experience with innovative technological applications. Implementing gamified technology along with the carnival atmosphere on the OTA platform could facilitate tourists' experiential consumption through providing playful elements, meaningful interaction, and supporting individual values. With the advent of Covid-19

Declaration of competing interest

None.

Acknowledgement

This research is funded by the Fundamental Research Funds for The Central Universities (No. JBK2103002).

Dr. Si Shi is an associate professor in the School of Business Administration, Southwestern University of Finance and Economics in China. She received her Ph.D. in Finance and Decision Sciences from Hong Kong Baptist University. Her research interest includes tourist behavior, destination marketing, social commerce, and online consumer behavior. She has published papers in international journals such as Tourism Management, Journal of Travel Research, Computers in Human Behavior, International

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    Dr. Si Shi is an associate professor in the School of Business Administration, Southwestern University of Finance and Economics in China. She received her Ph.D. in Finance and Decision Sciences from Hong Kong Baptist University. Her research interest includes tourist behavior, destination marketing, social commerce, and online consumer behavior. She has published papers in international journals such as Tourism Management, Journal of Travel Research, Computers in Human Behavior, International Journal of Information Management, Industrial Management and Data Systems, Internet Research, Information Technology & People, Journal of Computer Information Systems.

    Dr. Wilson K. S. Leung is a Lecturer at the Division of Science, Engineering & Health Studies, College of Professional and Continuing Education, The Hong Kong Polytechnic University. He received his Ph.D. in Finance and Decision Sciences from Hong Kong Baptist University. His research interests include social commerce, tourism consumer behavior, and IT adoption and user behaviors. His research publications have appeared in Internet Research, Journal of Retailing and Consumer Services, Young Consumers, Australasian Marketing Journal, among other journals.

    Flavia Munelli received her Master's degree in University of Pavia in Italy. Her research interest includes destination marketing, online tourist behavior, and innovative technology.

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