Gamification for Brand Value Co-Creation: A Systematic Literature Review
Abstract
:1. Introduction
2. Materials and Methods
- First, in an attempt to scan the widest number of relevant papers in the context of gamified co-creative environments, EBSCOhost online research platform was selected. The covered databases were EBSCO’s private library, Gale Academic OneFile, The Directory of Open Access Journals, in addition to the four major databases embracing the largest number of papers in the subject area: ScienceDirect, Springer, Emerald and IEEE Xplore [46].
- As gamification is only beginning to get substantial academic recognition since around 2010, the search query was set to cover the period between 2010 and 2020. Using the Boolean research technique for results’ filtration and irrelevancy minimisation [47], the first search covered all papers that comprised a conjunction of the term “gamification” with each of the following terms in their abstract section: “GAMIFICATION and CO-CREATION” or “GAMIFICATION and CROWDSOURCING” or “GAMIFICATION and SHARING ECONOMY” or “GAMIFICATION and CUSTOMER(S)” or “GAMIFICATION and CONSUMER(S)” or “GAMIFICATION and ONLINE and USER(S)”. These terms were prudently selected, given their remarkable predominance across dozens of randomly selected papers in relation to the context of study, just prior to pursuing the searching process. The first stage of the search, which only covered papers written in English, resulted in a sample of 1073 papers, which were then automatically reduced to 783 following an exact-duplications removal.
- Next, search inclusion criteria were set to solely hedge quality academic papers. Thus, only peer-reviewed academic articles and conference papers were filtered, leading to a result of 571 papers.
- Subsequently, a manual check for each of the collected papers was processed to ensure that only empirical studies that examine the use of gamification for brand value co-creation in the B2C sector are kept. Consequently, 33 relevant papers were retained.
- Finally, to ensure that no relevant articles were missed, a further manual check of the 571 papers was conducted. The revision has conversely resulted in withdrawing one paper out of the adopted pool, as it merely examines the impact of gamification on gig workers rather than end users, which does not match with the “B2C” inclusion criterion in the review protocol. The final number of adopted papers thus dropped to 32.
3. Results
3.1. Co-Creation Activities
- Word-of-mouth (WOM): Referring to all kinds of online endorsements that users perform in promoting a brand or any of its products or services, either by sharing and forwarding brand related contents or inviting friends to join the community, e.g., recommending people to join “Samsung Nation” [72].
- Insights sharing: Implying all sorts of insightful information users provide to a company. This can take the form of systemised tasks, such as undertaking surveys, voting on suggestions, and sharing live data, e.g., participating in paid surveys at “Amazon Mechanic Turk” [73], voting on proposals at “Threadless” [69] or sharing live road data to “My Drive Assist” app [55].
- Customer service: Comprising all types of online assistance users provide to each other, such as answering questions, solving technical issues, or submitting helpful ratings and informative reviews about products or services, e.g., resolving users’ IT enquiries on “StackOverflow” [65] or providing hotel/restaurants ratings and reviews on “TripAdvisor” [56,71].
- Random task: Involving all other activities besides “WOM”, “Insights sharing” and “Customer service”. This typically refers to on-demand tasks in crowdsourcing platforms or trading tasks in sharing economy websites, e.g., delivering projects on “ZBJ” [62] or posting trade proposals on “Sharetribe” [36].
