Abstract
Given the motivational effect of game elements and mechanisms on user experience in various non-game contexts, gamification has widely been used as an effective marketing technique to enhance the performance of business practices. In the past decade, a variety of studies have explored and investigated the value that gamification can provide in consumer-facing marketing activities. However, there is still a dearth of granular understanding of how gamification in marketing has been studied in the current literature. This paper follows the PRISMA literature review process and systematically reviews 93 papers consisting of 111 empirical studies on gamification and marketing management. The synthesized findings provide a holistic picture of the adopted research methods, different investigated gamification affordances and advergames, various gamified industries, and marketing performance indicators regarding products, services, and brands. Five agenda points, mainly relating to methodology and themes, are further suggested.
Original language | English |
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Title of host publication | AMCIS 2023 Proceedings |
Publisher | Association for Information Systems |
Number of pages | 10 |
ISBN (Electronic) | 978-1-958200-05-6 |
Publication status | Published - 2023 |
Publication type | A4 Article in conference proceedings |
Event | Americas Conference on Information Systems - Panama City, Panama Duration: 10 Aug 2023 → 12 Aug 2023 |
Conference
Conference | Americas Conference on Information Systems |
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Country/Territory | Panama |
City | Panama City |
Period | 10/08/23 → 12/08/23 |
Keywords
- Gamification
- Games
- Advertising
- Brand
- Loyalty
- Purchase Intention
Publication forum classification
- Publication forum level 1