3.2. Game Dynamics
3.3. The Crowdsourcing Industry
3.4. Underpinning Theories
4. Discussion
4.1. Results Interpretation
4.2. Limitations
4.3. Future Research Directions
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Source | Context | Platform | Users’ Main Co-Creation Activity | Gamification Key Dynamics | Methodology | Theoretical Underpinning | Main Findings |
---|---|---|---|---|---|---|---|
Hsu and Chen [17] | Online bookstore | Interactive website | Customer service—WOM | Competition—Intangible rewards—Social interaction—Tangible rewards | Laboratory experiment | N/A | Hedonic and utilitarian values associated with gamified engagement activities positively influence customers’ attitude, behavior and loyalty towards the brand. |
Hamari [36] | ‘‘Sharetribe” online peer-to-peer marketplace | Online community | Customer service—Random task | Intangible rewards—Social interaction | Longitudinal field experiment | Theory of planned behaviour—Social proof theory—Social influence theory—Social comparison theory—Flow theory | Badges have positive effect on the number of transactions, comments, and page views of users. |
Nobre and Ferreira [40] | Gamification as a platform for brand co-creation experiences | N/A | N/A | Competition—Customization—Intangible rewards—Social Interactions—Tangible rewards | Qualitative semi-structured Interviews & Focus group discussion | N/A | Consumers seek gamified co-creative environments that provide them with fun, rewards, competition, social interactions, social recognition, customization, and sense of community. Gamified co-creative platforms allow firms to collect spontaneous and valuable data on consumers’ opinions, interactions, and profiles. |
Leclercq et al. [41] | Online products/services crowdsourcing platform | Online community | Insights sharing | Competition—Cooperation—Social interaction—Tangible rewards | Longitudinal in-depth case study | Agency and communication theory—MDE framework | Four profiles of participants were identified according to their level of engagement and participation in the co-creation activities: competitors, cooperators, coopetitors, and invisible users. The four profiles are respectively driven by the following motives: extrinsic rewards, social relatedness, collaboration on own projects, curiosity, and fun. In addition to the emphasized emotional and behavioural outcome of engaging in a gamified co-creation experience, cognitive outcome has additionally been revealed. |
Piligrimiene et al. [43] | Lithuanian companies | N/A | Customer service—Insights sharing—WOM | Intangible rewards—Tangible rewards | Focus group discussion | N/A | Customers’ comments help attract other customers as it inspires trust. The interactive community leads to significant brand awareness in similar small markets through word-of-mouth communications. |
Wang et al. [48] | ‘‘KpopRally” music video tagging crowdsourcing App | Interactive mobile App | Insights sharing | Challenge—Competition—Intangible rewards—Motivational stimulus | Longitudinal laboratory experiment | Unified theory of acceptance and use of technology (UTAUT2) | During early stages, users are influenced by hedonic and social factors. On later stages, they are influenced by hedonic, social, and usability-related factors. |
Prott and Ebner [49] | Online survey with a restaurant’s customers | Mobile App | Insights sharing | Aestheticism—Customization—Intangible rewards—Motivational stimulus | Field experiment | N/A | Although the use of game elements in a survey has no influence on participants’ involvement and satisfaction, it seems significantly triggering them to give more precise and longer answers. |
Zhang et al. [50] | ‘‘Taobao” and ‘‘Tmall” online shopping sites | Interactive website | WOM | Intangible rewards—Social interaction—Tangible rewards | Cross-sectional survey | Unified theory of acceptance and use of technology—Social role theory | Rewards giving and badges upgrading are positively related to perceived enjoyment and social interaction. In turn, perceived enjoyment and social interactions are positively related to impulse buying. Demographically, the effect of rewards giving and badges upgrading on perceived enjoyment and social interaction is stronger for males and younger digital natives than on females and older digital natives. |
Hajarian and Hemmati [51] | Cosmetics e-commerce website | Interactive website | Customer service | Competition—Intangible rewards—Tangible rewards | Field experiment | N/A | Gamified recommendation system positively affects customers’ visits and purchase behavior. |
Xi and Hamari [52] | ‘‘Huawei” and ‘‘Xiaomi” electronics and telecommunication brands | Online community | Customer service—Insights sharing—WOM | Aestheticism—Competition—Customization—Intangible rewards—Motivational stimulus—Social interaction | Cross-sectional survey | Self-determination theory | While achievement and social interaction are found positively associated with all three forms of brand engagement; namely, emotional, cognitive, and social engagement, Immersion is only positively associated with social brand engagement. Furthermore, brand engagement is positively associated with brand equity. |
Kim et al. [53] | Virtual shop | Interactive website | Customer service | Intangible rewards—Social interaction | Laboratory experiment | Means-end-chain theory—Social comparison theory—Goal-setting theory—Prospect theory | Hedonic value and novelty-seeking positively influence customers’ repurchase intention in the context of gamified omnichannel environment, yet, gamification should be optional, as customers with no novelty-seeking traits could show negative behaviour if compelled to take part in it. |
Jun et al. [54] | Virtual online shopping experience | Website | Virtual CSR activities | Intangible rewards | Scenario simulation experiment | Theory of behavioural reinforcement—Theory of planned behaviour—Social cognitive theory—Psychological benefit theory | Customers’ continuance intention to participate in social value co-creation of behavior-based reward is significantly higher than that of result-based reward. The psychological benefit mediates the relationship between the game reward mechanism and customers’ continuance intention to participate in social value co-creation. |
Kose et al. [55] | ‘‘My Drive Assist” live road data crowdsourcing App | Interactive App | Insights sharing | Intangible rewards | cross-sectional survey | Technology acceptance model | Perceived ease of use positively affects users’ perceived enjoyment, perceived usefulness, continued use intention and contribution intention. Perceived enjoyment and perceived usefulness positively affect continued use intention and contribution intention. |
Moro et al. [56] | ‘‘Tripadvisor” travel review crowdsourcing platform | Interactive website | Customer service | Intangible rewards—Social interaction | Qualitative data-driven case study | N/A | Gamification features influence travellers at the time they write their reviews. Badges affect travellers’ quantitative performance (more review length) but has no significant effect on the quality of sentiment expression. |
Xi and Hamari [57] | ‘‘Huawei and Xiaomi” electronics and telecommunication companies | Online Community | Customer service—Insights sharing—WOM | Aestheticism—Competition—Customization—Intangible rewards—Motivational stimulus—Social interaction | Cross-sectional survey | Self-determination theory | While achievement and social related features meet competence, relatedness and autonomy needs satisfaction, immersion related features only meet autonomy need satisfaction. Furthermore, achievement related features are the strongest predictor of both autonomy and competence need satisfaction. |
Morschheuser et al. [58] | ‘‘ParKing” parking data crowdsourcing App | Online community | Insights sharing | Competition—Cooperation—Intangible rewards—Motivational stimulus | Field experiment | Social interdependence theory—Self-determination theory—Goal-setting theory | Among cooperative, competitive, and inter-team competitive gamified systems, the latter is most likely to lead to higher enjoyment, crowdsourcing participation, and willingness to recommend the system. |
Ruiz-Alba et al. [59] | ‘‘Agorize” innovation-seeking crowdsourcing platform | Interactive website | Insights sharing | Challenge—Competition—Intangible rewards—Social interaction—Tangible rewards | Mixed experimental design | Theory of planned behaviour—Self-determination theory | Attitudes towards behaviour and perceived behavioural control affect users’ entrepreneurial intentions. These effects are enhanced through gamification by matching the self-determination theory principles. |
Adornes and Muniz [60] | ‘‘Waze” GPS navigation crowdsourcing app | Mobile App | Insights sharing | Intangible rewards | Qualitative focus groups interviews | N/A | Surprisingly, both regular and advanced users do not recognize significant gameful experience in the platform. Beside the trust in the App’s benefits that both user types have shown, regular users are mainly driven by reciprocity, whereas advanced users are mainly driven by personal values such as empathy and altruism. |
Leszczyński and Zakrzewicz [61] | Mobile apps and restaurants’ review crowdsourcing platform | Interactive website | Customer service | Intangible rewards | Laboratory experiment | N/A | Involving intangible rewards that reflect users’ reputation show promising results on both the quantity and the quality of users’ reviews. |
Feng et al. [62] | ‘‘zbj.com” crowdsourcing website | Interactive website | Insights sharing—Random task—WOM | Competition—Intangible rewards—Motivational stimulus—Social interaction | Cross-sectional survey | Classic motivation theory—Social cognitive theory—Social exchange theory—Self-determination theory | Self-presentation, self-efficacy and playfulness mediate the influence of points rewarding and feedback giving on participants’ engagement. |
Leclercq et al. [63] | ‘‘Ibrain” + virtual crowdsourcing communities | Online community | Insights sharing | Competition—Cooperation—Tangible rewards | 3 laboratory and 1 field experiments | Equity theory | Competition and cooperation positively affect customers’ engagement through enhancing their experience characterized by uncertainty. In contrast, the concept of certainty of receiving a win/lose decision weakens the experiential benefits of those two gamification elements. Losing a contest of competitive nature has a stronger negative impact on customers’ experience than losing a contest of cooperative nature, whereas in both cases, prior level of engagement moderates the negative impact of losing a contest on their experience. |
Pacheco et al. [64] | ‘‘Stepbox” logistics App | Online community | Customer service | Intangible rewards—Tangible rewards | Qualitative interviews | N/A | Such a proposed application can lead to increasing the efficiency of haulers’ logistic operation via shared economy. In addition to the credits that clients can redeem for discounts in case of delivery delay or cancellation, the scores and comments received by both the clients and the haulers increase the level of trust and insights for the service users. |
Penoyer et al. [65] | ‘‘StackOverflow” IT question/answer crowdsourcing platform | Online community | Customer service | Intangible rewards | Online cross-sectional survey | N/A | Highest ranked users find Intrinsic factors such as altruism, reciprocity and making an impact much more motivating than extrinsic rewards. |
Yoo et al. [66] | Mobile travel crowdsourcing App | Online community | Customer service | Intangible rewards—Social interaction | Cross-sectional survey | Gratification theory—Theory of consumption value—Flow theory- Technology acceptance model—Social exchange theory | Whilst privacy concerns about information collection negatively affect the intention to use the gamified app; perceived usefulness, perceived enjoyment, and hedonic motivation are found positively affecting it. Surprisingly, perceived ease of use had no influence on participants’ intention to use, probably because of their high technology literacy level. Unlike information motivation, interaction motivation has significant relationship with intention to use. Networking positively affects perceived enjoyment and perceived usefulness. Information quality positively affect perceived ease of use. |
Liang et al. [67] | ‘‘Airbnb” online accommodation rental marketplace | Online community | Customer service | Intangible rewards | Multivariate econometrics model | Rational action theory | Badges granted to accommodation hosts positively influence the number of reviews, the rating level, and the spending behavior of the website guests. |
Poncin et al. [68] | Laptop bags producer | Interactive website and Smartstore | Insights sharing | Challenge—Fantasy—Tangible rewards | Mixed experiments (online scenario based and smartstore) | N/A | Fantasy and challenge in an online co-productive environment enhance customers’ experience by generating feeling of arousal, compelling experience, and patronage intentions. In the case of in-store technology interface, fantasy also generates feelings of control, yet technology’s ease of use is fundamental to enhance the quality of the perceived experience. |
Kavaliova et al. [69] | ‘‘Threadless” online crowdsourcing apparel store | Online community | Insights sharing | Challenge—Competition—Intangible rewards—Motivational stimulus—Social interaction—Tangible rewards | Netnographic case study | N/A | Consumers are fun seekers. If they perceive a task is fun, they may carry out without expecting anything in return. Beside extrinsic rewards, intrinsic factors are found fundamental for maintaining consumers’ continued engagement, mainly: flow, addiction, achievements, recognition, relationship building and escapism. |
Goes et al. [70] | Online knowledge exchange crowdsourcing platform | Online community | Customer service—Random task | Competition—Intangible rewards | Quantitative panel data methods | Goal setting theory | Incentive hierarchies motivate users to put higher effort before reaching goals, but lower effort afterwards. The impact seems to be temporary and counterproductive. |
Sigala [71] | ‘‘Tripadvisor” travel review crowdsourcing platform | Interactive website and Facebook App | Customer service | Competition—Intangible rewards—Motivational stimulus—Social interaction | Cross-sectional survey | Self-determination theory—Flow theory | Intangible game mechanics such as points, badges and leaderboards positively influence users’ interaction and engagement with the website, decision making process, and overall trip experience. Facebook users are more motivated and engaged than guest users due to higher social interaction. |
Harwood and Garry [72] | ‘‘Samsung” electronics and telecommunication company | Online community | Customer service—Insights sharing—WOM | Challenge—Competition—Intangible rewards—Social interaction—Tangible rewards | Netnography & Participant observation | Social cognitive theory—Flow theory | Setting a clear goal for customers’ continued interaction positively influence their interest and engagement behavior. Tangible and intangible rewards positively affect customers’ engagements. Positive emotional engagement (fun, enjoyment, satisfaction, low-level dissatisfaction) positively influence continuous engagement. |
Conaway and Garay [73] | ‘‘Amazon Mechanical Turk” online crowdsourcing marketplace | Interactive website | Insights sharing—Random task | Challenge—Competition—Intangible rewards—Social interaction—Tangible rewards | 2 cross-sectional surveys | Visual design model of gamification elements (Conway and Garay 2020: Palmer et al., 2012) | Business relationship, rewards, competition, and fun are fundamental driving dimensions in the gamified experience. Users engage with gamified websites that begin with an easy task and then progress to more complex challenges. Users want rapid indications of success through virtual and monetary rewards. Websites must be attractive to users in terms of video game graphics and web page design. |
Hamari [74] | ‘‘Sharetribe” online peer-to-peer marketplace | Online community | Customer service—Random task | Intangible rewards—Social interaction | Longitudinal field experiment | Theory of planned behaviour—Social proof theory—Social influence theory—Social comparison theory—Flow theory | The use of badges shows no significant effect on users’ activity, yet users who actively monitor their own badges and those of others show increased activity on the website |
Theory | Related Findings |
---|---|
Self-determination theory—Xi and Hamari [52]; Xi and Hamari [57]; Morschheuser et al. [58]; Ruiz-Alba et al. [59]; Feng et al. [62]; Sigala [71] | Achievement and social interactions positively influence users’ feeling of competence, social relatedness, and autonomy, leading to positive behaviour towards value co-creation intentions in the gamified system. |
Flow theory—Hamari [36]; Yoo et al. [66]; Sigala [71]; Harwood and Garry [72]; Hamari [74] | Tangible rewards and mostly intangible ones leading to users’ enjoyment and satisfaction positively influence their immersion in the gamified system and consequently, their co-creation activities with the brand. |
Theory of planned behaviour—Hamari [36]; Jun et al. [54]; Ruiz-Alba et al. [59]; Hamari [74] | Users are more determined by their psychological perception towards the game experience than by its expected rewards. Positive perception towards the expected behaviour and behavioural control positively influences their intentions to contribute to brand value creation. |
Technology acceptance model—Wang et al. [48]; Zhang et al. [50]; Köse et al. [55]; Yoo et al. [66] | Perceived ease of use of the gamified system which is found relatively high among online users who are mostly young has positive influence on their perceived enjoyment and perceived usefulness, which in turn leverage their intentions towards contributing to brand value creation. |
Goal setting theory—Kim et al. [53]; Morschheuser et al. [58]; Goes et al. [70] | Gamified systems with clear goals have better influence on users’ intention to engage and recommend it, yet games should be optional, and rules should be carefully set to avoid counterproductivity. |
Social related theories: cognitive, comparison, influence, exchange, proof theories—Hamari [36]; Kim et al. [53]; Jun et al. [54]; Feng et al. [62]; Yoo et al. [66]; Harwood and Garry [72]; Hamari [74] | Perceived social value influenced by social interactions and social norms associated with the gamified system highly affect users’ behavioural intention towards brand value co-creation. |
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Merhabi, M.A.; Petridis, P.; Khusainova, R. Gamification for Brand Value Co-Creation: A Systematic Literature Review. Information 2021, 12, 345. https://doi.org/10.3390/info12090345
Merhabi MA, Petridis P, Khusainova R. Gamification for Brand Value Co-Creation: A Systematic Literature Review. Information. 2021; 12(9):345. https://doi.org/10.3390/info12090345
Chicago/Turabian StyleMerhabi, Mohamad Amir, Panagiotis Petridis, and Rushana Khusainova. 2021. "Gamification for Brand Value Co-Creation: A Systematic Literature Review" Information 12, no. 9: 345. https://doi.org/10.3390/info12090345
APA StyleMerhabi, M. A., Petridis, P., & Khusainova, R. (2021). Gamification for Brand Value Co-Creation: A Systematic Literature Review. Information, 12(9), 345. https://doi.org/10.3390/info12090345